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<blockquote data-quote="Fralex" data-source="post: 6586340" data-attributes="member: 6785902"><p>I've used them in two different games. The first one was an Adventurer's League game where plot points could be spent to cause something you envision to happen, but then the person to your left invents a complication to the new development, to balance things out. I used a plot point when we were going through a forest and gradually started encountering more and more giant spiderwebs. I thought to myself, <em>Oh, this is so predictable. We're going to fight spiders. Oh, but what if they were PHASE SPIDERS?</em> And so pale white spiders appeared out of thin air and attacked us! We were actually pretty lucky; I hadn't realized phase spiders were so deadly, but they rolled badly and we got a lot more XP than regular giant spiders would've. It made the battle more interesting, too.</p><p>When the spiders first appeared, the player to my left had to come up with a complication to my development, and declared that the sight of the spiders scared me into emptying my entire bowels onto the ground. Which, I mean, it was funny, but it made me feel like my character was a joke and kind of hurt my feelings. But sometimes that just happens when you're playing with people who don't know you that well. That was the only time it was a problem.</p><p>Plot points were used several more times, by other players, and although I can't remember exactly how they used theirs I remember liking what they added to the game. Sometimes it was jokes, sometimes it connected a backstory. All in all, I'd say it works. Just add a houserule about not making other people poop (almost every game can benefit from a houserule like this).</p><p></p><p>In a different game, I tried using the variant where spending a plot point made you the DM, but this didn't work as well because I had already planned out a lot of the story and only I knew what was happening behind the scenes. In the end, we just had me be DM most of the time, but occasionally someone else would take a turn and create the interior of a dungeon we found or something. Maybe if I'd planned to do a collaborative story from the start rather than decide to try it at the last minute it would've worked better. I'd advise people to keep in mind that they can't hide things from the players very long in this variant, so it's best not to have the plot depend on it if you want it to work.</p></blockquote><p></p>
[QUOTE="Fralex, post: 6586340, member: 6785902"] I've used them in two different games. The first one was an Adventurer's League game where plot points could be spent to cause something you envision to happen, but then the person to your left invents a complication to the new development, to balance things out. I used a plot point when we were going through a forest and gradually started encountering more and more giant spiderwebs. I thought to myself, [I]Oh, this is so predictable. We're going to fight spiders. Oh, but what if they were PHASE SPIDERS?[/I] And so pale white spiders appeared out of thin air and attacked us! We were actually pretty lucky; I hadn't realized phase spiders were so deadly, but they rolled badly and we got a lot more XP than regular giant spiders would've. It made the battle more interesting, too. When the spiders first appeared, the player to my left had to come up with a complication to my development, and declared that the sight of the spiders scared me into emptying my entire bowels onto the ground. Which, I mean, it was funny, but it made me feel like my character was a joke and kind of hurt my feelings. But sometimes that just happens when you're playing with people who don't know you that well. That was the only time it was a problem. Plot points were used several more times, by other players, and although I can't remember exactly how they used theirs I remember liking what they added to the game. Sometimes it was jokes, sometimes it connected a backstory. All in all, I'd say it works. Just add a houserule about not making other people poop (almost every game can benefit from a houserule like this). In a different game, I tried using the variant where spending a plot point made you the DM, but this didn't work as well because I had already planned out a lot of the story and only I knew what was happening behind the scenes. In the end, we just had me be DM most of the time, but occasionally someone else would take a turn and create the interior of a dungeon we found or something. Maybe if I'd planned to do a collaborative story from the start rather than decide to try it at the last minute it would've worked better. I'd advise people to keep in mind that they can't hide things from the players very long in this variant, so it's best not to have the plot depend on it if you want it to work. [/QUOTE]
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