Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Are you talking about externally provided plot, as in here is the broad plot line, and here is why I/we want to have this and that important turning points that lead to a climax?

Or emergent plot in which a sequence of events happen through play that can be fit into one of these categories with important turning points identified?

Or both?

In my experience 1 leads to a lot of problems when applied to certain that either implicitly, for example DnD, or explicitly, for example Monster Hearts, when not everyone is on board with that, the heroes and 2 seems to be how a lot of games work but can be dissatisfying when some players want to experience or need more of a frame in the campaign, whether to push against the "rails" or figure out what they are supposed to do.

(+1)

I'm primarily thinking about emergent plots, elicited by playing the game without the GM or others driving hard towards the structure (other than as dictated by the rules), but the above (as written) is relatively neutral on how you CAUSE the plot to appear.

I think now need to set out how to address points 1-7 of "Defeating Evil" in my Macross rpg in a clearer or more direct manner, especially 4 and 7.

(+1)

As a fun aside: A version of "Overcoming Evil" where the GM brings out the prep for step 4 and the players flip it or don't change tactics and keep on bulldozing through?

Die Hard.

So, like, the plot can work without a full reversal, but that usually means heaping on the pain, and making it obvious. 

Darkest Dungeon and Torchbearer know this.