TinyPlot: NMR Winter Terror
From FiranMUX
Contents |
Name of Plot
Expected Schedule & Duration
(1 hour, 1 day, 1 week, 2 weeks, 1 month – plots that last beyond a month are hard to sustain and should be considered meta plots for the game that are actually part of the background theme).
Intended Aims
1-2 sentence description of what the plot is intended to do e.g. reinforce a theme of the game, punish/reward players for actions/inactions, set up another plotline etc.
Expected player involvement
Obviously this can change the moment the plot hits the players, but the plot should expect to hit a certain number of players depending on its duration. Spending 1 week prep and 1 week actively running a plot for, say, 2 players is inefficient (except for things like those 200 cp plots). The expected player involvement should include any PCs the plot is specifically aimed at.
To help plan your adventure, you should list each PC that will be involved in the tinyplot, along with any fears or secrets that can be exploited during the plot. Then also list any strength that each PC has that can be put to use during the plot. You'll end up tailoring encounters to push characters buttons and let them use their gifts.
Risk versus Reward
How dangerous is the plot compared to what the players get out of it (sps/fame/money/items/information etc.) It’s fine to have a plot be all risk or all reward but that should be understood going into it.
Plot Outline
Outline the following for the plot: Method of introduction into the playerbase. Key expected scenes, key NPCs, antagonists for the plot. Overall Goals of the plot in depth, ideal outcome, ‘failure’ outcome.
Plot Complications
Expected ways for the plot to go wrong and how to handle them – lack of player involvement etc.
Resources Required
NPCs to be emitted/IVs or @roster characters to be created, items needed, money, rooms dug, code made etc.
Plot Paths
Expected scenes/events in the plot. These should include different ways for the players to buy into the plot or advance it. Forced single-path plotlines can work, but can also be incredibly frustrating to players (they're often called railroading or traintrack plots).
The below outline is probably beyond the scope of a Clan FacHead tp but is a reasonable example of a multi-path tp.
A good ‘path’ is in the forms of a tree as below.
Example Plot Tree
A-------------- B \ / ------------ | | | C D E \ | / ---------- / | \ F G H \ | / -------- | | I J
And B are the two starting points for the plot, each might have a differeny buy-in and different information available
C D E are the rising points where the players can obtain more information
F G H can include a red herring but at this point it’s expected players would have to work together to advance to the finale
I J are the Win/Lose plot outcomes.
Brainstorming
Here is where you come up with as many ideas for the tinyplot as possible, then choose the best ones when you're done.
To Do List
This is where you should list each thing that still needs to be done, either to start the tinyplot or to tie up loose ends, and check each item off as you complete it.
Obviously the above is simplified as a plot can have multiple routes to buy-in on a game, and people can get involved at multiple stages.
