Interesting Plot/Story Creation (DMin help)

Jurble

First Post
Hey all!

so finally im off the ground, and playing with a mate trying to get something of a game going. Im really worried about my abilityto create intersting storylines and plots, weaving characters in and making it really interesting for my players.

I dont want to push ultra complex plot lines, but at the same time for instance, noncombat related fun is not as easy tothink up as i thought it would be.

Anyway thats my weak point and i was wondering if anyone has resources or links to resources that could help me (not necessarily for DMing im also looking into plot construction for general books/fantasy etc.)

Also is there a place with lots of those randomised tables for events, plothooks, unusual encounters etc?

Any help would be great coz i want to make playing as fun for my players as is possible :)

thanks a ton for the help, my players will really appreciate it (and so will I hehe)

Marc
 

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My serious advice would be to read and study the Dungeon Master's Guide. At least up to the magic item chapter. It's amazing how many DMs don't even do this, and lose out on some great advice and DM resources and solutions to some of their DM problems. Even experienced DMs can benefit from doing this, particularly a couple of weeks before starting a new campaign.

And then read the first chapter of the Dungeon Masters Guide II for some excellent advice on how to make your game as fun for your players as possible.
 

As far as creating and weaving intereting plots, characters, and storylines, have your player's actions and reactions create the fascinating complexity for you.

Here is some technique from another post. He was referring specically to urban adventures, but it's a great idea for creating plots.
The first thing to do is background work. Who are the movers and shakers, and what do they have going on, who are they allied with, and who opposes them. I generally make up about 20 frontline groups the PCs are likely to encounter. From Dwarven supremiscists up to the town guard.
Make templates of characters from various groups so you can throw one in with almost no notice.
Draw up stand alone maps for stock locations. You know, for instance, that the players are going to go into a seedy bar. Plan for it.
Make a list of names. When you need a name, grab it off the list. Note who you gave it to, and why they're important.
Now the fun part...

Urban adventures occur in vignettes. Don't put together an overarching adventure. Do short scenes. Like this:
The PCs are on top of a building (or somewhere else they can't leave quickly) see a richly dressed woman forced into a carriage, and the carriage leaves in a hurry.
Make a book of about thirty vignettes. You'll only use about five a game, but you want to have ones appropriate for any situation the characters find themselves in readily at hand. Replace them between games.
Keep track of the enemies they make.
Throw the PCs into the chaos. They'll start drawing connections. It's human nature. They couldn't avoid it if they wanted to.
Take their most evil ideas about "what's really going on", and incorperate them. But add a twist so that they *almost* figured out what was going on, but are still suprised. (Shoot for the reaction "I should have seen that coming!")

You're flying fast and loose, so have a prop to buy time when you need it. Something to drink works well, since you can't drink and talk at the same time, and since you're talking a lot, your throat will get dry.
 

First of all, forget about creating a story on your own. It's not going to work in a rpg and lead almost always to a frustrated DM (they destroyed my story), frustrated player(he's railroaded us) or both.

It's based on action and reaction. It's all about situations. You present a situation, the PC's react to it (sometimes by saying we're not interested). Then the gameworld and NPC's involved in the situation react to the PC's (even if they wheren't interested-the world moves on. Great example-in Piratecats game the PC's didn't care for the March of Modrons adventures-As a result the plane of mechanus more or less colapsed). The PC's react to that and so it goes on.

This provides the players with the tools to create their own story. This means that, with good preparation and some thinking on the foot, you're never caught of guard and their players will really be able to play how they want to.

Now, there's basically five basic techniques how you as a DM can ensure that the adventures that evolve this way are interesting: Involvement, pacing, twists, consistency and excitement.

Involvement is important for players and PC's. The players will be much more engaged when the situation play to their plans and their PC's abilities. Likewhise, things are much more interesting if the PC's themself are somehow involved. This doesn't mean the PC's have to always be personally involved (after the x'ed threatened relative/friend they'll only be paranoid). But play to the players and PC's schticks and hooks. Some players really take to this and will create such an amount of agendas for his PC's that you have little work creating situations on your own, others won't care much and simply tag along with the rest. That's ok, people want different things from the game.

Pacing is one of the most important and hardest thing for a DM to do. Pacing is the skill of driving things along and providing clues at exactly the right rate. Pacing is deciding when things have to go in a fast tempo and when things have to slow down. As DM it's your responsebility to move the story along when it threatens to screech to a halt and to slow the players down when they rush to much. If you pace to fast the players will feel rushed or lost, get overwhelmed by information or feel railroaded, with new things happening all the time, pressing them into constant action. If the pacing is to slow players get frustrated with the lack of clues, the amount of time simple things take, that nothing ever gets to the point or they feel left in the waste. To fast pacing makes player's heads spin, to slow gets them boored and both frustrate them. The bad thing about pacing is how hard it is to learn. It is something that has to be done completely on feeling. While some take better to it than others (I'm pretty bad) trial and error is the key. With patience and practice pacing can be learned.

Twists are what makes stories interesting and gives them depth. A situation will be simple, maybe even unoriginal or clichee, but with enough twists and added layers even the simple "goblin raiders" will make for a great story. Every answer leads to new questions. To (roughly) quote the author of the original dungeoncraft articles this will make your game seem like a soap opera, but these shows have appeal for a reason (By the way those articles are an excellent recourse, but I don't have link. Hopefully someone can burry them up?). Again, not all players will jump to this as the one reason why a story is great, but enough will and the others will be interested thanks to the other techniques.

Consistency is of prime importance for the action/reaction system and for suspension of disbelief. Where story twists are the element of surprise/unpredictability in your story, consistency is the predictable foundation it has to be based on. If your players can't tell how their choice of action will impact the game world they will feel just as powerless as if they didn't have a choice to beginn with and the whole point to the system is lost. That doesn't mean everything should always play out like the players expect, but there should be a certain mechanism to the way your world reacts and once there has been a certain reaction in the world, don't have the world react completely differently the next time a simmilar situation comes up unless there's a good in game reason. Consistency also ensures that the world seems like a real world to help suspension of disbelief. Consistency means you always have a reason why thinks happen the way they do and why NPC's behave the way they do. Consistency lends credibility to the created story and like twists, adds a layer of depth. Consistency is also the ratbastard element (really all of these are, but consistency is the hallmarc of RBDMing). Good consistency combined with the other elements will leave your PC's collective asses get kicked by their actions regularly in such an exciting way that they'll love you for it.

Lastly exitement brings us the hollywood effect. You know how a totally bland movie can have us totally entranced because of the coolness and exploding things (for example the skull island passage of the new King Kong) and how very deep and inteligent films can leave even an intelectual yarning? A good film has both depth and explosions and the same is true for gaming stories. This involves exciting combats and game mechanics. But also such thing as awesome window dressing (The villains homebase isn't some castle, it's a bloodstone tower on the highest mountain in the middle of a desert surrounded by eternal frost). The rule for excitement is whatever is the most fun/awesome thing that could happen from this action is happening. Sometimes it's even justified to sacrifice RAW or some minor point of consistency to excitement in favor of the PC's, but be carefull with that. While there's a huge crowd that strife on excitement and could even do with it alone, there are also those that have no admiration for it whatsover so don't sacrifice depth and consistency to it, or you'lll kill the tables suspense of disbelief.

If you learn to use these five techniques in balance, you will be able to create an amazing gaming story that leaves your players on the edge of their seats and calling you a great DM even from the most clichee base situation.

There are some recources to improve your use of these techniques. The DMG2 has great tips on involvement.

The d20 CoC game has great tips on excitement and pacing.

The RBDM board and the storyhours of some of the greatest Ratbastards around provide great examples for consistency and some of the other techniques (Piratecat for example is the grandmaster of excitement).

There the already mentioned dungeoncraft (Monte's new ones should be good as well) and the normal DMG.

Lastly there cinema films for excitement and tv-series for twists (it's amazing how a character can be there for three seasons before his twist is revealed-the great thing about twists is that they're secret and can always be added later on).

I hope that helps :)
 

Wow thanks for the advice, im definately going to really take that onboard (summerised it so i can check it out tonight and apply it to this adventure im trying to run/plan

one thing which is kinda funny, what is RAW? :P

Im definately giont o have a look at these resources, im sure its not an easy path to "good DMing" but the whole action/reaction rather than planned story really makes it so much easier and its something i keep forgettign, (even when i think im remembering it!)

love the advice though, was wondering if anyone knew good links to random encounter tables, plothooks, situations and such like Vignettes (new word to me), resources like that are so cool and invaluable (ive find myself getting stuck for ideas after 5 or so).

wow the help on this board rocks. :) I hope i can give abit back when i get more DM xp under my belt....gotta do more quests...ok that was a really lame joke sorry :P

thanks a ton everyone! :D

Marc
 


RAW stands for "rules as written"; in other words, the actual interpretation of the rules without any house rules at all.

There's a great book by Gary Gygax that is nothing but tables and encounter charts. I'm totally blanking on the name, but I'm sure someone else will know it.

If you have time, skim some of the threads on the story hour forum. There's some superb "how to" examples of good DMing in there. Nemmerle's (sorry, El-remmen's) current thread has DMing notes attached as well, so that might be a good place to start.
 

Get a subscription to Dungeon magazine. It's worth every cent. Even if you never run an adventure from the magazine, you will still pick up a lot about adventure construction, and should be able to strip down the magazine for a whole host of pre-generated encounters, characters and challenges.

You might also want to pick up the "Shackled City" hardback, and the back issues with Monte Cook's Dungeoncraft articles and/or the "Age of Worms" adventure path (or wait for the hardback compilation of the latter, which should hopefully be out some time next year).

Two other resources that I have found extremely useful:

"The Hero With a Thousand Faces" by Joseph Campbell and "The DC Guide to Writing Comics".
 

I'll second the suggestion to pick up Dungeon magazine. If you're a new DM, concentrate on learning the mechanics of the game first and becoming comfortable with that. The best plotline can become derailed when the game grinds to a halt while searching through books. It is very helpful to use premade adventures/campaigns when first starting out. That way you can get a feel for how to drive a story before having to create one yourself. Do a couple one-off adventures (like those in Dungeon Mag) to get a feel for the road, then when both you and your players get to know the sort of aspects they enjoy the most, choose a more extensive campaign plot... Of course the campaign world you decide on in the beginning will help with ideas (e.g. Greyhawk can lead you "Against the Giants" or to the "Temple of Elemental Evil"), or you can use more generic/adaptable plotlines such as the Dungeon adventure paths (Shackled City is available as a hardbound compendium, Age of Worms you can order all 12 magazine issues from Paizo Publishing).

Denis, aka "Maldin"
============================
Maldin's Greyhawk http://melkot.com
Loads of edition-independent Greyhawk Goodness... magic, mysteries, maps, mechanics
 

wow guys thanks for all those resources im pumped to check em out.

yah im getting worried coz i try but then it doesnt seem like my players are enjoying it. Also in terms of style (doing voices, how i actually talk and describe what is going on, im not sure if that is connecting to my players)

Still definately going to read into those resources (anyone know what the name of that Gary Gygax book with all the encounter charts and tables is?)

Im realising that DMing is going to take me a long time to get decent at but the help here is the best i think i could get :)

you guys rock!

To Storyhour!!! *zoom* :D

M
 

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