How much do you plot in advance?

Started by Thufir Hawat, February 24, 2012, 04:16:15 AM

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Thufir Hawat

Just how much of the events in a session do you know in advance are going to happen? There are at least two approaches on this ;).
Let me use a very simple example of a "plot" just for brevity's sake.
I'm starting with the ultra-plotted.
A man meets an woman in a bar. They talk, they make out, and agree on a one-night-stand. When they go to her hotel room, however, she's attacked by a squad of thugs, aiming to kill her for whatever reason. After she dispatches with them almost effortlessly, she tells the guy now they'd consider him a witness to be dealt with. Cue running from the Mastermind, falling in love on the way, and him successfully dispatching the mastermind after she gets hurt.
Now, the less plotted.
A man and a woman meet in a bar. Both are attractive and horny, and it seems likely that they'd go for a one-night stand. She's got enemies he doesn't know about, and superior combat skills. He's got, well, natural aptitude, but isn't a pro in violence. If they go to her place, they get attacked, nobody bothers to follow them and risk getting discovered. If they go elsewhere, she'll be followed, and although it's a professional surveillance, it can be spotted.
Her enemies will attack whether he's there or not, but if he is, he'd become "disposable witness". What do you do?
I'm sure you can spot a few places where things might very well go in an unforeseen direction, and make the plot less predictable and less like anything you've seen one too many times ;).

Just wandering which one people on E. would prefer.
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HairyHeretic

I may have a general idea of how things could progress, but I rarely plot them out that far in advance .. not in specific detail at least, unless it's necessary to kick a story off.

Stories have a habit of going an entirely different direction than you thought they would when you started, in my experience :)
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Beguile's Mistress

I find that my stories, either written alone or with a partner, tend to take on a life of their own.  I may start with a beginning, middle and a general conclusion but between my partner and I we mostly make it up as we go along.  I've had stories that began with little to no discussion and others that took a long time to plot out because of a setting or the nature of the characters. 

Thufir Hawat

So far, it seems we're in perfect agreement. Wonder whether someone would voice a dissenting opinion.

Also, maybe I should have added a poll.
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Beatrice Black

A bit. My stories tend to have particular beats my partner and I want to hit, and while we could start with them already in place, getting there is half the fun.
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sleepingferret

For one on one plots, discussion with your partner is key and will help guide the story....if you and your partner find it necessary (or desirable).

For group sessions, as a GM, I find planning ahead as tool to merely keep the story in the direction of any key plot elements; otherwise, I let things play out and see where they lead.  While this may lead to having to creating side stories, or having to create a plot for the group to still reach what you envisioned as your story's ending, as a GM I find it as part of the fun of "sitting behind the screen".

Chrystal

I have one friend in particular on E who insists on planning every part of our one-on-one stories in great detail, which for her is actually part of the fun. I have no objection to this, especially as she is always open to amendments in the plan.

And then I have the stories where I have absolutely no idea what is going to happen next and I'm making it up as I go and my RP partner is as much in the dark as I am.

Those are one-on-ones. (Oh and it is just as possible to GM a one-on-one game as it is a group!)

Group games, I have never managed to come up with one that lasted long enough to see whether I prefer planning it in advance or allowing things to develop freely. And yes, I've tried both!

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Thufir Hawat

I agree, for whatever reason, group games on E. tend to have a relatively short lifespan. But IME, they're not different from one on ones in what regards planning.
As for the reason about group games not lasting long, I'm pretty sure it deserves its own thread!
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Muse

  Some of my best stories, group, solo, and one on one have benefited from a good bit of preparation. 

  While an outline--or dungeon module--can help a great deal, what's more important too me ahead of time is to have a good write up of the major characters under my control.  In solo writing, it's easy for me to forget that antagonists are just as important as protagonists, and when I remember that I do some of my best work. 

  Of course, one has to be flexible, both for cooperative writing and for characters who have their own ideas about how things should go! 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Outlier

For a group game I want to get going I have a basic story I wish to tell. There is a certain feeling I want to get with the game. Considering the detective story elements I wish to include I have plotted out a few of the victims and clues. A lot of the story is going to be based on what the detective characters do in the game. I understand that while I might have 8 pages of back story to pull from there is a good chance that the characters will never discover it. As my friend Qt pointed out the other night, players give you the best plot points. I find this especially true for finding ways to torture create a situation that makes the characters sweat.

Roleplay Frog

After getting to know what my partner would want.. I prepare nothing but a rough goal.  I hate not taking ideas as they hit me. Granted I make notes when I have random good ideas.. as good ideas as 'levitating psychic boobies next time!!' are.

Though it depends on the people I play with.. some -need- moar railroading.


AndyZ

A week or two ago, I finished running a VtM 20A game where I had the beginning planned and the ending planned, but the middle was mostly mush.  The players all had various goals that they wanted to accomplish, and I had to attempt to make sure that everyone got those goals fully done around the same time.  Although everyone seemed to have a lot of fun, I'm not sure that plan worked perfectly.

The rough part with ending a story is that it ends.  A lot of people don't like that.  They want the story to keep on going, develop new quirks, find snags and continue on.  For a GM, this can be difficult because you do eventually run out of ideas and you want the game to end on a memorable climax.

The really difficult part, as far as GMing when compared to solo games, is that it's much easier for the two people involved to be in agreement during a solo game.  In a solo game, people will talk beforehand and come up with plans, but in a group game, especially a system game, people want to be surprised and don't want the entire story laid out before them.  This means that if you want to "nudge" players into a course of action, you have to be exceptionally talented at it in order to avoid the feeling of railroading.

((If you ever absolutely have to railroad, convince the players that they got one over on you.  If you can succeed, it'll feel much less contrived because they'll figure that they did what was obvious.))

Thus, a group game is likely to go very off course as it continues along.  The players aren't going to want to drop the Seven-Sided Star into the Bottomless Vortex.  One of them will want to keep it in her tower, another will attempt to siphon off its power, a third will attempt to eat it, and only one will say, "Hey, guys, this thing is pure evil, so we need to...guys?"

I suggest preparing up to the limit of what you're able to foresee, but allowing for changes.  This is how I'm doing my second novel, after with my first one, I just started writing from scratch, then rewrote the thing and started tying everything together.  Of course, that's not entirely true, because I did have the basic plans of each "Act" for the first one which I followed out...I think.  It's been a while, so can't 100% remember.

When running a group game, I know a guy who writes up the PC-less story.  If the PCs don't intervene, the Evil Overlord will claim the Ring of Fire, all of Gorgotosh will be destroyed, and the few remaining elves will be hunted down like wabbits.  This can work in theory because the players will be sent along that path, but we all too often ended up getting delayed, side-tracked on things and such, and would end up running out the clock before it was too late to act.  Then, we're suddenly in a less fun situation where the entire High Castle is engulfed in flame and impossible to breach, and we're fighting for our lives against superior numbers in a losing battle, while he tries to figure out what went wrong.

If you can convince the players that they always arrive just in time, awesome.  Like a video game, it can get too contrived if the players know that there's no time limit, and like a video game, they'll want to wander off and do every single side quest before the end.  It breaks the feeling of being rushed and imminent danger when they know that the BBEG's machine won't hit the five minute mark until they bash in the door, but that doesn't mean you can have them show up too late, either, unless you're fully planned and prepped to make such a story fun.

I really got to rambling on this post.  Sorry about that.

I'm going to say, there are active players and there are passive players.  Active players, in a sandbox situation, will have little difficulty in finding their own tasks, making friends, putting things together and so on.  A GM doesn't have to worry about inventing a story, but only has to worry about dealing with the NPCs, having everything work out, and inventing the occasional wrench for the plans of an active player.

A passive player, by contrast, will just show up and follow along for the ride.  A passive player is used to simply being told the story, having the town sage point them in the right direction and marching down the path.  You can railroad a passive player with a linear plot straight out of a video game, and they won't care as long as it's interesting.  Their characters won't question the king's motives, so they won't ever consider that maybe the king can't be trusted with the Staff of Ultimate Power, unlike active players who will want to either destroy it or keep it for themselves and start their own kingdom.

These aren't absolute either.  I'm probably 1/3 Active, 2/3 Passive.  Most likely there's some triggers for what makes people active or passive, but I don't know what it is.

On Elliquiy, you have such a vast number of players that you can pick and choose to some degree, sticking with the kind that you like.  If you love huge stories that you invent beforehand, passive players are ideal.  If you just want to be spontaneous and run for people with plans, then active players are for you.

Okay, that's probably enough.  Sorry for rambling.
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Galactic Druid

I'm kinda new here, so I hope no one minds me weighing in with an opinion.

I've never done a group RP in a forum setting, but I've DMed my fair share of tabletop campaigns, often with a group of friends who would gladly go well out of their way just to mess with my plans. I had an ultimate goal in mind for them, and usually would find some way to tempt them in the direction I was hoping they would go, but ultimately, I abandoned the idea of planning anything beyond major events after a while. I'm decent enough at thinking of the fly, so coming up with a new idea if they decided to take their adventure somewhere else was never too tricky.

For one on one RPs, I came to this board looking for people who were interested in a plot to go with their 'adult' RP. Personally, I prefer sex scenes in a good story than rushing into something. I usually like to have a goal or two in mind, and maybe the next plot twist I'm thinking of introducing in the back of my head, but not set everything in stone.

For example, (and I'll give you as short a version as I can instead of the page I originally drafted) I started an RP idea with someone recently that involved the CEO of an entertainment company inviting another person to beta test a VR world. He always personally tested the company products for quality before they hit the market, and this was no different. He knew people would be using his system for all manor play, and wanted to make sure the experience would live up to their expectations.

While in the game world, someone would go wrong that would trap them, forcing them to find, if not fight their way out. Beyond that, I tried to leave things open; the second character's relation to the CEO (I hate dictating what other people's character should be), for example, and the exact nature of the 'accident' that trapped them; could be a virus, a hacker, or someone who'se trying to kill the CEO and make it look like an accident that happened during his test, etc. That way things are more open, and even with my goals in place for the game, what's going to happen is still exciting. I'm always willing to go off the planned plot, as well.

The thing that bugged me about other boards I've tried are people that want to plan everything ahead of time, right down to my own character's details. I've seen PMs before along the lines of "Hey I have an RP idea. I want you to play my boss who brings me home from work, and when we get there you come inside and we have a scene with these specific kinks, then my boyfriend shows up unexpected and tries to attack us, but you fight him off and I realize how dominant you are then we have another scene with this other kink set before you take me back to the office the next day and it ends." I often wonder if they want something that specific, why not just write a story instead of telling someone exactly what they're going to be RPing?

So, in a very long-winded manor, I guess what I'm trying to say is I don't really like to plot too much in advance beyond a few major goals, twists, or ideas.
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Chrystal

Right... I currently have two groups running. One I'm doing sand-box with a sub plot that is sort-of planned, and the other is very much plot based.

Now, in the sandbox one - (Title is The Land Grab, but I usually refer to it as just "The Western"), I'm letting players do their own thing as much as they want, following the advice I've received in this GM's Corner on various threads, but I have a sketched out plot ready to come into play - in fact the first move has literally just happened with a PC gunning down one of my NPCs (She was well within her rights, the guy was a douche and was totally asking for it!) What happens next is largely up to the players, but there will suddenly be a whole passel of angry gunslingers in town. (And no, I don't mind spilling that here, because it's going to happen pretty soon anyway).

This is totally different from the way I had originally intended the story to go, but my original plan didn't involve the game being sandbox.

Now, the other one, Cluedo, is a closed game. I have a number of characters and I can't add more. If I loose any, I will have to take them on as NPCs.

In this game I do have my own Player Character, but as she's the victim of the murder, I think that's acceptable. I have planned in some detaile with the player who is the murderer exactly what is going to happen, what clues are going to be left, and how they come up with their alibi. (I'm not even saying he or she as that might be a clue).

I think these two examples show two totally different approaches to GMing.  And so far (touch wood) both games are still going.

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Thufir Hawat

These are indeed good examples of different approaches. And the point is, every style has its fans, so you just have to find out what the game has to offer and decide whether you want this style, or the other.
If it's not your style, you can always play something else, and it's not the end of the world ;D!
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TheGlyphstone

For freeform RPs, I tend to end up somewhere in the middle of the two options - the initial story idea is vague, but once I have a writing partner for the RP, I like to work out the general outline of where the story's going to go and what's going to happen out to a certain point. Having that consensus means less unexpected surprises - what do you mean, the hotel suddenly explodes in a raging fireball? - and allows both sides to direct more focus into good writing for posts.

Chrystal

Quote from: TheGlyphstone on May 07, 2012, 02:35:07 PM
what do you mean, the hotel suddenly explodes in a raging fireball? -

Well it's you're own fault, my character told yours there was a bomb in the basement. You're the one with the bomb disposal skills, why didn't you have him go and defuse it instead of ****ing that chambermaid?

LOL!

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TheGlyphstone

#17
Quote from: Chrystal on May 07, 2012, 02:42:51 PM
Well it's you're own fault, my character told yours there was a bomb in the basement. You're the one with the bomb disposal skills, why didn't you have him go and defuse it instead of ****ing that chambermaid?

LOL!

No you didn't, you said we were going to stop at the gas station and get Doritos and Red Bull, and I have no idea how you confused 'amateur ham radio enthusiast' with 'professional EOD technician'. ;D

So yeah, I'm talking about scenarios where a scenario isn't heavily plotted - two people meet at a bar and decide to have a one-night stand - and one of the players decides, unilaterally, to add plot and take the story in a completely unexpected direction. Say, using TH's base plotline, but the whole secret agent girl/mastermind/assassins thing is never mentioned to the other person until it happens, who thought the RP was just about the two characters meeting up and screwing. If the game premise was 'take turns inventing crazy things to happen and then deal with it together', that could be very fun. One player just deciding to change the focus and story by adding secret hitmen and exploding hotels...not so much.

Chrystal

Hmm... oddly, I've never had that happen to me. I guess it's because I prefer plot based with smut to smut based with plot. In other words, I very rarely do the "girl meets girl, they go to bed, do it like rabbits and live happily ever after" type story. Or if I do, it tends to be as a one-shot that lasts for two or three pages at most.

In that respect I always prefer to have some sort of plan for my one-on-ones.

That said, I recently started a story with a lady who warned me repeatedly that she drives her RP partners crazy with her style. I told her not to worry and that I'm game for pretty much anything, and so far she has taken my original idea and twisted it so far that I honestly barely recognise it.

And it's great!

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TheGlyphstone

I had it happen once, and that was all it took to sour me against total spontaneity when it comes to stories. I like plot>smut too, but I need to have a vague idea of what that plot is going to be, or at least be given fair warning ahead of time for stuff like what you're talking about.

Thufir Hawat

Quote from: Chrystal on May 07, 2012, 03:21:35 PM
Hmm... oddly, I've never had that happen to me. I guess it's because I prefer plot based with smut to smut based with plot. In other words, I very rarely do the "girl meets girl, they go to bed, do it like rabbits and live happily ever after" type story. Or if I do, it tends to be as a one-shot that lasts for two or three pages at most.

In that respect I always prefer to have some sort of plan for my one-on-ones.

That said, I recently started a story with a lady who warned me repeatedly that she drives her RP partners crazy with her style. I told her not to worry and that I'm game for pretty much anything, and so far she has taken my original idea and twisted it so far that I honestly barely recognise it.

And it's great!

You expressed my feelings almost exactly :P!
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Chrystal

Quote from: Thufir Hawat on May 07, 2012, 04:34:39 PM
You expressed my feelings almost exactly :P!

It's funny, because the story was originally supposed to be a "role reversal" one where my character turned the tables on hers and ended up being the dominant one. But in all honesty, I'm enjoying the mind-games she's playing so much that I may just stay sub and enjoy it!

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Galactic Druid

Quote from: Chrystal on May 07, 2012, 03:21:35 PM
Hmm... oddly, I've never had that happen to me. I guess it's because I prefer plot based with smut to smut based with plot. In other words, I very rarely do the "girl meets girl, they go to bed, do it like rabbits and live happily ever after" type story. Or if I do, it tends to be as a one-shot that lasts for two or three pages at most.

That's why I came to this board, honestly. I haven't RPed in a long time, but decided I really missed it a couple months ago. The first couple of boards I did find were all smut-only, for the most part, so I didn't stick around too long.

It's easy to add nice smut to a decent plot, but the reversal doesn't always work.

To be honest with you, smut is probably where my weakest writing lies, since most of my RP was entirely plot-based before. The best writers I knew back in my original RP days enjoyed vanilla things at best. That's something I'm hoping to improve while I'm here, but now I'm just rambling.

I never mind when my plots get hijacked, it's why I try to leave them open, like my earlier example. Usually when it happens I'm thrilled that other players like what I've done so far enough to want to make it their own.
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Chrystal

*giggles*

I was just re-reading some of the above posts and they reminded me of a line from the film "Roxanne" (1987 - starring Steve Martin & Daryl Hannah).

Quote from: http://www.imdb.com/title/tt0093886/quotes
Dixie: Hey, what about your boyfriend? What was his name?
Roxanne Kowalski: Richard.
Dixie: When's he coming?
Roxanne Kowalski: He's not. He's not coming.
Dixie: What happened?
Roxanne Kowalski: We just ran out of gas. I guess I mistook sex for love.
Sandy: Oh, I did that once. It was great.

Sorry, I just had to share that....

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Thufir Hawat

Quote from: Chrystal on May 07, 2012, 05:17:02 PM
It's funny, because the story was originally supposed to be a "role reversal" one where my character turned the tables on hers and ended up being the dominant one. But in all honesty, I'm enjoying the mind-games she's playing so much that I may just stay sub and enjoy it!
That's exactly my point, actually :P. Who's to say the initial idea would have been better than what has grown from the interaction of the characters? It seems to me that, quite the contrary, the latter would feel more natural for these PCs in this situation, but of course, that's just me ;)!
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TheGlyphstone

Maybe I'm coming off as too rigid...I certainly don't have objections to a story mutating away from its intended plot or origin, I just don't think major plot alterations should be done by only one person unless that was agreed on before the story started. I know one of my best ongoing RPs has undergone at least two 'big shifts' in that way that have absolutely improved the story, but both of them came in a PM discussion of basically 'hey, what if we....' 'yeah, let's go for it'.

Chrystal

I think it depends on the story and my RP partner.

This particular player told me repeatedly (and worriedly) that she very rarely sticks to plan. Glyph, if I were you, I would avoid her like the plague! *winks*

The point is, I was expecting the story to mutate freely, because she told me it would, and because I am expecting it I am more than willing to role with the changes.

But, conversely, some of the stories I enjoy the most are with a wonderful lady who is probably my best on-line friend, who insists on discussing the fine details of every post before she posts anything! (Actually I exaggerate a little, but only a little...) The point is, the story is planned in advance we know where it is going, we usually have the end in mind even before we open the thread, and this means we actually finish the story!

In point of fact, one story we are writing is the sequel to one we finished already, and we have a second sequel in mind, making it a trilogy!

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TheGlyphstone

Quote
This particular player told me repeatedly (and worriedly) that she very rarely sticks to plan. Glyph, if I were you, I would avoid her like the plague! *winks*

The point is, I was expecting the story to mutate freely, because she told me it would, and because I am expecting it I am more than willing to role with the changes.

See, that's what I was talking about too - I'm cool with a crazy, off-the-walls unpredictable plotline if I go in knowing that's what I signed up for.

Chrystal

Quote from: TheGlyphstone on May 08, 2012, 05:50:42 PM
See, that's what I was talking about too - I'm cool with a crazy, off-the-walls unpredictable plotline if I go in knowing that's what I signed up for.

Interesting.

It seems that the general consensus is that, as long as we know to expect the unexpected, then random mutations in plot are fun...

"Wow, I wasn't expecting there to be a bomb in the hotel... Great idea. So, now all our clothes have been destroyed, we go on a rampage of burglary to steal enough money to get back home!"

... Yeah!

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I would rather watch a movie then have dinner than have dinner then watch a movie!

TheGlyphstone

And proceed to go on a wacky cross-country road trip with a talking animal sidekick?

Thufir Hawat

Quote from: Chrystal on May 08, 2012, 05:58:09 PM
Interesting.

It seems that the general consensus is that, as long as we know to expect the unexpected, then random mutations in plot are fun...

"Wow, I wasn't expecting there to be a bomb in the hotel... Great idea. So, now all our clothes have been destroyed, we go on a rampage of burglary to steal enough money to get back home!"

... Yeah!
You know the main rule of Improv theatre? Say yes!
You know the main rule of most "story games"? Say yes or roll the dice. The similarities aren't accidental :P!
Either way, the goal is to avoid blocking another person's creative input, so it becomes "our story" instead of "my story to which I let you add details", which I'm sure we've all seen already ;D.
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TheGlyphstone

Quote from: Thufir Hawat on May 08, 2012, 06:19:14 PM
You know the main rule of most "story games"? Say yes or roll the dice. The similarities aren't accidental :P!

Unless you're playing Paranoia. There, rolling the dice is a bad thing, because it means you haven't already decided the outcome in advance. :D

Thufir Hawat

Quote from: TheGlyphstone on May 08, 2012, 06:44:24 PM
Unless you're playing Paranoia. There, rolling the dice is a bad thing, because it means you haven't already decided the outcome in advance. :D
That's definitely the first time I hear anyone claiming Paranoia is a "story game", FWIW ;).
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TheGlyphstone

You can tell great stories with Paranoia. They're just not happy stories. :-)

Thufir Hawat

Except I'm not using "story game" in the sense of "a game that tells stories". All games do that, after the game is over and you look at what happened ;D.
Actually, let me just quote Wikipedia, I claim no credit for the text below and only used bold on a particularly relevant sentence ;).

Spoiler: Click to Show/Hide

Story Games

Story Games is a discussion forum dedicated to role-playing games that focus on shared story creation. Many of the story games discussed on this site take their core from improv theater games (like in the TV show Whose Line Is It Anyway?), but are played around a table by describing what happens in the story, rather than by getting up and acting it out. A story game is a type of role-playing game experience with a lesser focus on "My Character" and a greater focus on "Our Story" (meaning the story that all the players at the table want to make). As an experience, most RPGs can be played "Story Games Style" with a little adjustment. As a game, some games are particularly created by their designers to aim for a meaningful 'Story Games' experience.

A majority of the games discussed and created on Story Games are indie and/or small press games. While the site does not offer any games for sale, several creators use it to discuss design issues, report progress, and promote their games. Some games are hosted on the Story Games site. The wiki section hosts information on over 80 story games as well as a variety of related resources.
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TheGlyphstone

Ah, so something like Fiasco, got it.

Chrystal

Quote from: Thufir Hawat on May 08, 2012, 06:19:14 PM
You know the main rule of Improv theatre? Say yes!
You know the main rule of most "story games"? Say yes or roll the dice. The similarities aren't accidental :P!
Either way, the goal is to avoid blocking another person's creative input, so it becomes "our story" instead of "my story to which I let you add details", which I'm sure we've all seen already ;D.

Okay, interesting question:

When does "Keeping a story on track" become "Blocking someone else's creative input"?

Lets take a fairly straight forward group RP of the sort that there are probably dozens being played on this site alone right now: A group of adventurers set off to find the legendary Macguffin. I'm pretty sure this has already been discussed elsewhere, but the fact that I can't remember what the answer was probably means there was no satisfactory answer...

So, our adventurers leave the tavern and the party leader (played by GM) says "Right guys and gals, the map says the Macguffin is in a cave in that mountain up there."

To which the bulk of the party turn around and say "Okay, you have fun, we'll be in this tavern having sex..."


Yeah, I know, it's unlikely to happen, because if you wanted a sex-romp, why did you sign up for a Macguffin hunt? Extreme example to make the point.

So, is the GM justified in that circumstance in saying: "Fine, see you when I get back... Oh, by the way, a demon who can only be stopped by the Macguffin has just tunnelled his way from the underworld and blown up the tavern... Now get your acts together and lets go find the damn thing!"

Or would a better approach be to say "Well okay, but I thought you guys wanted a Macguffin hunt. If you don't then fine, we can always do that some other time..." And join them in the tavern!

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I would rather watch a movie then have dinner than have dinner then watch a movie!

Thufir Hawat

Quote from: Chrystal on May 10, 2012, 07:50:02 AM
Okay, interesting question:

When does "Keeping a story on track" become "Blocking someone else's creative input"?
The answer depends on who you ask. I can only give you my answer.
"When there was creative input that got blocked".
It might sound almost like weaselling out of an answer, but it's not, just consider it. If there was creative input that got blocked for a reason other than "it's crossing the boundaries we set together before the game", it's blocking the creative input of another player.
Now, said boundaries might involve different stuff. Genre inappropriate stuff (it might be advantageous to use a gun in a kung-fu fight, but the characters in the movies slug it out empty-handed) can be banned. Something that crosses OOC boundaries of what another player would tolerate, or that would make the game less fun for him or her, like the OFFs we have at this site.
Or the setting might be a boundary, like you can't bring the dead back in Exalted. You can raise them as spectres and zombies, though.
A system might be such a boundary, especially if it reflects the setting. The good ones never become an issue, IME, but I've also seen more than my fair share of poor ones.
Where it gets thorny is when "the story the GM wants to tell" is acting as the guideline. However, as long as everybody agreed to follow said story, it's more than a valid one, and in that case, you take whatever actions are necessary to "keep it on track". Generally not my favourite, but not blocking anything if the players want to follow it.
If the players had discussed said story beforehand, and maybe added your own touch to it, but the are expected to follow it? That's a bit more of a "shared" story, although one player is probably still playing the primary role. But again, if that's what you agreed to, it's still under the same guideline.
If the players have a starting situation and a premise, and are expected to bring their own story by their actions in the game? "Keeping the game on track" becomes redundant. It might well be on track even if all the characters are heading to their glorious or not-so-gloriuos and tragic, "dirty dozen dancing on the tomb of Tarantino" style deaths! In my book, that makes for one less thing the GM should keep track of, and generally, that's the level of freedom I strive for. Played such games, and they were lots of fun.
And yes, the different approaches lead to different amounts of pre-planning, as we discussed in the other thread.
Does that answer your question?

QuoteLets take a fairly straight forward group RP of the sort that there are probably dozens being played on this site alone right now: A group of adventurers set off to find the legendary Macguffin. I'm pretty sure this has already been discussed elsewhere, but the fact that I can't remember what the answer was probably means there was no satisfactory answer...

So, our adventurers leave the tavern and the party leader (played by GM) says "Right guys and gals, the map says the Macguffin is in a cave in that mountain up there."

To which the bulk of the party turn around and say "Okay, you have fun, we'll be in this tavern having sex..."


Yeah, I know, it's unlikely to happen, because if you wanted a sex-romp, why did you sign up for a Macguffin hunt? Extreme example to make the point.
Wait, are the players still willing to hunt the Macguffin after they have their "farewell to the ladies" (or whatever floats their boats)?
If yes, what would change in your Macguffin-hunting, I'd just expect you to say "nice idea, is likely some of us might die on the way, so let's fuck before!"
If not, yes, there's probably a reason to it. If that's the majority of the party, pause the IC right there and ask them OOC. That's why we have an OOC thread.
If it's just a couple players and the rest want to get on with the plot,open them a new thread, tell them to screw there, and go on with your quest. Just make it clear OOC that you're not waiting for them.

QuoteSo, is the GM justified in that circumstance in saying: "Fine, see you when I get back... Oh, by the way, a demon who can only be stopped by the Macguffin has just tunnelled his way from the underworld and blown up the tavern... Now get your acts together and lets go find the damn thing!"
Is that kind of thing part of the genre you're emulating? I'm serious there, they might be willing to play "reluctant heroes", and expecting this reaction!
If they just wanted a "farewell romp", seems like you have a different idea of how E.-style "MacGuffin-hunting" plots are supposed to go. Go OOC and resolve it, it's neither a rules problem, nor an IC problem! Different understanding of the genre often leads to different expectations. And when expectations clash, that's 90% of what causes problems with games.
Quote
Or would a better approach be to say "Well okay, but I thought you guys wanted a Macguffin hunt. If you don't then fine, we can always do that some other time..." And join them in the tavern!
Generally, my approach would be closer to that, as you can see above ;). As pointed above, I find OOC issues are solved best OOC, and IC issues are solved best IC. Mistaking them is often a recipe for disaster, boredom and other inglorious, game-ending fates ;D!
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Chrystal

Mmhmm... That was pretty much what I was expecting.

I like to ask these obvious questions, because although to me they may be obvious, to others they may not be, and while I have an idea of what the answer should be, again, others may not.

So, just to play devil's advocaat advocate for a moment:

Supposing I have the situation described above, I have set up a Macguffin hunt, the players are all game, they all start out and then one character decides to go into a brothel for a quickie before they all go off to die. The others follow suit and, as GM, I role with that, and away we go into the rooms of the house, everyone pairs up except the elf wizard who actually wanted to get on with the adventure but was overruled.

Straight away, I've lost a player. Nothing I can do about it, because he was the only one who, in the OOC discussion, said "I think we should get on with the quest", and was voted down by the others. He might stick around and wait, but I doubt it.

So.... we have a variety of sexual encounters, lasting in length from three posts each to twenty posts each. By the end of which, there are two players left in the game!

I'm sure everyone except the elf wizard had fun, but if they'd wanted a romp in a tavern and then bugger off home type RP, why sign up for a macguffin hunt?

And yes, this does happen. I've seen it. Everyone starts off enthusiastic for the quest, they pair up, have sex scenes and drop out. Or they realise that they aren't going to get to pair up and have sex scenes, and they drop out.

To be honest, it's a no-win situation for the GM, and the only real course of action is to go with the flow and try to keep things moving, then when no-one except yourself has posted for a month, create a new interest check thread for your next idea....


Please check out my latest A/A post.
I would rather watch a movie then have dinner than have dinner then watch a movie!

Thufir Hawat

Quote from: Chrystal on May 13, 2012, 05:13:08 AM
Mmhmm... That was pretty much what I was expecting.

I like to ask these obvious questions, because although to me they may be obvious, to others they may not be, and while I have an idea of what the answer should be, again, others may not.

So, just to play devil's advocaat advocate for a moment:

Supposing I have the situation described above, I have set up a Macguffin hunt, the players are all game, they all start out and then one character decides to go into a brothel for a quickie before they all go off to die. The others follow suit and, as GM, I role with that, and away we go into the rooms of the house, everyone pairs up except the elf wizard who actually wanted to get on with the adventure but was overruled.

Straight away, I've lost a player. Nothing I can do about it, because he was the only one who, in the OOC discussion, said "I think we should get on with the quest", and was voted down by the others. He might stick around and wait, but I doubt it.
But why do you assume nothing happens ;)?
I mean, that's a brothel, or an inn. He could screw an NPC sex worker, or he might get to talk to the patrons. People that travel a lot have a tendency to visit such places. Thus, he could reasonably find a guy with information for the road to your next target if you roll an encounter you decide there is one ;D!

QuoteSo.... we have a variety of sexual encounters, lasting in length from three posts each to twenty posts each. By the end of which, there are two players left in the game!
Wait, you started with how many players, exactly >:)?
More seriously, some people had taken longer, IC, and that's fine. The rest of them could get into a bar fight, get ripped by the locals in a dice game, or whatever.
But that's not the same as them sitting off idly.
Or, you could assume everybody lasts about equally long, and open them new threads for each sexual encounter. Then they can write their scenes while the characters also travelled to the next place.

QuoteI'm sure everyone except the elf wizard had fun, but if they'd wanted a romp in a tavern and then bugger off home type RP, why sign up for a macguffin hunt?
No idea. Why should it become a romp in a tavern and then bugger off game ;)?

QuoteAnd yes, this does happen. I've seen it. Everyone starts off enthusiastic for the quest, they pair up, have sex scenes and drop out. Or they realise that they aren't going to get to pair up and have sex scenes, and they drop out.
For those that wouldn't pair up, I have an advice. It's screwing the NPCs, literally :P!
For those that drop off after the sex scene? In my book, these weren't interested in the game itself from the beginning. I count them "inevitable losses", and you are going to "shed" some people.

QuoteTo be honest, it's a no-win situation for the GM, and the only real course of action is to go with the flow and try to keep things moving, then when no-one except yourself has posted for a month, create a new interest check thread for your next idea....
While the game lasts, I only know one "no-win situation for the GM". It's becoming the guy nobody in the group can stand!
Everything else is preventable, and probably can be repaired if you miss the signs. This one is preventable, but if you miss it, it's much harder to repair the damage done. OTOH, it's also harder to get there 8-)!
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