View Full Version : My RPG needs a plot!
Schizwolf
05-24-2006, 04:50 PM
About three years ago when I was 11 I created an RPG with two 12-year-olds. We now have 22 people, 15 of which are official members. Everyone has a unique character with powers and usually a dimension or world that they can put other members in. The story is that each of us had something magical happen to us that turned us into our characters. The setting is the normal world. We have rules, but we're pretty unstructured. The problem is, we don't have a plot! We just randomly use our powers. Any suggestions?
P.S. Have you encountered any other larps of this style? If so, where? We're in Northern Virginia.
NERO Aeon
05-24-2006, 05:02 PM
Ideas for plots are easy - making them interesting, executing them to form, and accomidating those unforseen incidents caused by players are where the trouble begins.
I would start by having those who play write a character history, or at least answer questions regarding their character that are important to their development. This can give you clues as to what is important to the character, as well as what is fun for the Player to experience in your game.
You need to decide what type of format, if any, you are going to use in your game. Will your characters interact primarily with each other? Will there be external characters that assist/hinder your characters goals? Will your characters have to deal with external issues such a politics and social environment outside of the characters present at the game?
Depending on what you decide there may be some requirements for the game style that you choose. It may be easier to provide ideas for a storyline once you have a game style mapped out.
Peter Svensson
05-24-2006, 05:07 PM
Instant Plots!
Someone is killed and they have to find the killer!
Some threat is out to destroy their pocket universes!
Someone is put on trial for a crime!
Time travellers are out to alter their past!
Personally, it sounds like you have a cool Freeform game going. Establishing a Narrator who has storytelling powers might disrupt your game, but it could also allow for a stronger unified story. Talking with everyone before playing might be in your best interest.
Do they want games about action? If so, then perhaps their pocket universes are being invaded by the Lord of the Anti-Matter Universe who wishes to annihilate all existance. Give them a common enemy, powerful enough to challenge them all, and you'll see plots develop. Do they want games about mystery? Then create secrets for them to uncover, masked strangers and hidden places. Do they want games about making a difference in the real world? Then see what happens when they use their powers and the consequences of that happening.
If I set a house on fire, I might be declared a criminal. The FBI might be out to get me. I might have to deal with a cult who wants to worship me. Consequences create story.
I hope this proves helpful.
salamanca
05-24-2006, 06:35 PM
The best way to handle ongoing LARP play is to remembe the words of the greatest GM in the history of the world... Sir Isaac Newton.
Every action has an equal and opposite reaction.
You have been playing his for awhile now and things have been happening. They may be in a pocket dimension but they are not in a vacuum. Everything that has happened has to have some sort of repercussion elsewhere.
By asking about the need for a plot, it's obvious that you are going to end up the storyteller for this event. You need to think about what has taken place both recently and early on that needs to come back and haunt someone. those are your plots.
The plots caused by the players will be the ones they most respond to. So give them that.
If the well is a bit dry right now for those think about the following:
Something gave you these powers and it might return to recall them.
Who else got them that you don't know about yet but is aware of you.
If this gift was an experiment by a higher power, when is it getting judged?
What happens when the powers start misfiring? (you'll need some player help on this one to get it started.)
And why don't you live near me? this sounds like a fun game.
Schizwolf
05-24-2006, 11:52 PM
The story of CC is that there were werewolves, zombies, etc. in the Dark Ages. Characters would pass on their power to new people. There came a time of witch hunts and whatnot, and the Schizwolf of that time wasn't able to handle it, so Schizwolf and CC went dormant for about a thousand years, until the powers were passed down to me and my friends. I keep having visions about past Schizwolves that tell me the history of CC and Schizwolf, and how to use my powers.
But there used to be lots of Crazy Creatures, right? And we haven't discovered them all. Maybe we had a rival group, and they've come back too, and now we're going to find each other. The only problem is we would need actual people for this and you can't really walk up to someone and be like, "Hey, we need to to be the rivals of our RPG." ... Or could you? What would work the best would be a fledgling group that has come up with powers but doesn't have a story yet.
Where do you live? Maybe we could have a branch elsewhere ... or you could form our rival group.
Schizwolf
05-24-2006, 11:53 PM
We have a website; crazycreatures.hyperboards.com.
Peter Svensson
05-25-2006, 12:03 AM
But there used to be lots of Crazy Creatures, right? And we haven't discovered them all. Maybe we had a rival group, and they've come back too, and now we're going to find each other. The only problem is we would need actual people for this and you can't really walk up to someone and be like, "Hey, we need to to be the rivals of our RPG." ... Or could you? What would work the best would be a fledgling group that has come up with powers but doesn't have a story yet.
One idea you might want to try is to split the players into two groups. One group will play normally while the other group will be their antagonists. You can switch back and forth so both groups get to be in the spotlight.
Schizwolf
05-25-2006, 12:05 AM
One idea you might want to try is to split the players into two groups. One group will play normally while the other group will be their antagonists. You can switch back and forth so both groups get to be in the spotlight.
Or we could have a CC element was type thing (it would be like color war at camp.)
Redfeild
05-25-2006, 06:44 AM
About three years ago when I was 11 I created an RPG with two 12-year-olds. We now have 22 people, 15 of which are official members. Everyone has a unique character with powers and usually a dimension or world that they can put other members in. The story is that each of us had something magical happen to us that turned us into our characters. The setting is the normal world. We have rules, but we're pretty unstructured. The problem is, we don't have a plot! We just randomly use our powers. Any suggestions?
P.S. Have you encountered any other larps of this style? If so, where? We're in Northern Virginia.
Sounds like one of those MUD's where people make up any character they want then hang out in a bar. Nothing wronge with that its just I've never heard of it being done in a LARP...[Thinks back to last game]...Wait a minute. :eek:
Redfeild
05-25-2006, 06:58 AM
Read the thread. All good suggestions. Not much to add except you may want to familiarize yourself with old World of Darkness. Each group then had a built in antagonist. Camerilla had the Sabot, Were Wolves had The Worm, Changeling's had Banality (not exactly an antagonist), Mages had the Technocracy. No antagonist was an exact opposite. Some would even agree on the ends but fight bitterly over the means.
Not much help there. Sorry. You already have some good replies.
Ryan Paddy
05-25-2006, 04:48 PM
The story of CC is that there were werewolves, zombies, etc. in the Dark Ages. Characters would pass on their power to new people. There came a time of witch hunts and whatnot, and the Schizwolf of that time wasn't able to handle it, so Schizwolf and CC went dormant for about a thousand years, until the powers were passed down to me and my friends. I keep having visions about past Schizwolves that tell me the history of CC and Schizwolf, and how to use my powers.
But there used to be lots of Crazy Creatures, right? And we haven't discovered them all. Maybe we had a rival group, and they've come back too, and now we're going to find each other. The only problem is we would need actual people for this and you can't really walk up to someone and be like, "Hey, we need to to be the rivals of our RPG." ... Or could you? What would work the best would be a fledgling group that has come up with powers but doesn't have a story yet.
This is all good extra information.
So your Crazy Creatures used to have enemies, right? The witchburners and so forth. How about if those enemies also passed their "powers" down through the ages to people in the present time?
Here's what I'm thinking. You don't need other people to play the enemies. Your players could not only play their Crazy Creatures, but they could also play the new incarnations of the old enemies. Give the enemies some sort of distinctive costume like a hood that conceals their faces, so it's clear when you're playing an enemy rather than your Crazy Creature.
Then you can play enemies going out to oppose/destroy other player's Crazy Creatures and destroy their dimensions. Make up rules of engaement, weak points for each side, etc. Each enemy could have distinctive powers, or you could make them a horde.
Schizwolf
05-25-2006, 09:22 PM
This is all good extra information.
So your Crazy Creatures used to have enemies, right? The witchburners and so forth. How about if those enemies also passed their "powers" down through the ages to people in the present time?
Here's what I'm thinking. You don't need other people to play the enemies. Your players could not only play their Crazy Creatures, but they could also play the new incarnations of the old enemies. Give the enemies some sort of distinctive costume like a hood that conceals their faces, so it's clear when you're playing an enemy rather than your Crazy Creature.
Then you can play enemies going out to oppose/destroy other player's Crazy Creatures and destroy their dimensions. Make up rules of engaement, weak points for each side, etc. Each enemy could have distinctive powers, or you could make them a horde.
That is a good idea! Thank you. With 22 people, we don't need to all be in the scene. We could split up, and have the the half that aren't in each scene be the enemy-people.
NERO Aeon
05-29-2006, 01:04 PM
Consequences create story.
A good quote, AND it's true! I like it! I think I'll use it! ;)
I know a few players who need to read this.
FireCat
03-22-2007, 08:54 AM
I like the idea of consequences to our actions. Shinigami can't cover up for all of us all the time.
We don't need CC members to RP as bad guys. We can just communicate what our "enemies" are doing, either to us or to other people. The problem will be allowing the bad guys to get the better of us. We at least need to give them some stats, so that we can't win when we're completely outclassed.
I admit I don't really like the idea of enemies - I don't think it fits in - but I'm at a loss as to what else to do.
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