I’ve been enjoying reading some of Justin Alexander’s articles over at his site “The Alexandrian” and I especially like his article on Prepping Without Plots.
In his words a plot is a sequence of events: A happens, then B happens, then C happens. (In more complicated forms, the sequence of events might fork like a Choose Your Own Adventure book, but the principle remains the same.)
“On their voyage they will spot a derelict. They will board the derelict and discover that one of the villains has transformed into a monster and killed the entire crew… except for one lone survivor. They will fight the monster and rescue the survivor. While they’re fighting the monster, the derelict will have floated into the territorial waters of Tharsis.“
A situation, on the other hand, is merely a set of circumstances. The events that happen as a result of that situation will depend on the actions the PCs take.
“A situation, on the other hand, looks like this: ‘The villains have escaped on two ships heading towards Tharsis. One of the villains transforms during the voyage into a terrible monster and kills the crew, leaving the ship floating as a derelict outside the coastal waters of Tharsis. At such-and-such a time, the ship will be spotted by the Tharsis navy.’“
He goes on to say that in a plotted adventure we are looking at a chain of potential points of failure. Opportunities for the players to break away from the plotted action and if that happens the GM is expected to railroad the players back on track.
I agree with most of what he says, but rather than always have three possible clues (or paths) at choke points I would recommend assuming that the players might fail or avoid the choke point. Either remove the choke point (and to be fair Mr Alexander talks about this in his Three Clue Rule article) or be prepared that they might miss it and so skip certain events. This unpredictability should be welcomed. It keeps things uncertain and the players know that there are no guarantees. This motivates the players to carefully consider their actions and gives them a greater sense of freedom and control over their lives. As a GM it might be hard to accept that a lot of hard work and planning might be skipped. There are three solutions to this that come immediately to mind.
1. Avoid choke points and points of no return as much as possible.
2. Don’t put too much effort into any one challenge, conflict or NPC as it might never come to pass.
3. When preparing keep in mind that the players might not be directly involved and consider how the events might affect them second hand. Perhaps they will get to explore the aftermath?
I totally agree about goal-oriented opponents though!
“Instead of trying to second-guess what your PCs will do and then trying to plan out specific reactions to each possibility, simply ask yourself, ‘What is the bad guy trying to do?’“
To his list of objectives and timeline I would also suggest a relationship map as described previously. I really like this article and just have to quote this bit which I wish I’d read when I was a young an overly ambitious GM.
“But you’re not programming a computer game. You’re prepping a scenario for a roleplaying game. When the PCs choose to do X or Y or Z (or A or B or C), you don’t need a pre-programmed reaction. You’re sitting right there at the table with them. You can just react.“
As a corollary I note that Mr Alexander’s “Proactive Clues” (A.K.A. Bash Them On the Head With It. ) is in direct conflict with Mr Raggi’s advice on pacing which can be distilled as “Do nothing and force the players to come up with something”. Personally I think there is a time for both approaches, but I feel like a coward for taking that road. Instead let me suggest that leaving the players bored and stranded is never a good thing, but when you do present “proactive clues” they should come at a cost.


