Why is it a bad thing to optimise?

I disagree with this. RPGs are more than just a game. It is a hybrid of a game and interactive theater. I heard the argument that you can role play playing monopoly. But monopoly rules are not set up to encourage role playing. RPGs are.

I have been following this discussion on plot and I have to agree with Umbran that people have a knee jerk reaction to the word. To so many the word plot means railroading.

In my homebrew there is metaplot. The metaplot is the battle between Bahmut and Tiamat. Things happen in the world because of this. I started the game by having the PCs called by Bahmut to aid on the side of good.

But how they do this is up to them. They can do what they want. They can help Bahmut ,change sides help Tiamat, become neutral like Switzerland , run and hide or what ever their fertile minds come up with.

The plot is the war between the dragons and the forces of good VS evil.

The setting is my world of Vanderhelm.

The story is how the PCs choose to live in the world and what they do.

The game is the rolling of dice , making builds, cracking Monty Python jokes and eating junk food.

Cool setup. :)

The "plot" in your campaign is driven by the maneuverings of two powerful entities in the campaign world.

This plot exists and develops with or without influence from the PCs (based on the description). I didn't notice anything in your plot that directly mentions PC involvement much less involvement of a specific nature.

When the PCs do meddle in the affairs of these entities on thier own terms it seems like they are interacting with the plots of Bahamut and Tiamat rather than THE plot.
 

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S'mon

Legend
Nope, because again, not fictional. Replace tennis with por-wrestling? Yes. [Before someone threathens to layeth the smackdown, I'm a fan.]

I agree that pro-wrestling has plot, because it's scripted. If Space Invaders has plot, then presumably Chess has a plot?

If the events in play of Space Invaders or Chess are plot, then I think our fundamental difference is semantic: whatever we think about D&D, you & Hussar are using 'plot' in a way completely different to me. It feels like talking to someone who speaks a foreign language. So there doesn't seem to be a common frame of reference with which to discuss plot in RPGs.

I guess it's good to have that cleared up, anyway.
 

Vyvyan Basterd

Adventurer
When the PCs do meddle in the affairs of these entities on thier own terms it seems like they are interacting with the plots of Bahamut and Tiamat rather than THE plot.

How does this differ from the Age of Worms AP where the PCs interact with the plots (different definition - meaning 'schemes') of a god and his minions?

Is plot a bad word just because in some campaigns it seems singular? Is an AP considered a railroad just because a single major plotline exists (each I've played also has subplots)?

This is what I'm talkig about when I say the different approaches to define one's game seem to come to similar ends with differences arising based on type of preparation and segregation of plot authority.
 

S'mon

Legend
I believe that people like you who are great at winging it are actually mentally prepared for a wide range of possibilities. This is a good quality to possess. What I was trying to get at about being mentally prepared for failure is that no DM should assume that the characters will succeed.

I agree - the DM should not set an obstacle in the PCs' path if he can't deal with the consequences of the PCs failing to overcome that obstacle. While that failure may occasionally be a legitimate campaign-ender, more commonly it should be a cause for things to go in a new, possibly more exciting, direction.
 

Vyvyan Basterd

Adventurer
I agree that pro-wrestling has plot, because it's scripted. If Space Invaders has plot, then presumably Chess has a plot?

Space Invaders has a story. Aliens are invading. It's a very monotonous story with a very thin plot. Same with chess, although that's even harder to see because modern players don't see the backstory to chess anymore. The story is about two warring kings. Why are they at war? How do they reach their goal? Bare-bones and paper-thin plot, but still there.

If the events in play of Space Invaders or Chess are plot, then I think our fundamental difference is semantic:

I definitely agree.

whatever we think about D&D, you & Hussar are using 'plot' in a way completely different to me. It feels like talking to someone who speaks a foreign language. So there doesn't seem to be a common frame of reference with which to discuss plot in RPGs.

That's why I have been trying to explain what constitutes plot to me. So we can continue our discussion from that point. I can accept the term "Evolving Setting" from someone else as long as they've taken the time to explain what they mean. The poster who used the term did just that. I call it "plot" he calls it "evolving setting" now we an discuss. More like a different dialect of the same language to me than something foreign.

I guess it's good to have that cleared up, anyway.

Agreed.
 

How does this differ from the Age of Worms AP where the PCs interact with the plots (different definition - meaning 'schemes') of a god and his minions?

Is plot a bad word just because in some campaigns it seems singular? Is an AP considered a railroad just because a single major plotline exists (each I've played also has subplots)?

This is what I'm talkig about when I say the different approaches to define one's game seem to come to similar ends with differences arising based on type of preparation and segregation of plot authority.

I'm not that familliar with APs. A major plotline especially as an outline of what someone/something has planned is not in itself terrible. Once the players have contact with that plotline gameplay can go in so many directions that I just don't see how pre-planning things that far in advance can be worth doing IF the decisions and actions of the players have real meaning.

Plot authority? [sniff..] Smells like storytelling not gameplay.
 

Vyvyan Basterd

Adventurer
I'm not that familliar with APs. A major plotline especially as an outline of what someone/something has planned is not in itself terrible. Once the players have contact with that plotline gameplay can go in so many directions that I just don't see how pre-planning things that far in advance can be worth doing IF the decisions and actions of the players have real meaning.

APs assume the party will continue towards the overarching goal. If your players do not buy into the premise before the campaign starts, then the AP is quite useless. Overwise an AP gives you mainly a series of sites for the characters to explore and villainous schemes to unveil as time passes in the campaign. The written campaign tries to anticipate common actions the party will take in achieving the goal. It is up to the DM to modify these sites and events if the players take an uncommon approach.

Plot authority? [sniff..] Smells like storytelling not gameplay.

You have to filter it through my context to understand me. You don't have to agree with my use of 'plot' but misrepresenting what I've defined isn't very productive. Replace 'plot authority' with 'decision control' and maybe it will jibe with your vernacular. ;)
 

Pentius

First Post
Okay, guys, if we are going to continue this discussion about setting vs plot, we need a coherent definition for each, instead of each poster using his own. I propose the following.

Plot:
1.
a. A small piece of ground, generally used for a specific purpose: a garden plot.
b. A measured area of land; a lot.

Setting:
1. A mounting, as for a jewel.
 

S'mon

Legend
Okay, guys, if we are going to continue this discussion about setting vs plot, we need a coherent definition for each, instead of each poster using his own. I propose the following.

Plot:
1.
a. A small piece of ground, generally used for a specific purpose: a garden plot.
b. A measured area of land; a lot.

Setting:
1. A mounting, as for a jewel.

Agreed. Everyone must submit to the definitions above, or they are badwrongpoopyheads.
 

pemerton

Legend
Playing a game is not plot. D&D is a game. You can deliberately choose to add plot to a game - a murder-mystery game likely has plot, unless it's random like 'Clue(do)' - but by default games have no plot.
Well, it's true that by default chess has no plot.

But a game that is about a sequence of fictional events, occuring to a group of protagonists in a fictional world, looks like it is apt to generate a plot in the course of play.

The definition associated with narrative has no place in any campaign in which there is an actual game taking place and the decisions of the players have meaning.

Therefore when speaking of plot as it applies to gaming, a plan or scheme is the only definition I bother thinking about. If you want to discuss story or novel crafting, the other sort of plot is certainly desired.
In addition to my reply to S'mon - if you think that an RPG can't both allow for meaninful decisions by players, and ensure that the play of the game will generate a substantive plot, then I think you need to look at some exampls of modern RPG design - HeroWars/Quest, Burning Wheel, Maelstrom Storytelling, My Life With Master, and - dare I say it - even 4e!

The basic feature of this sort of design is (i) to have mechanics ensure that players can enject thematically and narratively central (rather than peripheral) material into the fiction, and (ii) to have rules that require the GM to respect this material, and have regard to it, when framing scenes and adjudicating their resolution.

I didn't mean to imply that I think our games are similar. I just think they run more similar than it seems.

<snip>

Different method, similar results.

<snip>

We've each chosen or created a game world to provide a setting. We've each chosen a method to present 'events in the fictional world' (plot).

<snip>

My intent is not meant as a challenge to any kind of "DM cred."
I never thought for a minute you were challenging anyone's cred. In fact, your posts are (especially by the standards of these boards) incredibly generous and civil!

But still, I think that you're running together things that are different. For example, in some games (including mine) the players provide key elements of setting (in building their PCs and writing up their backstories, and then bringing those backstories into play). This is not a trivial difference from strong GM control over setting, in my view, because it has a major impact in play.

And when you talk about methods of "presenting events in the fictional world" - well, yes, every RPG involves that - that's part of what makes it an RPG - but the different ways of doing this (does the GM do it, or the players, or sometimes one and sometimes the other) make a huge difference to the experience of play. I tried to make this point in my last response to Hussar - whether the landslide is (mere) situation or (potentially railroady) plot depends on a whole lot of factors, including the expectations of the players, the play activity leading up to it, etc.

Another example. The GM says "You walk into the throne room. The king falls over, dead. You see the assassin, bloodied knife in hand, darting out through a window." Is this mere situation, or full-blooded plot? If the players have all agreed to play a game focused on intrigue and skullduggery at the royal court, and have built their PCs as courtiers, court wizards, etc, and this is the opening narration of the campaign, then we have situation. The GM has delivered on the promise to run a court intrigue game, and kicked things off in a dramatic fashion. Classic situation!

But suppose a different context: the players have spent the last few sessions identifying the threat to the king's life, puzzling out who the assassin might be, working out how they can get close enough to the king to thwart the assassination, etc. And having worked it all out, they've just finished explaining how their PCs are making it into the throne room just in time to stop the assassination! And the GM narrates the above, without even permitting the playes to make some sort of die roll to try and influence the unfolding course of events. In my view, that's about as heavy-handed as GM exercise of plot authority gets.

Same words, describing the same event in game, but hugely different experiences at the table. That's because plot - both in a novel, and in an RPG - is not something that exists independent of the fictional location and orientation of the protagonists. And in an RPG, protagonism is something that is distinctively important to the players.

In a sandbox campaign, are there hooks for the characters to follow? IME, yes.

<snip>

Whether a DM plans hooks in advance or on the spot during the game, the process seems much the same to me. Where the DM mines the hooks from is certainly important to the feel of the game, but I don't feel this makes it any less a plot element than the hooks in an AP.
I can't speak for a sandbox game, but in the sort of game I run the GM does not hook the players. Rather, the players hook the GM.

That is, the players - through the backstory and build of their PCs, and then building on those things over the course of play - signal clear goals and thematic concerns, and as GM I design encounters and scenarios that speak to those goals and thematic concerns. In 4e terms, you could think of this as player-designed quests.

Which is why, like I said upthread, "sidequests" make no sense here. "Sidequests" imply that there is a main, GM-dominated, quest, and that player-initiated activity is peripheral. That's not how I prefer to approach the game.

Although obviously I have my preferences, I recognise that others have theirs. Various exchanges I've had on these boards, and also the evidence provided by sales of commercial RPG products, show that many RPGers don't like the sort of "player authorship" that my preferred approach involves - they prefer, as players, to "experience the story" or "explore the world" rather than to jointly craft the story and thereby jointly build the world. Which, as goes without saying, is fine. But which also requires different sorts of tools and techniques from the tools and techniques that I need to run my game.

And one of those points of difference is - different techniques for distributing situational, content and plot authority, and different tools (encounter design guidelines, action resolution mechanics, etc) for underpinning those techniques.

Which is why I think it is more helpful - if we're all going to better understand our games, and get better at running them the way we want to run them - to recognise rather than elide over differences! Which is not at all to say that any of us is doing it wrong - of course we're still all playing RPGs!
 

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