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"How do you come up with your Plots & Storylines?" Topic


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797 hits since 7 Dec 2011
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Mako11 Supporting Member of TMP07 Dec 2011 6:09 p.m. PST

I'm considering developing a campaign, for either club, or solo use, and have lots of ideas, but thought I'd ask how you and others come up with the game plots, and storylines for the events?

This will be an Age of Sail game, for either the 17th or 18th Centuries, or Napoleonic era, with a RPG feel in some instances perhaps, but probably more closely aligned with the captain(s) and crew(s) of the vessels involved, and their success(es), or failure(s). Not sure if the crew will be a government one, privateer, or pirate at this time, so they could be any of the above.

So, how do you come up with the overall theme, and monthly, weekly, daily, hourly encounters, and actions in your games:

1. preplan all in advance;
2. use random charts and just roll for things to occur;
3. somewhere between options 1 and 2;
4. steal ("borrow" if you prefer – some pirates like this term better) the storyline, or bits and pieces from a movie, novel, etc.;
5. borrow the plot/storyline from pirate/naval/fantasy computer games;
6. some other option(s) not mentioned above (please share the details with us)?

Of course, any links to good, random plot/storyline generators for the Age of Sail/Pirates/Privateers would be appreciated.

Personal logo John the OFM Supporting Member of TMP07 Dec 2011 6:43 p.m. PST

Plagiarism.
And beer.

Stern Rake Studio Supporting Member of TMP07 Dec 2011 7:00 p.m. PST

I'm currently running a Star Wars RPG and I've been "borrowing" from other sci-fi RPGs for my adventure ideas.

Ted

Stryderg07 Dec 2011 7:12 p.m. PST

Start with a basic idea and use the Mythic Game Master Emulator:
link

You can also search for "story writing prompts".

pahoota Supporting Member of TMP07 Dec 2011 7:40 p.m. PST

I start with the main character, whom I create using a weird method. I roll four dictionary words and use them as prompts to make up the character's background. An example is located here:
link

After the character background is established, his motivation toward a certain goal is usually pretty easy to figure out. Once I know the character's goal, I put something in the way to provide conflict. The character's attempt to overcome this conflict is basically the entire campaign.

I build a little diagram and plot a rough outline backwards, coming up with a general idea of the resolution I want at the end. I split the whole plot diagram into three parts. At the end of the first third the conflict should be fully introduced, along with hints of what's required for resolution. By the end of the second third of the campaign the characters should be set on some path towards reserving the conflict, only to have this path change abruptly at this point. This is the cliffhanger. Finally, a new path to resolution reveals itself in the last third of the campaign, building to the climactic show-down.

I keep this whole plot structure very simple, not much more detailed than described above, because things are going to change as I started writing the story from the start. I then repeat the whole process for the first third of the campaign outline, splitting it into thirds and defining character motivations (usually for a supporting character) and conflict, making a story-within-a-story. I repeat this process until I have a good idea of how the first adventure should end, but none of the actual events of that adventure defined. I use the Mythic Game Master Emulator for that since this is all solo. My method is very formulaic but works for me.

I started using Mythic in a fantasy setting and have only got through the first three adventures but was so pleased with the results I'm going to transition to a Star Wars campaign I've always wanted to run and see how that goes.

Space Wizard Supporting Member of TMP08 Dec 2011 12:32 a.m. PST

When I'm stuck for ideas I usually just borrow a plot (or two, or three) from Shakespeare and mess around with it a bit.

hagenthedwarf08 Dec 2011 8:28 a.m. PST

What battles do you want? I work it back from there so that you end up with the key result that the campaign is supposed to give – the battles. Then work out how matters will change bewteen engagements. That gives the main structure to what you are aiming to achieve. Then start fitting the fabric of the campaign over the skeleton.

Personal logo richarDISNEY Supporting Member of TMP08 Dec 2011 8:32 a.m. PST

John,
We are talking PIRATES here. Not beer, RUM!
eggnog

Lions Den08 Dec 2011 10:12 a.m. PST

Here is the order I do these activities:
4. steal ("borrow" if you prefer – some pirates like this term better) the storyline, or bits and pieces from a movie, novel.

1. preplan all in advance,write down encounters from reading and the borrowed storyline…and creat number 2.

2. use random charts and just roll for things to occur.

corporalpat08 Dec 2011 12:22 p.m. PST

1. Inspiration: use historical sources, fairy tales, literature, movies, TV, video games…ANYTHING! Have a clear idea of what your world is like (easiest with historical topics). Determine the physical settings in which the game will occur.

2. Create the characters (NPCs not players) that will populate the game and their basic motivation (evil prince or lowly guard?).

3. Come up with the main theme(s) of your story (revenge, greed, adventure, war etc.) Come up with the mission/quest/objective that will drive the players. What motivates them?

4. Make a general outline of where you think the game should go. Keep it flexible and simple because no plan survives first contact and you'll end up throwing out pages of carefully crafted storyline! Include random charts for events. Remember though, randomness is fine but don't be afraid to have specific events in mind that will happen if the players take a certain course of action.

5. Let it run! Allow your players to help guide the story with their actions as they play. Be ready to capitalize on their actions/mistakes/successes to help move the story along. Improvise!!! If you have set the stage well enough in the beginning both the plot and the storyline will develop, with your guidance and input from the players, toward your established goals relatively easily.

6. Relax, have fun, and tell your story!

epturner Supporting Member of TMP09 Dec 2011 6:34 a.m. PST

I'd say do like the old Royal Navy did, "all about rum, bum, and 'baccy"…

Eric

huevans01112 Dec 2011 3:50 p.m. PST

Start with a simple idea like….

"Once upon a time on the High Seas, there was a bold, rough ruffian of a Pirate Captain called Cap'n Flogg and by pure chance set sail upon the same vessel was a pretty blond cabin boy called Tom."

Build on the idea with similar themes and soon you will have enough for an entire campaign.

Personal logo Mal Wright Supporting Member of TMP Fezian Inactive Member13 Dec 2011 3:47 p.m. PST

upon the same vessel was a pretty blond cabin boy called Tom.

A special friend of the Admiral and the only person ever flogged around the fleet with a huge Ostrich feather.

Personal logo Mal Wright Supporting Member of TMP Fezian Inactive Member13 Dec 2011 3:51 p.m. PST

But in all seriousness….I usually start with a variation on some historical event and then work things around that.
Its helpful to have such a start to boost the game along and it can be similarly useful to have a couple of real life type events along the way. You can fill in between with events from the game itself. I've always found campaigns to be self generating once they get underway and players have an input.

Dave Crowell30 Dec 2011 10:51 a.m. PST

I start by listing as many inspirational events and encounters as I can. Not all of them will make it into the final play, but it helps to have them at the start.

I steal ideas from everywhere. Some are just a word or two. For a nautical campaign short on water, careen the vessel, storm at sea, ghost ship, unknown reef, enemy attack, mutiny, might appear.

Then I start to develop an outline of what should happen. A rough skeleton. Leave port, sail to station, cruise on station, shore leave, cruise on station, return to port. Then creat tables or cards with possible encounters. Write up a few encounters in advance.

Begin the campaign and keep notes on what happens. Bring back especially memorable enemies and allies.

Some times I do nothing more than strin three or so battles together with a storyline running from one to the next. Three episodes makes a good mini campaign,

Chips88 Supporting Member of TMP31 Dec 2011 4:40 p.m. PST

I use my Alexander Kent (Richard Bolitho) & C.S. Forester (Horatio Hornblower) novels and DVDs. You start off like the origianl story line but never know where it will really take you like Mal said. Works great!!

Kimball

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