Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Plot Templates
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Yora" data-source="post: 6263011" data-attributes="member: 6670763"><p>Plotting out the whole story in advance is possible, but greatly ignoring the great potential of the roleplaying game medium. Retelling a novel or movie in an rpg campaign is only scratching at the very surface of what an RPG can do, while barely making use of any of all the many great options that only RPGs can provide, that are not possible in any other medium. And the key is interaction. Or if you want "true interactivity".</p><p>Placing mines in a videogame or chosing dialog options is not interaction. It's still just chosing from the pre-planned options with no effects beyond the current scene. But in an RPG, the antagonists and allies of the PCs also have to react to their actions. Everyone gets to improvise, because someone from the other teams upset their plans. Players can chose not to assault a castle but disguise themselves as guards and with some trickery walk right up to the villains chamber to assassinate him or steal his magic artifact. Or they may chose not to go to the castle at all and instead fortify their own base and set a trap when the villain will make his attack.</p><p></p><p>They key to doing this is to plan what factions there are in the campaign, what they want to do, how they plan to do it, and what resources they have.</p><p>My current campaign looks a bit like this:</p><p>- Big Bad reads old book about artifact. (Before the game starts)</p><p>- Someone discovers the artifact and turns into a monster. (PCs might find the artifact, but it could also remain in its secret chamber.)</p><p>- Big Bad learns about the monster and goes to the dungeon to look around. (And either find the artifact, or pick up the trail of the PCs.)</p><p>- Big Bad will go to an old library. (If the PCs ever go there, he may or may not have already been there and took the book with the info on the artifact with him.)</p><p></p><p>At another point, two factions are fighting over an imprisoned monsters and want it to tell them its secrets, and the monster wants to escape. The PCs can chose to help any of these three or none at all. It's a bit unfair, but regardless of which of the three gets away with the information in the end, they will have another villain faction to deal with in the greater things of events. But the players don't know that it's a situation in which they can't win, but they know that this could have only happened because of the choices they made.</p></blockquote><p></p>
[QUOTE="Yora, post: 6263011, member: 6670763"] Plotting out the whole story in advance is possible, but greatly ignoring the great potential of the roleplaying game medium. Retelling a novel or movie in an rpg campaign is only scratching at the very surface of what an RPG can do, while barely making use of any of all the many great options that only RPGs can provide, that are not possible in any other medium. And the key is interaction. Or if you want "true interactivity". Placing mines in a videogame or chosing dialog options is not interaction. It's still just chosing from the pre-planned options with no effects beyond the current scene. But in an RPG, the antagonists and allies of the PCs also have to react to their actions. Everyone gets to improvise, because someone from the other teams upset their plans. Players can chose not to assault a castle but disguise themselves as guards and with some trickery walk right up to the villains chamber to assassinate him or steal his magic artifact. Or they may chose not to go to the castle at all and instead fortify their own base and set a trap when the villain will make his attack. They key to doing this is to plan what factions there are in the campaign, what they want to do, how they plan to do it, and what resources they have. My current campaign looks a bit like this: - Big Bad reads old book about artifact. (Before the game starts) - Someone discovers the artifact and turns into a monster. (PCs might find the artifact, but it could also remain in its secret chamber.) - Big Bad learns about the monster and goes to the dungeon to look around. (And either find the artifact, or pick up the trail of the PCs.) - Big Bad will go to an old library. (If the PCs ever go there, he may or may not have already been there and took the book with the info on the artifact with him.) At another point, two factions are fighting over an imprisoned monsters and want it to tell them its secrets, and the monster wants to escape. The PCs can chose to help any of these three or none at all. It's a bit unfair, but regardless of which of the three gets away with the information in the end, they will have another villain faction to deal with in the greater things of events. But the players don't know that it's a situation in which they can't win, but they know that this could have only happened because of the choices they made. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Plot Templates
Top