DON'T
PREP PLOTS
An Essay by Justin Alexander If you're GMing a roleplaying game, you
should
never prep a plot.
Everyone's
tastes are different. These matters are subjective. What works for one
person won't necessarily work for another. Yada, yada, yada.
But, seriously, don't prep plots.
First, a definition of terms: A plot is the
sequence of events in a story.
And
the problem with trying to prep a plot for an RPG is that you're
attempting to pre-determine events that have not yet happened. Your
gaming session is not a story -- it is a happening. It is something
about which stories can be told, but in the genesis of the moment it is
not a tale being told. It is a fact that is transpiring.
PREPPING
WITHOUT PLOTS
Don't prep plots, prep
situations.
What's the difference?
A
plot is a sequence of events: A happens, then B happens, then C
happens. (In more complicated forms, the sequence of events might fork
like a Choose
Your Own Adventure book, but the principle remains the
same.)
A situation, on the other hand, is merely a
set of
circumstances. The events that happen as a result of that situation
will depend on the actions the PCs take.
For
example, a plot might look like this: "Pursuing the villains who
escaped during last week's session, the PCs will get on a ship bound
for the port city of Tharsis. On their voyage they will spot a
derelict. They will board the derelict and discover that one of the
villains has transformed into a monster and killed the entire crew...
except for one lone survivor. They will fight the monster and rescue
the survivor. While they're fighting the monster, the derelict will
have floated into the territorial waters of Tharsis. They will be
intercepted by a fleet of Tharsian ships. Once their tale is told, they
will be greeted in Tharsis as heroes for their daring rescue of the
derelict. Following a clue given by the survivor of the derelict, they
will climb Mt. Tharsis and reach the Temple of Olympus. They can then
wander around the temple asking questions. This will accomplish
nothing, but when they reach central sanctuary of the temple the
villains will attempt to assassinate them. The assassination attempt
goes awry, and the magical idol at the center of the temple is
destroyed. Unfortuntely, this idol is the only thing holding the temple
to the side of the mountain -- without it the entire temple begins
sliding down the mountain as the battle continues to rage between the
PCs and villains!"
(This is derived from an actual, published
adventure. Names and milieu have been changed to protect the innocent.
Bonus points to anyone who can correctly identify the original source.)
A
situation, on the other hand, looks like this: "The villains have
escaped on two ships heading towards Tarsis. One of the villains
transforms during the voyage into a terrible monster and kills the
crew, leaving the ship floating as a derelict outside the coastal
waters of Tharsis. At such-and-such a time, the ship will be spotted by
the Tharsis navy. The other villains have reached the Temple of Olympus
atop Mt. Tharsis and assumed cover identities."
THE
DIRTY SECRET
Many people are intimidated by the idea of
prepping without a plot. It seems like a lot of work. If the players
can do anything,
how are you supposed to cope with that?
The dirty secret, though, is that it's
actually a
lot more difficult to prep plots than situations.
To
understand why, let's take a closer look at our example of a plotted
adventure. It's a tightly-knit sequence of events that, when broken
down, looks like this:
(1) The PCs pursue the villains. (What if they don't?)
(2) The PCs have to choose to follow them by ship. (What if they decide
to ride down the coast? Or teleport?)
(3) The PCs have to spot the derelict. (What if they roll poorly on
their Perception check?)
(4) The PCs have to board the derelict. (What if they just sail past
it?)
(5) The PCs have to rescue the survivor. (What if they fail? Or choose
to flee before realizing the survivor is there?)
(6) The PCs have to question the survivor. (What if they decide not to
pressure an injured man?)
(7) The PCs have to go to the central sanctuary of the temple.
(8) The assassination attempt on the PCs has to play out in a very
specific way.
What
you're looking at is a chain of potential points of failure. Each of
these points is heavily designed with a specific and expected
outcome... and if that outcome doesn't happen the GM is left to
railroad the players back onto the tracks he's laid out.
By contrast, let's look at what we need to
design
this same adventure as a situation:
(1)
The PCs have to pursue the villains. (This is the hook into the entire
scenario. It's a potential failure point shared by all scenarios. If
the PCs aren't interested in going to the red dragon's lair, it doesn't
matter how you prep the lair.)
(2) You need to design the city of Tharsis.
(Where
is it? What's it like? What can the PCs do there? Et cetera.)
(3) You need to design the derelict ship.
(4) You need to design the Temple of Olympus.
(5) You need to stat up the Tharsis navy,
the
villains, and (possibly) the survivor.
(6)
There needs to be a way for the PCs to know the villains are hiding out
in the Temple of Olympus. (In the plot-based design, this is one of the
failure points: They either question the survivor or they have no way
of knowing where to go next. In situation-based design, you would use
the Three
Clue Rule
and figure out two additional methods by which the PCs could reach this
conclusion. This can be as simple as making a Gather Information check
in Tharsis and/or questioning the captain/crew of the ship the villains
took.)
Here's the dirty secret: Take a closer look
at that list.
With the exception of #6, those are all things that you also needed to
prep for your plot-based design. (And even #6 is one-third complete.)
Here's
an analogy: Situation-based design is like handing the players a map
and then saying "figure out where you're going". Plot-based design, on
the other hand, is like handing the players a map on which a specific
route has been marked with invisible ink... and then requiring them to
follow that invisible path.
ROBUST
DESIGN
The
advantage of situation-based prep is that it's robust. Surprisingly,
however, that robustness doesn't require a lot of extra work. In fact,
as we've shown, it usually requires a lot less work. Here are
a few things to consider while doing situation-based prep.
THREE
CLUE RULE: I've already devoted a lengthy essay
to the Three Clue Rule. Basically, the Three Clue Rule states: For any conclusion you want the
PCs to make, include at least three clues.
The
theory is that, even if the players miss two of the clues, you've got
pretty great odds that they'll find the third and figure things out.
The
Three Clue Rule can also be applied to adventure design in general:
For any given problem in an adventure, you should always prep at least
one solution and remain open to any potential solutions your players
may devise. But for any chokepoint
problem
(by which I mean "a problem which must be overcome in order for the
adventure to continue"), try to include three possible routes to
success.
That may sound like a lot of work, but these
distinct
paths don't need to be particularly convuluted. (In fact, they
shouldn't be.) For example, a problem might be "Mickey Dee has a piece
of information the PCs need". The solutions can be as simple as (1)
knock him out and take it; (2) negotiate with him for it; or (3) sneak
into his office and steal it. The actual prep that you do for
any
one of these solutions takes care of 99% of the prep for the other two.
It
should be noted that, just because any given solution is "simple", it
doesn't mean that the scenario will be (or should be) simple. The
convulution of the scenario arises from the way in which a series of
problems are overcome. And the nice thing about situation-based prep is
that you don't have to figure out exactly how these problems will be
strung together -- that arises naturally out of the actions taken by
the PCs.
GOAL-ORIENTED
OPPONENTS:
Instead of trying to second-guess what your PCs will do and then trying
to plan out specific reactions to each possibility, simply ask
yourself, "What is the bad guy trying to do?"
The
most effective way of prepping this material will depend on the
particulars of the scenario you're designing. It might be nothing more
than a sequential list of objectives. Or it might be a detailed
timeline.
Note
that some scenarios won't be based around the bad guys trying to carry
out some specific scheme. They might just be going about business as
usual when the PCs decide to show up and make a mess of things. In
other words, the "goal" might be nothing more than "maintain the
standard guard rotation".
If you're interested in seeing this type of
prep work in
action, I've put together a lengthy
example of using detailed timelines from my own campaign. (My
players should not click that link.)
DON'T PLAN SPECIFIC CONTINGENCIES:
Whatever
approach you take, the key aspect is that you'll usually be laying out
what would happen if the PCs don't get involved. If you get some ideas
about contingency plans, go ahead and jot them down, but don't waste
too much time on them.
I say "waste your time" because that's
exactly what most contingency planning is. The basic structure of
contingency planning is: If the PCs interfere at point X, then the bad
guys do X2. If the PCs interfere at point Y, then the bad guys do Y2.
If the PCs interfere at point Z, then the bad guys do Z2.
Of
course, if the PCs don't interfere at point X, then all the time you
spent prepping contingency X2 is completely wasted. Even more
importantly, if the PCs do
interfere at point X then point Y and point Z will generally be
fundamentally altered or even cease to exist -- so all the prep work
that went into Y2 and Z2 is also wasted.
This is where
situation-based prep usually gets maligned for requiring more work:
People think they need to try to prepare themselves for every
conceivable action the PCs might take. But, in point of fact, that's not
situation-based prep. That's plot-based prep juiced up on Choose Your
Own Adventure steroids. It's the type of prep you would need to do if
you were programming a computer game.
But you're not programming
a computer game. You're prepping a scenario for a roleplaying
game. When the PCs
choose to do X or Y or Z (or A or B or C), you don't need a
pre-programmed reaction. You're sitting right there at the table with
them. You can just react.
KNOW
YOUR TOOLKIT:
In order to react, you need to know your toolkit. If the PCs start
investigating Lord Bane, what resources does he have to thwart them? If
they lay siege to the slavers' compound, what are the defenses?
Typical "tools" include personnel,
equipment, physical locations, and information.
For example, if the PCs are investigating a
local Mafia leader then you might know that:
(1)
He has a couple of goon squads, a trained assassin on staff, and two
bodyguards. You might also know that he has an estranged wife and two
sons. (These are all types of personnel.)
(2) He lives in a
mansion on the east side of town, typically frequents his high-end
illegal casino in the secret basement of a downtown skyscraper, and
also has a bolt-hole set up in a seedy tavern. (These are all physical
locations.)
(3) He has blackmail material on one of the
PCs. (This is information.)
(4) He has bribed a local cop. (This is a
different type of personnel.)
And
just like a real toolbox, you should have some idea what the tools are
useful for. You know that a hammer is for nails and a screwdriver is
for screws. Similarly, you know that the goon squad can be used to
beat-up the PCs as a warning or to guard the bolt-hole. You know that
the estranged wife can be used as a source of information on the
mansion's security system. And so forth.
You can think of this
as non-specific contingency planning. You aren't giving
yourself a hammer
and then planning out exactly which nails you're going to hit and how
hard to hit them: You're giving yourself a hammer and saying, "Well, if
the players give me anything that looks even remotely like a nail, I
know what I can hit it with."
(For example, you know that the
estranged wife is familiar with the details of her husband's operations
and the
security of the mansion. That's the hammer. What you don't have to
figure out is how the PCs get that information from her: Maybe they
just ask her nicely. Or bribe her. Or offer to protect her. Or they
plant a surveillance bug on her. Or tap her phones. Or kidnap her sons
and threaten to kill them unless she plants a bomb in her husband's
mansion. These are all nails. The players will provide them.)
The
other trick to designing your toolkit is organizing the pertinent
resources into usable chunks. Take the goon squads for example: You
could try to track the actions of every individual goon while running
the adventure, but that quickly becomes incredibly complicated. By
organizing them into squads you give yourself a manageable unit that
you can keep track of.
On the other hand, don't let this
organization shackle you. If you need an individual goon, just peel 'em
off one of the squads and use them. You're drawing a forest because
that's easier to map -- but if the PCs need to chop down some firewood,
don't miss the trees for the forest.
CONCLUDING
THOUGHTS
Despite
my tongue-in-cheek opening to this essay, there's nothing inherently
wrong with plot-based design. Plenty of great games have been run with
tightly or loosely plotted scenarios. And the argument can certainly be
made that, "The players don't care if they're on a railroad, if the
train's heading to Awesome Town."
But I'll admit that, in my experience,
Awesome Town is usually a lot more awesome when I let the PCs chart
their own course.
Is
that because I'm such an amazingly awesome GM that I can always roll
with the punches and come up with some awesome improvisation? Maybe.
But I think it has more to do with the fact that the players are
actually pretty good judges of what they want. And if they come up with
a detailed plan for infiltrating the mob boss' downtown casino as card
dealers and gamblers, then they'll probably have a lot more fun seeing
that plan come to fruition than if I artificially quash it so that they
can go back to my "awesome" idea of kidnapping the sons of the mob boss
and using them to blackmail his wife.
(Which isn't to say that
the PCs should always succeed. Overcoming adversity is awesome as well.
But there's a difference between a plan that doesn't work because it
didn't work and a plan that doesn't work because I, as a GM, want them
to be doing something else.)
And with that so-called advantage of
plot-based design laid to one side, I'm not sure what it's really
supposed to be offering. On the other hand, the advantages of
scenario-based design are huge:
(1) It requires significantly less work to
prep.
(2) It empowers the players and makes their
choices meaningful.
The
latter really cannot be emphasized enough. For me, the entire reason to
play a roleplaying game is to see what happens when the players make
meaningful choices. In my experience, the result is almost always
different than anything I could have anticipated or planned for.
If
I wanted to tell my players a story (which is what plot-based design
really boils down to), then it's far more efficient and effective to
simply write a story. In my opinion, if you're playing a roleplaying
game then you should play to the strengths of the medium: The magical
creativity which only happens when people get together.
For examples of what I'm talking about, you
can also read about the Unexpected
Successes from my own table. The Twin
Deaths of Thuren Issek are particularly awesome.
On
the other hand, if you have a group that's used to being shown the
Correct Path and then following it, suddenly throwing them into the
deep-end of an open-ended scenario may have disastrous
results,
just like any other sudden shift in the style of play. Others,
of
course, will immediately take to it like a fish takes to water. But if
you're running into problems, just sit down and talk things over with
your players. Explain where the disconnect is happening. Maybe give
them a copy of this essay so that they can have a better understanding
of what's going on (and what's not going on) behind the screen.
I suspect that once they know the shackles
have been taken off, they'll revel in their newfound freedom.
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