Closed carlonicora closed 1 year ago
for this example I will use a set of names I used in a Cyberpunk campaign, changing the plot in order to make it easier to understand.
The player characters have killed
John D'amico
, butHina Matsushito
, who controls the military operations ofKenshaTech
is still at large and waging war against theThree Wise Monkeys
.
Find where
Hina
is and kill her.
Realise that the
freaks
, childrenKenshaTech
was experimenting on are mutants. They are a species on its own, and that the world is not ready to accept them yet.
Help the
freaks
moving to a safe location, where they can hide from the world.
When exposed,
Hina
will drop small atomic bombs over London
Find where
Hina
is hidden The hiding place ofHina
(clue): Hina is hiding in plain sight in theWarwick Avenue Underground Station
in London
Mark
(non-player character): he knows where Hina is hiddenEmily
(non-player character): she knows where Mark is, and she knows Mark knows how to get to HinaThe Black Market for Medicines and Gas Masks
(event): The player characters witness a spike in the black market for strange medicines against radioactivity and gas masks. They are paid in cash and to be delivered toWarwick Avenue Underground Station
The player characters need to find the best place to hide the
freaks
The best place to hide (clue): Realise that the best place for thefreaks
to hide isBarquisimeto
in Venezuela. The place where thefreaks
were created, abandoned byKenshaTech
and under control of theCartel
and the AIVee
, who have helped the player characters in the past
Lucia
(non-player character): She wants to bring her daughter (one of theFreaks
) home, and theCartel
she leads can offer protection for the childrenAiden
(non-player character)_: Wants to go and meetVee
to have a proper conversation with the AI and considers retiring inBarquisimeto
as it is a solitary area now that the corporations are retiring from there.Warwick Avenue Underground Station
(location)_: A tactical map shows howHina
has decided to abandonBarquisimeto
as the opposing Corporation left andVee
is makingKenshaTech
life too hard to have an operation there
Take all the
freaks
,Lucia
andAiden
and go toBarquisimeto
to allow them to start a new life
Plot Stage | Description |
---|---|
YOU | The player characters have killed John D'amico , but Hina Matsushito , who controls the military operations of KenshaTech is still at large and waging war against the Three Wise Monkeys . |
NEED | When exposed, Hina will drop small atomic bombs over London |
GO | Find where Hina is and kill her. |
SEARCH | Find where Hina is hidden (Find The best place to hide that can be found through Mark, Emily or the black market) |
FIND | Realise that the freaks , children KenshaTech was experimenting on are mutants. They are a species on its own, and that the world is not ready to accept them yet. |
TAKE | The player characters need to find the best place to hide the freaks (Find The best place to hide through Lucia, Aiden or Warwick Avenue Underground Station) |
CHANGE | Help the freaks moving to a safe location, where they can hide from the world. |
RETURN | Take all the freaks , Lucia and Aiden and go to Barquisimeto to allow them to start a new life |
The clues can be reached through paths, that link the clue to non-player characters, events and locations. The paths must be used in two specific part of the Story Circle: SEARCH and TAKE. The paths are the important element, because RPG Manager should remind the storyteller to place the paths in those specific stages during the creation of the scenes or act.
The structure can be used in both Adventures and Acts, in order to simplify the creation of the children Acts or Scenes.
If it’s helpful, this is how I’ve used Clues so far. I’m currently running a campaign that heavily uses the Alexandrian Three Clue Rule as well. A lot of my clues are notes/handouts/documents the party can find – though there are a few exceptions.
For each Clue, I define:
Location
or NPC
.NPCs
, Locations
, or “Revelations” which I use Subplots
for (these are intangible learnings that didn’t really fit the mold of any other components imo).Based on how I set it up, a parent/child relationship may make sense. For me, the hierarchy goes: Source > Clue
> Learnings:
Clue
is linked in the body of the Source note. I often update the description of the clue in the Source note to be more specific about where it is (i.e. “In his pockets.” or “Area A4”)Clue
’s relationship to the source is rooted in it being linked in the source/parent note. I do set it up so I see the “parent” relationship in the manager codeblock (but for now it’s just in the list of Locations
, NPCs
, etc. associated with the Clue
).Clue
has a link which points to the learnings (an NPC
, Location
, or Subplot
). I provide a description of that relationship in the Clue
note that says “Reveals”.Clue
as “Revealed by”NPC
or Location
).For my “Sources” I keep a checklist in a Subplot
note that tracks which sources my players have already cleared or visited. This is just so I can easily identify all the Sources they haven’t encountered yet and I can choose one I might point them toward at the start of a session.
I haven’t found a particular need to tie clues into the ABT structure (yet). It might be because I’m running the Alexandrian’s Remix of Dragon Heist which comes with a bunch of clues and paths up front (so I don’t need to plan that many during my game prep).
I'll chime in real quick. I'll have more on the weekend but wanted to get some things done today. :)
So I was using clues as objectives for subplots (and treating subplots as kinda like a quest). Followed with if/then situations or breadcrumbs.
If X happened, then clue was revealed, else clue did this.
However, I incorporated what I notated as "Unavoidable" into it. Meaning by a certain points in the story, the clue would trigger and be revealed, whether it was hindsight or direct....
Clue: Purple Dragon Scale Trigger: "After the [[Purging of the Knaves]] and the [[Victory of Blades]], the party finds a lone, purple dragon's scale." Synopsis (Hidden until Clue is fully revealed): The Purple Dragon's scale vibrates as sulfur and ozone emanate from it; the holster burns away in a flash.
Revelation
At the bottom of the note, underneath RPGManagerID, I made a new heading called "Conditions" and "Leads To" which I embed in the appropriate subplots.
[[Part of the Hoard]] [[Sarkantu, The Arbiter of Fate]]
. So yeah... I was using it way different.. Oops
Scope
The chain
event
/clues
is easy to get lost in the current implementation. Clues are the cornerstone of investigative campaigns, but they are challenging to manage and they are elements which do not simplify a storyteller's life.The current issue is that they are standalone, and they do not help the storyteller create a chain of possibilities that lead to the clues.
Describe the solution you'd like
In an ideal world, while plotting a campaign, the storyteller should lead the player characters to a specific clue. The clue should then provide an information to the player characters. In the Alexandrian, the three clue rule the idea is that the clues should lead to an information. At the moment RPG Manager uses clues as the information, but does not help to plot how the player characters can get to the clue. So, the first issue is that the clue in RPG Manager are actually information. Semantics aside, and back to the point, at the moment the structure required the storyteller to identify the clue and then position the clue itself in a plot, without any help.
What if... RPG Manager were to ask the storyteller:
So, the goal is to trace multiple paths that might lead to a specific clue in a simple way, with RPG Manager asking question to reach the goal of allowing the player characters to find the clue. The main objective is NOT to create a clue, but to create the trail to find the clue. This is the complicated part, not the creation of the clue itself, that is trivial.
These
paths
are anelement
on their own, they are a way to reach aclue
. They have two separate parts to them:paths
Path creation
This circle should create the
paths
Path integration in the plot
Where do the clues come into play in an ABT/Story Circle plot? They are highly likely used in the second act ("AND" in the ABT Plot and "Go/Search" in the Story Circle plot). They may also be used in the later stage of the third act ("BUT" and "Take").
More than an integration, the use of
paths
should be the driving force behind the creation of the plots themselves. Let's consider an ABT plot.To simplify its creation, the questions should be:
The
clue
is transformed from a mere object to the driving force behind the creation of the plot, with thepaths
to be used in order to simplify the creation of the plot itself.Let's say that I have created the structure through the help of the clues and RPG Manager helped me create the
paths
. RPG Manager can now help me link the paths to the plot.A possible "Wizard Style" Plot creation
Let's consider the following steps as part of a "Guided Plot Creation", a sort of "Wizard Creator" for the plot:
A structure like this will mimic the Story Circle, but simplifying its creation, while at the same time creating the story elements in a simple, yet consistent way.
The Story Circle plot may be rewritten in the following form:
Questions
paths
to lead the player characters to aclue
?Data Structure for Nerds