101 Ways to convey your plot [Archive] - Wizards Community

Post/Author/DateTimePost
GloomoftheNight

11-01-06, 03:15 PM
Hey everyone!

I often find, in my games, there is always difficulty trying to convey the plot of a single game, or a series of game, and sometimes even an entire campaign, without using horribly cliche or deus ex machina methods. I always think it is a bust to give away the entire plot in the first 10 mins, or even all at once. Yet it is also difficult to get my players to piece the plot together.

With that in mind, why don't we all brain storm some ideas on how to convey a plot (or at least some pointers). Note: let's try and keep out the "wise old man" and "<insert DM run uber-powerful npc that somehow knows more than the gods>"
RobbyPants

11-01-06, 03:35 PM
You're right... it seems every time I try to lay clever clues, one of two things happen:

The PCs don't get it, and I have to resort to other methods.
They figure out the entire plot, and anticipate every plot twist for the entire session in the first 5 minutes.

Now, granted, this probably largely falls on me for being a terrible clue-giver.

One of my favorite tactics is to get them out and about on some stupid dummy mission, and while they're out, they stumble upon the real mission. It gets to be a cliche having people find the PCs at the bar every time, petitioning them for help.

Another good thing to get them out the door sometimes is to have a group of NPCs much like the players walking around the town. This frequently sparks the PC's interests, and maybe they follow or question them.

Also, lets not forget money. Sometimes a monitary reward is enough incentive to get them at least looking in the right direction for your clues. :$$:
GloomoftheNight

11-01-06, 04:47 PM
Yeah I agree. I'm actually yet for my players to guess my entire plot for a game... which sometimes is worse.

I'm also a fan of the 'here's a mission oh wait, its actually this bigger one' method. I often find that it confuses my players though (player: "uh guys, what does the evil demon lord have to do with the rats in the old ladies basement!!?")

I have also used in the past the "hey this is (more or less) what I want you to do" hooks/plot.

I'm yet to use premonition or dreams.

But what else is there?
Cherubaddon

11-01-06, 05:30 PM
Appeal to what your PCs want: as my PCs are always (at least) self-centered neutrals, I appeal to their greed; to their lust for power, be it personal, political, or magical.
I also often have them find clues in some old books; that always works well with the wizard, who will do everything as long as it is written down somewhere; preferably in an old, dusty grimoire.
Type2Demon

11-01-06, 06:44 PM
A few different plot tools may work to convey a plot to the players.

The best plots are like onions peel away one layer only to filnd even more underneath it.

Here are a few that I have used:

Signs & Omens: This works well with clerics and druids and will get them to look further into the warning that nature / their Deity may be sending them.
Example: "Strange, those those birds are flying NORTHWARD this winter...thats not normal."

Bizzare Dreams: Works the same way as signs and omens. These dreams should reoccur and change slightly as the adventurers become embroilred in the plot.
Example: [The Hooded figure holds up a scroll with unknown writing on it. "Can you read what I have written?" It whispers. "No" You reply. "Then you shall suffer for it!" It shouts. and dissappears in a thunderclap. You awake with a start..soaked with sweat.]

The Doomsayer A crazy old man stands in the street telling people that the end is near. Everyone says that he is just a harmless nutcase, but as you walk past he grabs your robe. "The demon is coming soon, His eyes are yellow, his breath foul, you will see....you and your friends will see."
The man passes out, when he comes too, he does not remember anything that he said to you.

The Prophecy: The adventures find a bizzare book of what seems at the time to be nonsense writing, but as the plot moves along some of the writings become strangely like what has happened. some of the writtings hold clues. Attempts to sell /disgard/destroy the book fail. It appears in someones back pack the next day.

Character History: If your players are into developing character backgrounds, tie those backgrounds into to the plot. "The razor tooth orc clan? My old uncle nickfizzle fought against them. He said they always thought that those orcs were serving some darker master..even back then."

Boss bad guy spills the beans: When the bad guy of the adventure is about to die or in his death throes he says: " You think you have won? My master shall avenge me...Uggggh!"

The best way to advance a quest is make the players ask questions, but don't give them all of the answer. just enough to keep 'em guessing.