Is there a good article/post on story ideas that work in RPGs versus film/literature
Im just thinking about plot elements that work or dont work in RPGs versus film, television or literature. Ideally with some ideas on how to change them enough to use them.
My thoughts are that many ideas in fiction just dont work in RPGs often enough because scripts are redrafted and edited dozens of timeswhile a homebrew adventure is often enough not even playtested before use. GURPS Mysteries went through a lot of Mystery plots that work in RPGs versus other stories. Is there anything similar for other genres? |
Re: Is there a good article/post on story ideas that work in RPGs versus film/literat
Any plot element that relies on the protagonists being stupid. Each PC is being controlled by a player who, in all likelihood, is as clever as the GM; collectively, the mental resources of a party of player characters are greater than those of the Game Master.
Any plot element relying on the protagonists knowing what to do without being prompted. Players might be smart, but the majority of them aren't psychic. If the game master has a single specific solution in mind for a puzzle the chances are basically nonexistant that the players will figure it out, even if the GM goes out of his way to leave blatant clues. I personally don't think anything relying on a plot twist or carefully scripted events planned for its future would work very well, not without robbing the players and their characters of investment in the narrative. |
Re: Is there a good article/post on story ideas that work in RPGs versus film/literat
It's difficult to dramatize a caper plot. I've run such scenarios, and they were tricky.
On one hand, a caper involves intricate planning and preparation that is known to the heroes. But it all takes place offstage, so it's not known to the audience till they see the plan being carried out. But on the other hand, the players are the audience, but they're also the planners. If they don't do the planning ahead of time, there is no plan. If they do the planning ahead of time, and it goes off without a hitch, playing out the caper is an anticlimax; it's hard to have any tension. If it runs into major snags and creates tension, it undermines the sense that the heroes are really good at what they do. Bill Stoddard |
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But a certain sort of PC might do it just for the heck of it. Or something else equally irrational and inexplicable at a key moment, like suddenly firing his gun in the air for no obvious reason. |
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One is to have an abstract preparation system (of which there are two in Pyramid #3/53) which lets players retroactively have prepared for the unexpected. Which can break role-playing a bit. The other is to say "all right, you successfully prepared for the stuff you knew about: the patrols, the moving laser beams, the safe. And that's all dealt with, no further rolls required. But now here are unexpected challenges, and let's see how you deal with them". |
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Again, that does depend on the players. Some people believe that tension is needed in every sub-plot and game session; some people do not. I happen to game with the latter kind of people, so they actually have more fun when all their characters' hard work actually has a picture-perfect result. |
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