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How Do You Create Story?
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<blockquote data-quote="Quickleaf" data-source="post: 2428228" data-attributes="member: 20323"><p>Just brilliant! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>I have 2 answers, the truth and what I've always wanted to try.</p><p></p><p>The truth is I produce stories by brainstorming a bunch of ideas on paper. </p><p>I'll get about 20 ideas down, then pare them down to about 10. </p><p>Then I compare these ideas to what's happened in the campaign thus far, and edit.</p><p>Last I come up with a theme that unifies all the different ideas.</p><p><em>I did try the card thing once in a Planescape game. We had 38 cards, each which listed a theme and 3 ways it might be used in play. Of course, true to form, a player drew "Fall from Grace" while escaping from their archenemy, and had them be ursurped from control of their faction. Arrgh!</em></p><p></p><p>Now, what I've always wanted to try is clue rolls (see below). I found this gem on a forum somewhere written by a GM who'd written it up for his Pulp game. Basically, whenever a player makes a roll to find out information (Knowledge, Gather Info, Notice, etc), the table is consulted. I think this would be a frickin' BLAST to play!!</p><p></p><p><strong>CLUE ROLES</strong></p><p>Format: Player says “I expect XYZ.” Then rolls, consulting table…</p><p></p><p>Fail by 10 or More: No, And </p><p>Fail by 5 or More: No, But </p><p>Fail by less than 5: No, But or Yes, But (at GM's discretion) </p><p>Success by less than 5: Yes, But </p><p>Success by more than 5: Yes (Player narrates)</p><p>Success by more than 10: Yes, And</p><p></p><p>GM Narates "NO" plus "AND" on a failure and "BUT" on a success </p><p>Player Narates "YES" plus "AND" on success and "BUT" on failure.</p><p>Only one “Clue Roll” per character per scene</p><p>Only one “Clue Roll” per skill per scene</p><p></p><p><strong>How I envision this working:</strong></p><p>Jarett plays Detective Ferrari who is trying to find out who keep taking the sports page out of his newspaper. Ferrari goes about the office, shooting out with the occasional "By the way, have you seen the sports page?" Jarett, expecting that Ferrari's sidekick Lou has the sports page, makes a DC 8 Gather Information check, succeeding by less than 5. </p><p>So Jarett narrates the 'Yes': <em>While I'm in the bathroom, I spring the question on the Sergeant, who silently motions toward a closed stall. All of a sudden, I hear the flipping of pages stop. "Only Lou..." I mutter.</em> </p><p>The GM narrates the 'But': <em>But as soon as the stall opens you find the acne-ridden intern who owes you $5 from the poker game last night. He pretends not to see you an heads for the bathroom exit. In his hands is the sports page.</em></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2428228, member: 20323"] Just brilliant! :lol: I have 2 answers, the truth and what I've always wanted to try. The truth is I produce stories by brainstorming a bunch of ideas on paper. I'll get about 20 ideas down, then pare them down to about 10. Then I compare these ideas to what's happened in the campaign thus far, and edit. Last I come up with a theme that unifies all the different ideas. [i]I did try the card thing once in a Planescape game. We had 38 cards, each which listed a theme and 3 ways it might be used in play. Of course, true to form, a player drew "Fall from Grace" while escaping from their archenemy, and had them be ursurped from control of their faction. Arrgh![/i] Now, what I've always wanted to try is clue rolls (see below). I found this gem on a forum somewhere written by a GM who'd written it up for his Pulp game. Basically, whenever a player makes a roll to find out information (Knowledge, Gather Info, Notice, etc), the table is consulted. I think this would be a frickin' BLAST to play!! [b]CLUE ROLES[/b] Format: Player says “I expect XYZ.” Then rolls, consulting table… Fail by 10 or More: No, And Fail by 5 or More: No, But Fail by less than 5: No, But or Yes, But (at GM's discretion) Success by less than 5: Yes, But Success by more than 5: Yes (Player narrates) Success by more than 10: Yes, And GM Narates "NO" plus "AND" on a failure and "BUT" on a success Player Narates "YES" plus "AND" on success and "BUT" on failure. Only one “Clue Roll” per character per scene Only one “Clue Roll” per skill per scene [b]How I envision this working:[/b] Jarett plays Detective Ferrari who is trying to find out who keep taking the sports page out of his newspaper. Ferrari goes about the office, shooting out with the occasional "By the way, have you seen the sports page?" Jarett, expecting that Ferrari's sidekick Lou has the sports page, makes a DC 8 Gather Information check, succeeding by less than 5. So Jarett narrates the 'Yes': [i]While I'm in the bathroom, I spring the question on the Sergeant, who silently motions toward a closed stall. All of a sudden, I hear the flipping of pages stop. "Only Lou..." I mutter.[/i] The GM narrates the 'But': [i]But as soon as the stall opens you find the acne-ridden intern who owes you $5 from the poker game last night. He pretends not to see you an heads for the bathroom exit. In his hands is the sports page.[/i] [/QUOTE]
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