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Swashbuckling Plot Ideas Needed
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<blockquote data-quote="takyris" data-source="post: 1210215" data-attributes="member: 5171"><p>Okay, after a bit of research (I'm working on a swashbuckling-ish novel), here are a few random plot threads:</p><p></p><p><strong>The Note</strong></p><p></p><p>- Somebody always has a vital note that must be gotten to somebody else.</p><p>- The note always falls into the wrong hands</p><p>- The note always reads misleadingly out of context</p><p>- The note always contains blackmail potential if it comes to light</p><p></p><p><strong>Doubles</strong></p><p></p><p>- Everybody has a double who gets an automatic +15 on disguise checks to look like the other person</p><p>- The double is always the polar opposite of the other person, alignment- or allegiance-wise</p><p>- Although the person and the double both made it through their whole lives never seeing each other, vast criminal networks, sneaky stolen-goods salesmen, and corrupt politicians can quickly go through some Kevin-Bacon-esque scheme to find the double</p><p>- The double always has a scar or birthmark that differentiates him from the real person</p><p>- The double's scar or birthmark is always easily faked</p><p>- The double always manages to get at least one servant or knight to willingly go along with the "no, really, he is the real ____" plan, for some reason or another</p><p></p><p><strong>Hedges and Balconies</strong></p><p></p><p>- Anyone hiding behind a hedge is effectively invisible and inaudible except to people that the hider wants to see them. He can stage-whisper love advice at 80 decibals, and the babe on the balconey ain't gonna hear nothin'.</p><p>- Balconies are easily climbable, but only by people in love. Anyone trying to rob the place breaks a window or something.</p><p>- Any conversation at a balconey is going to involve someone saying something without realizing that what they're saying is deeply hurtful to somebody who is hiding behind the hedge.</p><p></p><p><strong>Duels</strong></p><p>- There's always a duel.</p><p>- The bad guy always has archers ready to kill the good guy if he starts losing.</p><p>- The bad guy often has the good guy's girlfriend tied to a chair, and has demanded that the good guy voluntarily lose the duel.</p><p>- Every person in the duel has amazing lung capacity, such that, while leaping, slashing wildly, somersaulting over their attackers' blades, and so forth, they can still hold a quick-witted conversation.</p><p>- There's always a chandelier, a staircase, and a bunch of barrels full of something really really flammable tied together by one frayed old rope.</p><p>- There are almost always candlesticks</p><p>- There are almost always fully functional weapons mounted on the walls</p><p></p><p>That's it for the moment. Lemme cogitate and see if I can make those more RPG-specific.</p></blockquote><p></p>
[QUOTE="takyris, post: 1210215, member: 5171"] Okay, after a bit of research (I'm working on a swashbuckling-ish novel), here are a few random plot threads: [b]The Note[/b] - Somebody always has a vital note that must be gotten to somebody else. - The note always falls into the wrong hands - The note always reads misleadingly out of context - The note always contains blackmail potential if it comes to light [b]Doubles[/b] - Everybody has a double who gets an automatic +15 on disguise checks to look like the other person - The double is always the polar opposite of the other person, alignment- or allegiance-wise - Although the person and the double both made it through their whole lives never seeing each other, vast criminal networks, sneaky stolen-goods salesmen, and corrupt politicians can quickly go through some Kevin-Bacon-esque scheme to find the double - The double always has a scar or birthmark that differentiates him from the real person - The double's scar or birthmark is always easily faked - The double always manages to get at least one servant or knight to willingly go along with the "no, really, he is the real ____" plan, for some reason or another [b]Hedges and Balconies[/b] - Anyone hiding behind a hedge is effectively invisible and inaudible except to people that the hider wants to see them. He can stage-whisper love advice at 80 decibals, and the babe on the balconey ain't gonna hear nothin'. - Balconies are easily climbable, but only by people in love. Anyone trying to rob the place breaks a window or something. - Any conversation at a balconey is going to involve someone saying something without realizing that what they're saying is deeply hurtful to somebody who is hiding behind the hedge. [b]Duels[/b] - There's always a duel. - The bad guy always has archers ready to kill the good guy if he starts losing. - The bad guy often has the good guy's girlfriend tied to a chair, and has demanded that the good guy voluntarily lose the duel. - Every person in the duel has amazing lung capacity, such that, while leaping, slashing wildly, somersaulting over their attackers' blades, and so forth, they can still hold a quick-witted conversation. - There's always a chandelier, a staircase, and a bunch of barrels full of something really really flammable tied together by one frayed old rope. - There are almost always candlesticks - There are almost always fully functional weapons mounted on the walls That's it for the moment. Lemme cogitate and see if I can make those more RPG-specific. [/QUOTE]
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