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General Tabletop Discussion
*TTRPGs General
Plot Cards, or How To Write Intrigue in 3 Easy Steps
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<blockquote data-quote="doghead" data-source="post: 4113555" data-attributes="member: 8243"><p>general - plot cards</p><p></p><p>On first impressions, I like the idea. Mechanical processes like this can be useful for generating ideas and possibilities. Especially when the blank sheet of paper is determined to remain blank. While most people recognise the benefits to a game of character specific plot elements, fewer actually get around to incorporating them. I know that I fall into that category more often than not.</p><p></p><p>My inclination would be to use it as a secondary level of plotting in combination with a more conventional adventure. Otherwise, you are kind of faced with the choice of using all of the plots at once, or focusing on only a few of the PC's at a time. While the other PC's would probably be involved, they would be less so. Hopefully, over time, opportunities will come up to introduce various 'plot card' elements. Given that the PC's have other things on their plate at the time, the plot card elements could be used to distract, misdirect or even assist the PC's.</p><p></p><p>Another ENWorlder has come up with an process for developing adventures called TRAP (Threat, Reward, Asset or Problem). These concepts, or something like them, could be added to the cards so far. So to each NPC card you add one TRAP card, giving you an indication of how the role the NPC should play in the plot. Tarot cards (major arcana) could be used in a similar way.</p><p></p><p>The more you add, the more building block you get. The risk, of course, is getting a collection of blocks you just can't put together in any meaningful way.</p><p></p><p>doghead</p><p>aka thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 4113555, member: 8243"] general - plot cards On first impressions, I like the idea. Mechanical processes like this can be useful for generating ideas and possibilities. Especially when the blank sheet of paper is determined to remain blank. While most people recognise the benefits to a game of character specific plot elements, fewer actually get around to incorporating them. I know that I fall into that category more often than not. My inclination would be to use it as a secondary level of plotting in combination with a more conventional adventure. Otherwise, you are kind of faced with the choice of using all of the plots at once, or focusing on only a few of the PC's at a time. While the other PC's would probably be involved, they would be less so. Hopefully, over time, opportunities will come up to introduce various 'plot card' elements. Given that the PC's have other things on their plate at the time, the plot card elements could be used to distract, misdirect or even assist the PC's. Another ENWorlder has come up with an process for developing adventures called TRAP (Threat, Reward, Asset or Problem). These concepts, or something like them, could be added to the cards so far. So to each NPC card you add one TRAP card, giving you an indication of how the role the NPC should play in the plot. Tarot cards (major arcana) could be used in a similar way. The more you add, the more building block you get. The risk, of course, is getting a collection of blocks you just can't put together in any meaningful way. doghead aka thotd [/QUOTE]
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