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="delericho" data-source="post: 6264179" data-attributes="member: 22424"><p>This is very true. While I think there is a great deal a DM can learn from more general storytelling techniques, I'm also very wary of DMs who talk in terms of 'plots', since the danger is indeed that <em>the DM</em> is telling a story, rather than <em>the group</em> telling that story.</p><p></p><p></p><p></p><p>This is all good stuff.</p><p></p><p>Another thing that I've found helpful with RPG 'plot' design is the Narrow-Wide-Narrow structure:</p><p></p><p>At the outset of the campaign the party is created according to some fixed premise - "you're kids off the farm about to head on your first adventure", or "you're agents of the Empire hunting down rogue Jedi", or "you're all pirates" or whatever. And, because there's a known starting point, because the players have fairly limited information about what's out there, and because the characters have limited influence to change things anyway, the 'plot' is necessarily quite Narrow - although the players have choices, the range of things they can choose (or, at least, the range of things they're <em>likely</em> to choose) is fairly small.</p><p></p><p>As the campaign progresses, those initial conditions naturally fade - they're no longer at the known starting point, they have much more information, and the characters have acquired power/contacts/money/fame that allows them much more significant influence. Therefore, it's a good idea for the DM to prepare a 'plot' that is necessarily Wide - provide lots of factions, lots of plot threads, lots of mysteries, and let the players tackle them as they see fit. (Generally, I find it useful here to sketch out a bunch of stuff in advance, and only fill in the details about two steps ahead of the party's progress - I can usually predict player actions reasonably well that far out.)</p><p></p><p>Ultimately, though, those Big Bads are going to need to be dealt with, one way or another. Sure, the PCs don't <em>have</em> to stop the Evil Cult from destroying the world... but it's a fair bet that they're going to try to. And so, as the campaign comes to a close it's not unreasonable to start building towards a fairly fixed climax - the 'plot' once again becomes much more Narrow. There may well be diversions along the way, not to mention all the stuff that the players should be introducing themselves, but there are probably at least some fixed points you can prepare for quite a long way in advance.</p><p></p><p>(Of course, this assumes the campaign has any sort of ending in mind. It is, of course, entirely valid that the campaign might be entirely open-ended, in which case Narrow-Wide-Wide is probably the better structure.)</p></blockquote><p></p>
[QUOTE="delericho, post: 6264179, member: 22424"] This is very true. While I think there is a great deal a DM can learn from more general storytelling techniques, I'm also very wary of DMs who talk in terms of 'plots', since the danger is indeed that [i]the DM[/i] is telling a story, rather than [i]the group[/i] telling that story. This is all good stuff. Another thing that I've found helpful with RPG 'plot' design is the Narrow-Wide-Narrow structure: At the outset of the campaign the party is created according to some fixed premise - "you're kids off the farm about to head on your first adventure", or "you're agents of the Empire hunting down rogue Jedi", or "you're all pirates" or whatever. And, because there's a known starting point, because the players have fairly limited information about what's out there, and because the characters have limited influence to change things anyway, the 'plot' is necessarily quite Narrow - although the players have choices, the range of things they can choose (or, at least, the range of things they're [i]likely[/i] to choose) is fairly small. As the campaign progresses, those initial conditions naturally fade - they're no longer at the known starting point, they have much more information, and the characters have acquired power/contacts/money/fame that allows them much more significant influence. Therefore, it's a good idea for the DM to prepare a 'plot' that is necessarily Wide - provide lots of factions, lots of plot threads, lots of mysteries, and let the players tackle them as they see fit. (Generally, I find it useful here to sketch out a bunch of stuff in advance, and only fill in the details about two steps ahead of the party's progress - I can usually predict player actions reasonably well that far out.) Ultimately, though, those Big Bads are going to need to be dealt with, one way or another. Sure, the PCs don't [i]have[/i] to stop the Evil Cult from destroying the world... but it's a fair bet that they're going to try to. And so, as the campaign comes to a close it's not unreasonable to start building towards a fairly fixed climax - the 'plot' once again becomes much more Narrow. There may well be diversions along the way, not to mention all the stuff that the players should be introducing themselves, but there are probably at least some fixed points you can prepare for quite a long way in advance. (Of course, this assumes the campaign has any sort of ending in mind. It is, of course, entirely valid that the campaign might be entirely open-ended, in which case Narrow-Wide-Wide is probably the better structure.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Plot Templates
Top