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How to Twist Plots
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<blockquote data-quote="mmadsen" data-source="post: 142134" data-attributes="member: 1645"><p>A sixth <a href="http://www.roleplayingtips.com/issue75.html" target="_blank">Plot Twist Tip</a>:</p><p></p><p>Don't Twist Too Much</p><p></p><p>Be careful not to twist things too much, especially the classic twists that deal with relatives, employers and rewards. Players will soon learn to expect twists and there'll be no surprising them then. Also, your players could become jaded or cynical of your stories, and that's bad too. </p><p></p><p>Space your twists out. Have stories with no twists, many twists, few twists, twists on twists, and so on. Do anything within the rules and that's fair to keep the players on their toes--they'll thank you for it by eagerly showing up to your sessions! </p><p></p><p>Something else you can try is, after you've revealed a major twist, run two or more very short stories or side adventures that have no twists in them, and then run an adventure with another twist. By putting brief, no-twist adventures between major twists you will lull the players' suspicions just in time to surprise them again. And by making the side- adventures short, you won't overly delay the main, twisting plot. However, be careful not to make this a regular pattern as your players are smart and they'll catch on.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 142134, member: 1645"] A sixth [url=http://www.roleplayingtips.com/issue75.html]Plot Twist Tip[/url]: Don't Twist Too Much Be careful not to twist things too much, especially the classic twists that deal with relatives, employers and rewards. Players will soon learn to expect twists and there'll be no surprising them then. Also, your players could become jaded or cynical of your stories, and that's bad too. Space your twists out. Have stories with no twists, many twists, few twists, twists on twists, and so on. Do anything within the rules and that's fair to keep the players on their toes--they'll thank you for it by eagerly showing up to your sessions! Something else you can try is, after you've revealed a major twist, run two or more very short stories or side adventures that have no twists in them, and then run an adventure with another twist. By putting brief, no-twist adventures between major twists you will lull the players' suspicions just in time to surprise them again. And by making the side- adventures short, you won't overly delay the main, twisting plot. However, be careful not to make this a regular pattern as your players are smart and they'll catch on. [/QUOTE]
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