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| #1neoneogeoOct 28, 2004 22:35:30 | Problems in Plot Planning: Flat-Lining an Article by Nick White Amateur DM’s never plan to fail, and not always did they fail to plan either, however; more often then not they do fail when planning. I’ll tell you where I think amateur DMs tend to make decisions resulting in stale or “flat-lining” stories. Note: flat-lining isn’t bad, flat-lining is a tool that can be used to add complexity and realism. Using flat-lining as a tool can improve game-play instead of de-railing it. Flat-lining is when the action or intensity seems to dissipate, or dissolve entirely. It can be a short pause or a resting point between adventures. Unfortunately, flat-lining can, and often will occur when it shouldn’t, i.e. large encounters, traveling, and even dialogue. In books and movies, most all plots flat-line so the audience can “breathe” or catch up. At a game table, giving your players a “breather” can determine failure or success. Not all plots should flat-line, in fast paced action-oriented adventures following the plot straight to the climax can be the best thing to do. However, if you’re not running a linear plot, try exploring the opportunities to use flat-lining effectively. How do I know if I’m flat-lining? In a short crudely generalized statement, you’ll see a slight depression in excitement and players will become relaxed. This can happen ANYWHERE! PC’s share only one goal: to return “normalcy.” Whatever that implies would be what we consider flat-lining. Players will know they’re flat-lining when they lose the intensity at key points in the adventure. If you see this happening, you’re forced with a difficult decision: up or down. Down would lead the players into a controlled release a “flat-line,” they know they’re able to relax and react safely. Turning the energy up takes a more effort, but can rescue you from derailing plot. Poor game play results when DMs fail to make this decision. PCs are stuck with question then tend to wonder and explore possibilities, or “de-rail.” How do I flat-line smoothly? Make strong decisions on which direction the adventure is going. Be blunt in describing your idly progressing plot. Try not do go in circles when making up\down decisions, or your PCs will begin to make those for you by forcing either progression, or worse digression. Make sure the release is appropriately placed. Don’t break when the villain daringly escapes, you’re PC will want to be hot on its tail. Breaks are something PCs should anticipate as much as inclining plot. Flat-lining in one-shot adventures: Flat-lining in a one shot adventure is not only difficult, it’s dangerous. You risk sacrificing all the energy you’ve built up thus far, to expel it on perpendicular plot would not only disrupt the story, but risk de-railing entirely. Generally, the closest to flat-lining a one-shot adventure should get is the revelation of the steadily increasing plot. This opportunity strikes when PCs realize the complexity of their ambitions. They’re given a chance to look at the bigger picture. Flat-lining in campaigns: In a long running story, flat-lining generally comes between adventures but can be used to exemplify plot. When traveling, when visiting, when planning, etc. the list goes on. PC’s will begin to anticipate these releases and plan on them. They will want to construct items and stories of their own. Be careful though, flat-lining works something like a vortex for long running adventures. They tend to die, get boring, grow old; so be ready with a new hitch to suck the players back onto the evolving plot. How do I return from a flat-line? The best way would be to let your PCs know before the plot levels off that the story continues that way they feel they decided to progress. If the PCs don’t set about your plot, you’ll half to hitch them into the story again. You can do this by laying a trap, introducing new NPCs, building events, etc. Make sure no PC gets left behind; this will happen more often than not that a PC doesn’t know the trains moving again. Flat-linings a tool; it is not some mishap of occurrences. Flat-lines can happen irrevocably; accidentally or forcefully, either way they can be used progressively. |
| #2zombiegleemaxFeb 02, 2005 22:34:02 | I like what you're saying. I think you're really onto something. I'm going to have to start keeping this in mind while running adventures. |