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<blockquote data-quote="Bayonet_Chris" data-source="post: 4281356" data-attributes="member: 34405"><p><strong>Plot vs. Story</strong></p><p></p><p>First thing you have to realize is that a plot does not equal a story. I read a lot of books on how stories are structured (writing stories, etc.) I try to make sure each scene has a reason.</p><p></p><p>Each scene should have some basic question that needs to be answered. The combat or challenge is the conflict that puts the resolution in jeopardy. It's why I've never been a fan of random encounters and why I'm always tinkering with published adventures when I actually run them.</p><p></p><p>Using a non-combat example, the PCs go to the store:</p><p></p><p>Why are the PCs going to the store? Is it just to buy equipment? If that's the case, then it doesn't need a scene. If they're investigating a murder, to use a previous poster's example, then there is the basic question:</p><p></p><p>Scene Question: Do the PCs find out that the gang is responsible for the murder?</p><p>Conflict: The shopkeeper is scared of the gang and won't rat them out unless he feels safe; a member of the gang shows up in the store to collect protection money half-way through the conversation.</p><p></p><p>Scene Answers: There are four possibilities - </p><p>Yes (boring) - they find the information and move on to the next step.</p><p>Yes, but - they find the information, but there is a complication that makes things worse or more dangerous (the gang finds out who ratted them out and the PCs find that the shop has been torched and the shopkeeper kidnapped)</p><p>No - The shopkeeper doesn't tell them a thing and tells them to go away (which may tell them something in and of itself)</p><p>No, and furthermore - The shopkeeper tells them to bug off and closes shop. The gang finds out someone is looking into them and decides to pay the PCs a little visit when they're least expecting it.</p></blockquote><p></p>
[QUOTE="Bayonet_Chris, post: 4281356, member: 34405"] [b]Plot vs. Story[/b] First thing you have to realize is that a plot does not equal a story. I read a lot of books on how stories are structured (writing stories, etc.) I try to make sure each scene has a reason. Each scene should have some basic question that needs to be answered. The combat or challenge is the conflict that puts the resolution in jeopardy. It's why I've never been a fan of random encounters and why I'm always tinkering with published adventures when I actually run them. Using a non-combat example, the PCs go to the store: Why are the PCs going to the store? Is it just to buy equipment? If that's the case, then it doesn't need a scene. If they're investigating a murder, to use a previous poster's example, then there is the basic question: Scene Question: Do the PCs find out that the gang is responsible for the murder? Conflict: The shopkeeper is scared of the gang and won't rat them out unless he feels safe; a member of the gang shows up in the store to collect protection money half-way through the conversation. Scene Answers: There are four possibilities - Yes (boring) - they find the information and move on to the next step. Yes, but - they find the information, but there is a complication that makes things worse or more dangerous (the gang finds out who ratted them out and the PCs find that the shop has been torched and the shopkeeper kidnapped) No - The shopkeeper doesn't tell them a thing and tells them to go away (which may tell them something in and of itself) No, and furthermore - The shopkeeper tells them to bug off and closes shop. The gang finds out someone is looking into them and decides to pay the PCs a little visit when they're least expecting it. [/QUOTE]
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