Post by Alex ST on Jun 21, 2016 14:03:21 GMT -5
An important aspect of any larp is plot. There are a variety of ways plots can be constructed and I'd like to discuss some of them and get a sense how we want to run them. While I will be dividing plots into categories I want to be clear that most games are a mix of different styles of plots; very few games are purely any given style.
Plots may best be described as active and reactive. Active plots are those created and managed by the GM while reactive plots are those that arise in response to player actions. I will discuss reactive plots first.
Although reactive plots arise from player actions those actions may have a number of sources. A sandbox game, for example, begins with the GM creating the environment then turning players loose. As the players interact with the setting those interactions become the focus of plots. Sandbox games require very detailed settings with things to explore; while the setting itself can be improvised without a strong foundation not only do contradictions creep up, but it becomes very difficult for everyone running the game to understand what is occurring; this can result in a GM-queue wherein players cannot play because they're waiting for a specific GM.
Another type of reactive game is PVP. In PVP players supply a large portion of plot purely by working against one another. This can give a great deal of freedom to GMs as PVP often requires little effort from the GM beyond that of being a referee, but it can also undermine a lot of players' sense of fun. I should also point out that violent PVP is not the only form of PVP by any mean (and is often the least dramatic). Political intrigue and maneuvering, tournaments, competitions, and the like can all be forms of PVP.
Another type of reactive gaming is character-based. This works much better in small-group tabletop games but can be done in larps as well. For example, if a player character has the Dark Secret, Blackmail, or even Dark Fate disadvantages those are all likely to have effects on the setting any of which can become plot fodder. This is a great way to make a player earn those points. I would recommend we keep a Google Doc or the like of any such PCs that we can raid for plot ideas. The downside is that while this can be a very rich experience for the specific player, many players will work to keep other PCs out of the plot (especially in Dark Secret or Blackmail plots), and other players may resent the personal attention.
On the active side of things I divide plots into four categories: metaplot, Long-term, short, and grab-bag.
Metaplot are the big overarching plots that stretch over months, years, or the entire campaign. The rise of Fu Leng and confronting him is the metaplot of the Second Dayof Thunder. The contest for the throne between Toturi's children is the metaplot of the Four Winds Era. The exploration of a new land is the metaplot of Eastern Horizons. Players rarely interact with the metaplot directly but it spawns a number of other stories and adventures as part of it.
Long-term plots are large events but limited in scope. They mat last several months or even an entire year. The Scorpion Coup would be one such plot during the 2DOT. The Feathered Serpent invasion in EH is another such plot.
Short-term plots may last several sessions or only one. They are rooted in the goings on of the game and enhance the other plots.
Grab-bag plots are short mini-adventures that can be thrown in anywhere. Things like bandit raids, murder mysteries, and so on. If a grab-bag plot isn't used in one session it should be useable for a future session.
Generally we should have at least three metaplots: the overall plot for the entire campaign, the current arc going on, and the buildup for the next arc. Long-term plots naturally arise out of metaplots and the line between them may blur. These then create short-term plots. We should always have a bunch of grab-bag plots ready to go, though the more GMs who like to improvise the less necessary this is.
Plots may best be described as active and reactive. Active plots are those created and managed by the GM while reactive plots are those that arise in response to player actions. I will discuss reactive plots first.
Although reactive plots arise from player actions those actions may have a number of sources. A sandbox game, for example, begins with the GM creating the environment then turning players loose. As the players interact with the setting those interactions become the focus of plots. Sandbox games require very detailed settings with things to explore; while the setting itself can be improvised without a strong foundation not only do contradictions creep up, but it becomes very difficult for everyone running the game to understand what is occurring; this can result in a GM-queue wherein players cannot play because they're waiting for a specific GM.
Another type of reactive game is PVP. In PVP players supply a large portion of plot purely by working against one another. This can give a great deal of freedom to GMs as PVP often requires little effort from the GM beyond that of being a referee, but it can also undermine a lot of players' sense of fun. I should also point out that violent PVP is not the only form of PVP by any mean (and is often the least dramatic). Political intrigue and maneuvering, tournaments, competitions, and the like can all be forms of PVP.
Another type of reactive gaming is character-based. This works much better in small-group tabletop games but can be done in larps as well. For example, if a player character has the Dark Secret, Blackmail, or even Dark Fate disadvantages those are all likely to have effects on the setting any of which can become plot fodder. This is a great way to make a player earn those points. I would recommend we keep a Google Doc or the like of any such PCs that we can raid for plot ideas. The downside is that while this can be a very rich experience for the specific player, many players will work to keep other PCs out of the plot (especially in Dark Secret or Blackmail plots), and other players may resent the personal attention.
On the active side of things I divide plots into four categories: metaplot, Long-term, short, and grab-bag.
Metaplot are the big overarching plots that stretch over months, years, or the entire campaign. The rise of Fu Leng and confronting him is the metaplot of the Second Dayof Thunder. The contest for the throne between Toturi's children is the metaplot of the Four Winds Era. The exploration of a new land is the metaplot of Eastern Horizons. Players rarely interact with the metaplot directly but it spawns a number of other stories and adventures as part of it.
Long-term plots are large events but limited in scope. They mat last several months or even an entire year. The Scorpion Coup would be one such plot during the 2DOT. The Feathered Serpent invasion in EH is another such plot.
Short-term plots may last several sessions or only one. They are rooted in the goings on of the game and enhance the other plots.
Grab-bag plots are short mini-adventures that can be thrown in anywhere. Things like bandit raids, murder mysteries, and so on. If a grab-bag plot isn't used in one session it should be useable for a future session.
Generally we should have at least three metaplots: the overall plot for the entire campaign, the current arc going on, and the buildup for the next arc. Long-term plots naturally arise out of metaplots and the line between them may blur. These then create short-term plots. We should always have a bunch of grab-bag plots ready to go, though the more GMs who like to improvise the less necessary this is.