Well gamers, I'm back again to talk about how to add depth to your role playing game stories. Last month, we talked about how to take a simple core idea for a plot and map it out to give it depth. This month we are going to talk about fleshing out scenes (key moments in the plot) and ways to incorporate longer stories into your existing plot.
It's no good having an in depth plot map if your not prepared for your players actually doing something that will move them through it. To prepare for that you will first need to further flesh out your major plot points into scenes. This is something everyone does quite a bit different. Some game masters may actually write out character sheets for each NPC that they plan on their players encountering as well as pages of dialog. Others may choose a more simple approach not writing down anything and choosing to run the scenes “off-the-cuff.” But, once again, the core idea is the same from game master to game master whether written written or winged. Only the method changes.
The first method we'll discuss, I think works best with heavy NPC interaction style games. I call it “The Loose Structure” scene plan. (A blank version of the document will be available on the RPGX website soon.) The loose structure plan works best with this style game because with high NPC interaction means there are more variables in the scene that could cause the plot to change. By using a loose structure scene plan, you will be able to adapt to the players decisions easier.
To create a loose structure scene plan you will only have to flesh out the basics. Assuming that you are a decent GM and have already drawn up your location maps, the first section of the scene plan is a physical description of the scene. This is the single most important part of the scene plan because this is the part that most GM's screw up. An unprepared GM will give bad descriptions of the scene, leave out critical information, or simply give a bland utilitarian description of the area (which could cause your players to lose interest.) The most important part of the scene is the description, it should appeal to your players senses and draw them into playing their characters. To add depth to a scene description, a GM should use as many sensory appealing words as possible. You want to describe not just the layout of the room, but it's smells, sounds, and how it makes the players character feel. When I start off a new scene, I read directly off my scene plan and then add to it as my players ask questions. By writing your scene description as a narrative, it can help to draw in your players as if they were reading a novel or watching a movie.
[Example] “As your characters enter the tavern the first thing each of you notice is the sweet smell of dinner cooking somewhere in the back. The smell is of a sweet meat that you cannot immediately identify roasting slowly, teasing your pallet. Looking around the room is a bit of a chore in the dim light of the wooden building. Small oil lamps on every table illuminate the faces of the many patrons that have settled in for their nightly conversations. The low roar of chatter fills the room like a calm ocean slowly pulsing and shifting. A quick estimate puts the room at half capacity and currently holding about 20 people of mixed races and sizes. Two bar wenches walk quickly back and fourth from the main bar area serving drinks and food.”
Notice how I gave a description of the room, but not a verbal layout. This section is to set the atmosphere of the area. Leave the layout descriptions up to your maps or as answers to your players specific questions.
The next part of your scene plan should be the NPC's that will appear in it. Of course you do not need to fully flesh out every single character that might be in the room. You need only spend a great deal of time on the NPC's that your players may interact with in the scene. Now this isn't a full blown character sheet, or even the NPC's stats. Instead this is a short mood setting description of the characters in the scene that will give each “extra” in your game a face for your players to remember. In real life every person is unique, and so should they be in your game. By doing this it will go a long way towards making the world “real” for your players. In addition to the mood setting description you should give a small list of items the NPC is carrying. This way should the character somehow end up in combat and get killed, or decide to barter, you already know exactly what they are carrying.
1)Joe the Bartender (Human, Bard)
Tall man, slightly balding, wearing a leather apron.
6gp, Butcher Knife, Pocket Comb
2)Lidia the Wench (Elven, Common)
Short frail figure, Bright blond hair, strange red necklace
3gp, 2 throwing daggers, jewelry, letter to father back home
3)Gamb (Human Cleric)
Mysterious and brooding in the corner, white cloak with hood up
25gp, mace of destruction, boots of warmth, Temple Keys
Now even though there are more people in the room these are the main people who have anything to add to the plot. Everyone else you can wing, but these characters are placed to add flavor. If you wanted you could add some random cool sounding characters in for flavor as you were writing. Not only will it ad depth to have extra characters that stick out a little, but it will make the game seem unique to the player who is allowed to notice or interact with them.
Finally, you will need a short description of the scene direction. This is like an over all goal for the planned scene. Ask yourself: What are my players supposed to get out of this scene, and how obvious will the next step be while still presenting a form of challenge? All this means is at the bottom of the page make some notes on the over all scene direction and how it should progress. As the players start to hit each goal you will begin to know as a GM when to move characters to the next scene or location.
1)The players were told to find Gamb because he would have the key to the back room of the temple. Any listed character will know who Gamb is and point him out, but warn that he does not like to be bothered when he drinks.
2)Gamb will not answer any question and only sit in silence until he hears the name “Silvan” the man who sent the characters. Other than direct conflict he will ignore the characters completely.
3)As soon as the characters explain to Gamb exactly why they need in the temple he will take them there via the back door and alley way. (Go to scene 4)
Of course the characters may do a number of things while in the scene. Drink, eat, or talk to characters not on the list (who will not know Gamb and probably suggest they talk to the bar keep.) But as they stumble around the goals they will be propelled further into the story.
Well, that's it for this time. Keep on gaming and be sure to check the “New Downloads” section of the homepage for the “Loose Structure Scene Planner.”
It's no good having an in depth plot map if your not prepared for your players actually doing something that will move them through it. To prepare for that you will first need to further flesh out your major plot points into scenes. This is something everyone does quite a bit different. Some game masters may actually write out character sheets for each NPC that they plan on their players encountering as well as pages of dialog. Others may choose a more simple approach not writing down anything and choosing to run the scenes “off-the-cuff.” But, once again, the core idea is the same from game master to game master whether written written or winged. Only the method changes.
The first method we'll discuss, I think works best with heavy NPC interaction style games. I call it “The Loose Structure” scene plan. (A blank version of the document will be available on the RPGX website soon.) The loose structure plan works best with this style game because with high NPC interaction means there are more variables in the scene that could cause the plot to change. By using a loose structure scene plan, you will be able to adapt to the players decisions easier.
To create a loose structure scene plan you will only have to flesh out the basics. Assuming that you are a decent GM and have already drawn up your location maps, the first section of the scene plan is a physical description of the scene. This is the single most important part of the scene plan because this is the part that most GM's screw up. An unprepared GM will give bad descriptions of the scene, leave out critical information, or simply give a bland utilitarian description of the area (which could cause your players to lose interest.) The most important part of the scene is the description, it should appeal to your players senses and draw them into playing their characters. To add depth to a scene description, a GM should use as many sensory appealing words as possible. You want to describe not just the layout of the room, but it's smells, sounds, and how it makes the players character feel. When I start off a new scene, I read directly off my scene plan and then add to it as my players ask questions. By writing your scene description as a narrative, it can help to draw in your players as if they were reading a novel or watching a movie.
[Example] “As your characters enter the tavern the first thing each of you notice is the sweet smell of dinner cooking somewhere in the back. The smell is of a sweet meat that you cannot immediately identify roasting slowly, teasing your pallet. Looking around the room is a bit of a chore in the dim light of the wooden building. Small oil lamps on every table illuminate the faces of the many patrons that have settled in for their nightly conversations. The low roar of chatter fills the room like a calm ocean slowly pulsing and shifting. A quick estimate puts the room at half capacity and currently holding about 20 people of mixed races and sizes. Two bar wenches walk quickly back and fourth from the main bar area serving drinks and food.”
Notice how I gave a description of the room, but not a verbal layout. This section is to set the atmosphere of the area. Leave the layout descriptions up to your maps or as answers to your players specific questions.
The next part of your scene plan should be the NPC's that will appear in it. Of course you do not need to fully flesh out every single character that might be in the room. You need only spend a great deal of time on the NPC's that your players may interact with in the scene. Now this isn't a full blown character sheet, or even the NPC's stats. Instead this is a short mood setting description of the characters in the scene that will give each “extra” in your game a face for your players to remember. In real life every person is unique, and so should they be in your game. By doing this it will go a long way towards making the world “real” for your players. In addition to the mood setting description you should give a small list of items the NPC is carrying. This way should the character somehow end up in combat and get killed, or decide to barter, you already know exactly what they are carrying.
1)Joe the Bartender (Human, Bard)
Tall man, slightly balding, wearing a leather apron.
6gp, Butcher Knife, Pocket Comb
2)Lidia the Wench (Elven, Common)
Short frail figure, Bright blond hair, strange red necklace
3gp, 2 throwing daggers, jewelry, letter to father back home
3)Gamb (Human Cleric)
Mysterious and brooding in the corner, white cloak with hood up
25gp, mace of destruction, boots of warmth, Temple Keys
Now even though there are more people in the room these are the main people who have anything to add to the plot. Everyone else you can wing, but these characters are placed to add flavor. If you wanted you could add some random cool sounding characters in for flavor as you were writing. Not only will it ad depth to have extra characters that stick out a little, but it will make the game seem unique to the player who is allowed to notice or interact with them.
Finally, you will need a short description of the scene direction. This is like an over all goal for the planned scene. Ask yourself: What are my players supposed to get out of this scene, and how obvious will the next step be while still presenting a form of challenge? All this means is at the bottom of the page make some notes on the over all scene direction and how it should progress. As the players start to hit each goal you will begin to know as a GM when to move characters to the next scene or location.
1)The players were told to find Gamb because he would have the key to the back room of the temple. Any listed character will know who Gamb is and point him out, but warn that he does not like to be bothered when he drinks.
2)Gamb will not answer any question and only sit in silence until he hears the name “Silvan” the man who sent the characters. Other than direct conflict he will ignore the characters completely.
3)As soon as the characters explain to Gamb exactly why they need in the temple he will take them there via the back door and alley way. (Go to scene 4)
Of course the characters may do a number of things while in the scene. Drink, eat, or talk to characters not on the list (who will not know Gamb and probably suggest they talk to the bar keep.) But as they stumble around the goals they will be propelled further into the story.
Well, that's it for this time. Keep on gaming and be sure to check the “New Downloads” section of the homepage for the “Loose Structure Scene Planner.”
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