Hussar
Legend
Hi, my name's Hussar and I like plot in my RPG's.
I do. I like it both as a player and a GM. I want the campaign to have a clear goal (or goals) from the outset and a definite beginning, middle and end. I feel that it makes the group work together better, and as a GM, it allows me to use many more narrative (in the literary, not GNS meaning) techniques in my game. After all, if there's no obvious plot, then foreshadowing becomes pretty tricky.
DM: "You have a dream of ((blank))"
Six months pass
Player: "Hey, what was up with that dream?"
DM: Well, since you guys decided to completely ignore those plot hooks, that dream was just a dream.
The trick, of course, is to be able to create a solid plot without laying down the tracks of a railroad. Now, some railroading is going to be inevitable. If the ring has to be tipped into the volcano, eventually the party has to go to the volcano. Of course.
However, while you can define the what of the plot, the trick is to leave the how completely open, or as open as possible. Do they sneak in? Do they build a coalition of forces and assault the gates? Do they do the smart thing and get that damned wizard to cast a teleport spell?
In my mind, plots are good. They focus the players. They give the players something to work towards as a group. They give a reason for the group to exist in the first place.
For those of you, like me, who like plots in your game, how do you craft your campaigns so that the plots are there, but, leave them open enough that the how is left up to the players?
I do. I like it both as a player and a GM. I want the campaign to have a clear goal (or goals) from the outset and a definite beginning, middle and end. I feel that it makes the group work together better, and as a GM, it allows me to use many more narrative (in the literary, not GNS meaning) techniques in my game. After all, if there's no obvious plot, then foreshadowing becomes pretty tricky.

DM: "You have a dream of ((blank))"
Six months pass
Player: "Hey, what was up with that dream?"
DM: Well, since you guys decided to completely ignore those plot hooks, that dream was just a dream.

The trick, of course, is to be able to create a solid plot without laying down the tracks of a railroad. Now, some railroading is going to be inevitable. If the ring has to be tipped into the volcano, eventually the party has to go to the volcano. Of course.
However, while you can define the what of the plot, the trick is to leave the how completely open, or as open as possible. Do they sneak in? Do they build a coalition of forces and assault the gates? Do they do the smart thing and get that damned wizard to cast a teleport spell?

In my mind, plots are good. They focus the players. They give the players something to work towards as a group. They give a reason for the group to exist in the first place.
For those of you, like me, who like plots in your game, how do you craft your campaigns so that the plots are there, but, leave them open enough that the how is left up to the players?
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