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<blockquote data-quote="Jim Hague" data-source="post: 2692107" data-attributes="member: 17550"><p>When I refer to plot, it's a matter of me sitting down and writing a precis on what's going on, usually 3-5 pages. The NPCs get motivations and plans, and there's some debugging thrown in if the PCs manage to interfere. I <em>never</em> put a fixed end into plots.</p><p></p><p>Example:</p><p></p><p>In Sunday's session of The Incredible Years (Incredibles-inspired Mutants and Masterminds), the new Freedom League (the PCs) have discovered at least part of the evildoers' plans - that the bad guys intend to resurrect the archvillain Omega via placing his energy form into the body of Centurion, who was killed during the Terminus War, sacrificing himself to destroy Omega. The bad guys have placed the clone into a massive, Entropic Energy-powered Mechanaut robot and sent it rampaging towards the Goodman Building, where a nexus of Entropic Energy can be found conained inside a force field.</p><p></p><p>I made allowances - what would happen if the PCs failed to stop the Centurion Mechanaut? What if they succeeded? In the first case, the campaign closes on a cliffhanger as Omega is resurrected and retreats into the Terminus to plot new evils against Earth. In the second, the one that took place, the PCs defeated the Centurion Mechanaut and gained a valuable clue regarding the opposition's plans. Now they find themselves racing towards the final episode of the series to confront their archenemeses before it's too late. I wrote up a phyrric victory as well - what if Centurion's clone were destroyed, or just its robotic shell?</p><p></p><p>Obviously, you can't account for all possibilities - there's days the PCs just go off and do something you don't expect. But setting up an interesting framework for the story isn't railroading by any means; it's providing structure, not stricture.</p></blockquote><p></p>
[QUOTE="Jim Hague, post: 2692107, member: 17550"] When I refer to plot, it's a matter of me sitting down and writing a precis on what's going on, usually 3-5 pages. The NPCs get motivations and plans, and there's some debugging thrown in if the PCs manage to interfere. I [i]never[/i] put a fixed end into plots. Example: In Sunday's session of The Incredible Years (Incredibles-inspired Mutants and Masterminds), the new Freedom League (the PCs) have discovered at least part of the evildoers' plans - that the bad guys intend to resurrect the archvillain Omega via placing his energy form into the body of Centurion, who was killed during the Terminus War, sacrificing himself to destroy Omega. The bad guys have placed the clone into a massive, Entropic Energy-powered Mechanaut robot and sent it rampaging towards the Goodman Building, where a nexus of Entropic Energy can be found conained inside a force field. I made allowances - what would happen if the PCs failed to stop the Centurion Mechanaut? What if they succeeded? In the first case, the campaign closes on a cliffhanger as Omega is resurrected and retreats into the Terminus to plot new evils against Earth. In the second, the one that took place, the PCs defeated the Centurion Mechanaut and gained a valuable clue regarding the opposition's plans. Now they find themselves racing towards the final episode of the series to confront their archenemeses before it's too late. I wrote up a phyrric victory as well - what if Centurion's clone were destroyed, or just its robotic shell? Obviously, you can't account for all possibilities - there's days the PCs just go off and do something you don't expect. But setting up an interesting framework for the story isn't railroading by any means; it's providing structure, not stricture. [/QUOTE]
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