Post by logan9a on Jun 21, 2018 12:37:11 GMT
Quick FYI
Essentially, I have six different plot types:
First come, only ones to get. (I don't care who finds the plot thread, they get the opportunity to do it. This can also go for objects and such placed in the world. If you - for example - found a big stone with a sword shaped slit in the top and no sword, that is an example. Whoever found it first and grabbed it gets it.) Obviously, these are fairly few in number as my prep time is finite.
Repeatable. (I will run this for as many unique groups as possible). My favorite ones as they are a great use of prep time. This can be anything from a short mission up to a zone. I am trying to have enough missions prepped that nobody has to do a 'no brainer' (going along with the team on a mission you've already done - you just don't come up with any ideas, you are simply there for either fire support or humor injection at appropriate times) but sometimes it happens. If I do have other stuff prepared, the players get that instead. Hence if A has done it and then rejoins their normal group of B and C, B and C may never do that particular mission. Unless they find time in their schedules to sign up for a different time as well or whatever. Since the groups are rather fluid I try to keep close track of who has done what.
Specific to PC. (Like it says on the tin.) The least prepped. Basically, the character has to do something so major that it is affecting shit. Most people don't, so I don't have to prep this. Even if I do prep it, the PC may not end up finding the start point of it or perhaps even the zone it is housed in.
Player made plot. (The players do stuff within the open world format which causes plot to happen.) Best when done by experienced players who can read the GM. If they can progress their plot a bit at a time, that gives me time to do more prep. Many people get frustrated at this because they might try something big, stupid, doesn't fit into the world or the GM simply has no idea where to go with it and it fails. Then they give up. If there isn't an actual art to it, there is at least a technique to it that the players need to do to pull it off. The most successful ones are interesting, slow builds, pull the entire team (willingly) into them and fun. Most importantly, the GM has to be inspired by it and able to dream up plot for it. If you can't hit all of those things, try it differently or shelve it for a bit. Keeping the rest of the team involved and interested is HUGE. Logan's rule #2: Keep the party together. Period.
Strange side treks. (While the game is going on, both the players and GM together wander briefly in to strange territory.) Strange stuff happens. It may or may not turn into anything but probably won't be repeated. Spontaneous theater?
Timed. (Happens after a certain amount of time has passed in a zone or the world). Right place and right time both needed.
(edit!) Street Scenes. These are things that can be observed as one wanders around the streets. In some areas (that have the tech) it could be 'what's on TV'. Although these don't usually (sometimes, not usually) have a plot associated with them, they can tell you stuff about the area you're in and might be interesting. Some have multiple purposes, many have none other than background.
Feel like I'm missing a couple more.
Anyway,
In conclusion, don't feel as though you are 'missing out' on opportunities - feel that you must find a way to create opportunities for yourself. It can take time and the ability to stick to it.
Essentially, I have six different plot types:
First come, only ones to get. (I don't care who finds the plot thread, they get the opportunity to do it. This can also go for objects and such placed in the world. If you - for example - found a big stone with a sword shaped slit in the top and no sword, that is an example. Whoever found it first and grabbed it gets it.) Obviously, these are fairly few in number as my prep time is finite.
Repeatable. (I will run this for as many unique groups as possible). My favorite ones as they are a great use of prep time. This can be anything from a short mission up to a zone. I am trying to have enough missions prepped that nobody has to do a 'no brainer' (going along with the team on a mission you've already done - you just don't come up with any ideas, you are simply there for either fire support or humor injection at appropriate times) but sometimes it happens. If I do have other stuff prepared, the players get that instead. Hence if A has done it and then rejoins their normal group of B and C, B and C may never do that particular mission. Unless they find time in their schedules to sign up for a different time as well or whatever. Since the groups are rather fluid I try to keep close track of who has done what.
Specific to PC. (Like it says on the tin.) The least prepped. Basically, the character has to do something so major that it is affecting shit. Most people don't, so I don't have to prep this. Even if I do prep it, the PC may not end up finding the start point of it or perhaps even the zone it is housed in.
Player made plot. (The players do stuff within the open world format which causes plot to happen.) Best when done by experienced players who can read the GM. If they can progress their plot a bit at a time, that gives me time to do more prep. Many people get frustrated at this because they might try something big, stupid, doesn't fit into the world or the GM simply has no idea where to go with it and it fails. Then they give up. If there isn't an actual art to it, there is at least a technique to it that the players need to do to pull it off. The most successful ones are interesting, slow builds, pull the entire team (willingly) into them and fun. Most importantly, the GM has to be inspired by it and able to dream up plot for it. If you can't hit all of those things, try it differently or shelve it for a bit. Keeping the rest of the team involved and interested is HUGE. Logan's rule #2: Keep the party together. Period.
Strange side treks. (While the game is going on, both the players and GM together wander briefly in to strange territory.) Strange stuff happens. It may or may not turn into anything but probably won't be repeated. Spontaneous theater?
Timed. (Happens after a certain amount of time has passed in a zone or the world). Right place and right time both needed.
(edit!) Street Scenes. These are things that can be observed as one wanders around the streets. In some areas (that have the tech) it could be 'what's on TV'. Although these don't usually (sometimes, not usually) have a plot associated with them, they can tell you stuff about the area you're in and might be interesting. Some have multiple purposes, many have none other than background.
Feel like I'm missing a couple more.
Anyway,
In conclusion, don't feel as though you are 'missing out' on opportunities - feel that you must find a way to create opportunities for yourself. It can take time and the ability to stick to it.