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MoonHunter Sayeth 20180427


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The MoonHunter Way: Plotlines Attached to Your Character aka Don't be a Deer in the Headlights.

It time to work on your character. You have a good idea about who and what they are. Then the GM comes around and asks, "So what are your plotlines?" (*1)

If you are like most gamers, you freeze like a deer in headlights. Plotlines are the providence of the GM in most chronicles; players never think about them before they happen to them. You have to do something about this or you will be run over.

The first thing is the reason you are along for the core plot. The GM has probably told you what that is (We quest to destroy The Ring, Overthrow the evil Overlord -who is dangerous because he has read the 232 rules, Stop crime in Detroit, or Defend the Galaxy from Boskone.) You probably have a reason to "join the adventure". It may be simple, but you are at least in it for the main adventure.

Note: If you don't have a reason besides "I'm a PC and this is what we are doing." Start over and find one.

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Now the GM, if they are doing it right - errr, The MoonHunter Way (*1) - is going to ask you for what kind of plotlines you want to see in the chronicle for your character. They have been asking you for "bits" you have wanted to see in the chronicle a couple of times by now.

Note: Smart players give the GM bits they want to see because it helps ensure that there are things these players want in the chronicle. If not, there may be nothing be nothing for your character to really do or things that really interests you (as a player or a character) in the chronicle. Supplying bits, especially interesting bits, is the best way to ensure your fun in the chronicle.

Plotlines are just bits related to your character. They are things you want to see happen in and around your character. Sure you can be a bit vague, but as long as they are not too detailed the GM is inclined to use them.

You want that. It gives the GMs options you like.

Otherwise you are going to be at the whim of the GM. You will blindsided by some weirdness that your character is in the thick of. (I have an Evil Twin and he works for the bad guy and is marrying his daughter?) If you are lucky, you will have something that is merely boring involving your character. If you are not lucky, your character might be taken in ways you never wanted to go.

In short: These plotlines are things to do with your character before the GM can think of something horrible to do to it.

Have an interesting reason the character is involved in the core plot line (if known). This keeps you involved in the central action of the chronicle. Otherwise you might get left behind somewhere.

Beyond that? You are going to brainstorm some things... making up some lists. Each list should have at least three things in a give category

Writes out a list of..

1) Things the character wants. Hint: GMs, give them the chance to achieve one of these things, but only at a cost.

1b) Now write out a list of things the character is inexperienced in, uncomfortable with, or otherwise not their specialty. Ideally you will have to do something with one of these to achieve something on the first list.

2) Things your character would not want to happen. Hint: GM's make one or more happen. The character will have to deal with it.

3) Things your character wants to happen. Hint: GM's make one happen, but it happens in a way the character does not want.

4) Things your character (or you as a gamer) loves or relies on, but often takes for granted: The GM will take it away and see how the character has to deal with it. Hint to the GMs: To avoid Wheaton's Rule, give them an opportunity with a real chance, to get back what has been taken away. Otherwise it is frustrating to the player.

5) Daily struggles and problems: Have the opportunity to solve one of them come up, but of course look into more ways that solving the problem could cause more.

6) Character's traits for making a character that is the opposite of your character. Give them a reason to interact with and dislike each other. Throw the two together. Their current rivalry or conflict will generate a personal plot.

Chose four or five of these you really like or want to see happen. Flesh out the plotline that emerges from it. Think about this in terms of story or what will happen to your character.

Note: In addition to giving your character possible plotlines, this process helps you define and refine your character. Remember to edit your character and character's history/summary to match all these new ideas you have, especially the top four or five.

Now you are ready.

It time to work on your character. You have a good idea about who and what they are. Then the GM comes around and asks, "So what are your plotlines?"

Talk to the GM about some plotlines for your character. You know, the four or five you thought were fun/ interesting. Give your GM some details that they can work with. Then pick the top two with the GM's input.

Remember, the plotline you are working with is not fully worked out with all the details. It is a general guideline with some interesting bit that the GM has to work with. This way the plotline can be adapted to the chronicle and you the player will still have fun experiencing it "new".

Hint: List of ways "what you are doing" could go awfully wrong. Don't hold back, because if the GM has to come up with horrible, horrible ways... they will be truly horrible. At least your ideas you will be prepared for and know it is possibly coming.

--- -0- ---

There you go. Your character is something the GM can use to make the game interesting for everyone. You have lightened the GM's work list (for which you will be rewarded directly or indirectly). You will have events happen to your character that you the player are interested in. You will have nudged the chronicle in a direction you like.

When the GM asks you for more bits for the chronicle, give The GM bits that are related to your plotlines. It is self serving, but it will make a better game for you. (You can also give them general bits to make the world interesting, do what makes the game better.)

Plus, when you resolve any of your personal plotlines, you have a couple more ideas in reserve - if new ideas don't pop up for you. (Yes there is a reason for four or five, when you need two.) So when it looks like a plot line is winding down, you can give them a suggestion about what plotline is next.

So now you will be ready.

Your character will be ready to play the MoonHunter way. The GM will get bits you provide to enhance the chronicle. The GM will get subplots they need to build a better chronicle. There will be things in this game you are guaranteed to like because you wanted them and gave them to the GM.

Hopefully it will lead to a good game for all.

*1) MoonHunter's Way - Creating a Chronicle section 6&7 is where this comes from. MoonHunter's Way - Running a Session shows how to use them.
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