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Subject: DMs, how many plots do you have going?

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kyrin
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04/30/2006 11:22 PM  
Hello all,

Looking at Mr. Groves' thread inspires me to ask: how many overarcing "plots" do you have in your campaign? How many did you intend from the start, and how many were inspired by the PCs? In my game, I can see four main plots, which I visit from time to time:

1) As I mentioned earlier, the main plot right now is that the PCs keep running over and over into this group of renegade orcs, the Blood Talons. They (the Blood Talons, not the PCs) are trying to break the treaty that exists between Orcs and Humans, since they believe it is demeaning to orcs and weakens them -- and in a way, they are right. Orcs are forced to live on land that humans don't want, and are being hemmed in by the goblins. But the orc leaders see the treaty as the only way the orcs can survive. The Blood Talons see it as slow death. So the PCs often find themselves working with the peaceful orcs, and against some of their own kind, specifically the Cult of Ares.

2) When humans first came to Manyhavens a few generations ago, they were not greeted warmly by the demihumans. The players have been finding hints here and there that there were humans in Manyhavens long ago, and that they were not nice people. Who is this many-armed female goddess they keep seeing signs of? What is her connection to the fact that Dwarven society so frowns on wizards? Why do inquiries about this meet with stony silence from the normally talkative elves, and why are the PCs getting warnings that if they probe too deeply, it could be war with the dwarves? This was going to be my "A" plot until the Blood Talons thing took off.

3) The PCs have had a couple of encounters with the githyanki. Why is this mysterious race of militant atheists so interested in the PCs world? This one is on a slow simmer right now.

4) The PCs are trying to actually be respectable members of the community. They've used their money to build an inn, and are making even more building plans. They are involved in the Aegis Council (the governing body of clerics) and the party leader is considering running for Archon of the city in the next election. How will they handle the fame they have acquired as heroes? This is one they came up with, and should provide us with roleplaying for some time to come.

*Whew* That's a lot. So what are y'all up to? [:)]

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04/30/2006 11:55 PM  
I'm a very open DM. I give a few mini plots and see what the PCs like and then run with it. I think it works better for both of us this way.

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05/01/2006 12:03 AM  
Most of my homebrew's plots involve enemies or groups of enemies with whom the PC's have tangled in the past, and defeated but not killed. Right now they're lurking on the sidelines, plotting mayhem and doing whatever else villains do when they need to regroup.


1. The White Champion. About twelve thousand years before my campaign takes place, the God of Order incarnated himself completely onto the mortal realm, and proceeded to direct his chosen people (a race of empaths with *strong* mind-controlling abilities) on a war of conquest against everyone else. The God of Order's warleader (since, frankly, the deity wasn't very mobile) was a Plague Dragon (with the ability to fragment itself into multiple bodies, and possess both people and magical items) known only as the White Champion. Long story short, the White Champion was slain, as was the God of Order. But a few years back, the PC's found (and plundered) the White Champion's tomb, finding several extremely powerful artifacts, one of which contained a living shard of the Champion's essense. Unnoticed, the Shard embedded itself in one of the PC's, and proceeded to regenerate the Champion over the next few months. At present, the White Champion is at-large, likely recruiting allies and re-learning the strange new world in which he finds himself.

2. Some time ago, the PC's tangled with a group of twelve beings (some humanoid, some not), who by means of a very old ritual had transformed themselves into "Serpents." This allowed them to basically acquire the Feats of any being they sacrificed on a specially-crafted altar. The party waited until the majority of the Serpents were out "hunting," invaded their sanctum (itself a living fortress and the "First Serpent"), looted it, and then destroyed it. I have no idea what the remaining Serpents have been doing since then; scraping together the materials for a new altar would be a good guess.

3. Several of the PC's were invited onto the Azure Star (the continent's first airship) for its maiden voyage. During this trip (while everyone was asleep, naturally), several of the crew and other guests transformed into strange creatures with skin like molten iron and fiery crimson worms coiled around their hearts. Although the airship ended up pretty badly damaged, the party was able to destroy the "Sleepers" and prevent their compatriots from seizing the vessel. Who or what these things are is completely unknown, as no one has seen or heard of anything like them before.

4. At the end of a long campaign involving stolen (PC) Dragon hatchlings, the wreckage left by the Four Horsemen of the Apocalypse, and a Corpseweaver named Purity, four members of an NPC adventuring party called the Laughing Daggers ended up transformed (by cursed gear) into Rust Dragons. The PC's hunted down and destroyed three of them in a subsequent campaign, but the last of them (a former Troll Gunner named Hate) was never found. Both he and two former PC's (who discovered too late that gear crafted from a Rust Dragon turns you into a Rust Dragon) are currently at large.

I suspect that most plot threads will eventually wind their way back to number 1, the White Champion drawing all these lesser evils to himself in one way or another.

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Dagonet

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05/01/2006 12:47 AM  
Storylines in my game?

Major arch: 2 (overall campaign storylines)
Middle arch: 14 (multisession storylines)
Minor archs: 4 (two session storylines)

20.

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05/01/2006 12:50 AM  
Current plot lines: 1 (we're barely even gaming at the moment)

Typical plot lines when I run homebrew: I'll start with one big (world-affecting) plot line and usually a few smaller plot lines. While the big plot line won't go away, I like to see what the PCs find interesting from the smaller plot lines and run with it. If they ignore the big plot line that's fine too, although ignoring something that important always has consequences. If along the way, the PCs find a tangential theme, NPC, or red-herring plot line interesting I'll incorporate it into the campaign and expand it.

After DMing a rather long time I've found the less you force (railroad) your players into a certain plot line, the happier they are. It's fine to want them to be interested in your story, just make sure that it seems like their idea that they're interested [:D]

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05/01/2006 2:41 AM  
Last major campaign I ran I had half a dozen plots going on.

The overarcing major plot, the party woke up on a beach surrounded by bodies and a shipwreck no idea how they got there missing about 18 months of time. They are being hunted by the people who originally kidnapped them and they are going on regular adventures to earn money (and experience) and contacts to find out what happened to them during the missing time.

4 subplots,one for each character,playing off what happened with there lives while they were missing for 18 months.
Bards family was destroyed trying to find her(or were they), rogue was framed as a traitor in the intelligence service he was working for(said organization was soon after destroyed from within), the soulknife disgraced his family and house then dissappeared(and has his own secret about what happened to the others), and the warforged artificer had disjointed memories of someone 'riding' his body and commiting atrocities.

then there were the plots that crept up during the game that i ran with, the bard went to work for a tabloid paper that was being hassled by and unknown source. The rogue(who had no idea he had a price on his head) ran into an old friend who was now a bounty hunter on his trail, the warforged discovered an enclave of followers of the Lord of Blades and was torn as to joining them or not.


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05/01/2006 6:56 AM  
In my current Undermountain homebrew, I've got 1 main plot (they are not aware of) that is directly related to 2 lesser, more obvious plots. Aside from that, within Undermountain itself, there are a few unrelated minor plots along the way to keep things interesting.

I'd say about 5 in all so far, and more to come as they go deeper into Undermountain.

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05/01/2006 9:16 AM  
Let's see what is going on in my world, RPG that is....currently 5.

War of the Empty Throne, Masks, The Secret of Cannebrex, Lady in Red, The Black Knight/The Hand of Shadow and coming soon the Red Hand of Doom.

These are pretty much the chain of events which the two groups I was running before school had managed to stir up. I will talk a little bit about these as not to give to much away as I might have some players reading this info. [)]

The War of the Empty Throne:
Three sons of a the last great king of the Silver Empire. The empire is nothing more than a name of the former glory and the oldest and youngest brother squabble and argue. The king dies and the remains of the empire are divided amongst the three. The middle brother, the peacekeeper takes a country that has always been the natural boundry between the two lands the oldest and youngest lay claim to and rule. Northern country very aggressive and war like sourthern most country also war like but different military tactics and not as openly agressive. Northern country starts massive military build up and the sourthen country somewhat openly mathces. Only the middle brother and his kingdom stands as the buffer. Fast forward five years post king's death; middle brother mysteriously dies, without an hier. Supposedly, without an heir.

The Northern king lays claim to the throne of the middle country. The Southern king says there is an heir. So, the middle goverment hires some PCs to find out what the Northern country's intentions are. Goverment officals introduce the PCs to the Masks.

Masks:
The Masks are supposedly the boogey men. Colthed in solid colors and faces hidden by a mask of gold. Many people think they are the demons of myth and the reason for the problems. Others think they are actually the goverment officals controlling the underworld as well as the legit worlds. The Masks offer much support and advice to the PCs,but really do not interact with the PCs very much or to a great extent in the efforts of the PCs to understand the reasons and rationale of the Northern agressors in trying to uncover the Secrets of Cannebrex.
The Maske are able to offer much support and aid to the PCs, through means that are magical in nature but all atempts to reveal the majic have revealed nothin. With these trinkets and baubles aid from the Masks are forth coming, until the PCs start to ask favors the Masks are unable to comply with. Masks wanting to help the PCs, and possibly themselves for unkown reasons (actually the reasons are that there was some major diplomacy roles that happened). The Masks wake the Lady in Red and introduce the PCs.

Now all of these plost are going on at the same time as there are two groups running at the same real world time frame so there is a lot of cross over....

Lady in Red:
A beautiful woman who is dressed all in reds and scarlets who has slept for countless ages. Now that she is awake a different group of PCs enter the picture and start to do work for her and the Masks more in a direct fashion. The PCs discover that the Masks and the Lady in Red have mutual relationship. But at what level and extent they are unsure of. Both groups at this time know that the Lady in Red commands great respect and minions from the other planes

The Black Knight/The Hand of Shadow:
While performing tasks for the Masks one of the PC groups goes off mission for the gain of Lich Dust and the gold a posion merchant offers for the recovery of this material.
While in the lair of this Lich Lord Jed, the Black Knight. one of the PCs pilfers a rather powerful magic item. This magic item harkens from ages past and the PC wants to keep it.
After time passes one of the Lich Lord's emmisaries comes to the Lady in Red to strike a "three way deal" between the Lady in Red, the Lich Lord Jed and Plane of Shadow. There are items that each wants for there own reasons and schemes. If the deal is not struck the Lich Lord will throw his weight behind the Northern country who has now invaded in conquest for the land of the empty throne. (The PCs have just recovered this Hand of Shadow)

There are other minor plots that if the PCs do certain things could turn into major plots if certain things happen. Time will tell on that one.....[}:)]

I am taking the summer off to prep for the RHoD. It will be interesting to see what a new group of PCs can interject into this controled chaos!!!

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05/01/2006 1:32 PM  
Mainline plot 1 – In my homebrew world I’ve got a nation of dwarven militants who are just nasty blighters. The group of PCs have been acting as an independent company of one of the northern countries army and have had several run ins with these dwarves stretching over several different adventures. Current string of events has them playing cat and mouse with one of the dwarven warpriests and his entourage. Ultimate goal will be to take on their upper echelon clerics and their minions when the story rolls around to that point.

Mainline plot 2 – The party is dealing with and experiencing the uncomfortable pressure of escorting a diplomatic envoy to one of the more ‘darker’ nations in my world. They’re based off the Vashar from the Book of Vile Darkness – Lawful Evil, devil tainted, anti all gods sorts of badness. Securing the treaty with these folks is a paramount and the party is doing a lot of turning a blind eye or gritting their teeth but otherwise making progress.

Mainline plot 3 – Goes partly in hand with plot 1 and 2, the party accepted a discreet commission from one of the allied nations governing bodies – a druidic circle of elves. The party is seeking out specific natural areas of magic where ley lines converge but have been corrupted by the taint of evil druids or other equally nasty sorts who control them. They have to plant a single magical seed near the heart of each location (which has proven all sorts of fun thus far).

Subplot 1 (tapped PC history for this) – One of the PCs is a Half-elemental and plagued with nightmares from his youth. A lot of which he’s blocked out but since visiting the dark country he’s run into a face that he remembers from when he was a child but the lady in question paid him no notice. He’s attempting to discreetly inquire about her but as she’s one of the nation’s senators he’s opening a whole bag of worms.

Subplot 2 – Since discovering part of an ancient tome in a previous adventure the party is still on the hunt and occasionally delves in to seeking out information that will lead them to other possible locations where copies might be located or sages that might have information relating. The tome deals with information regarding the Shadow Plane and the god Erebus. A rolling plot hook that should they complete it will fire up a Mainline plot 4 but as of yet they’ve keep it on the backburner for now.

Subplot 3 (wholly the party’s concept) – Somewhere in the party’s adventures they decided that they traveled a lot and when they rescued a group of minotaur boatwrights instead of the atypical riches they used their sway to commission a small ship. Still in drydock but its been fun as they hire a crew and make plans.

Subplot 4 – A more recent addition and not known to the party at large, had the party rogue while attempting to scour the seedier parts of the city roll for an encounter and unlucky him it came up with a wizard (enchanter). Needless to say he’s really had to think hard on his choice to turn a blind eye on his will saves. He’s now running with a geas and several other ease dropping spells laid in on him. Party is still blissfully unaware of his state but a bit suspicious of some of his actions of recent.

Depending on how quick they wrap up the negotiations portion above I've been itching to throw in the Red Hand of Doom which I'm incorporating in to the whole war in the southlands scheme of things.

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05/01/2006 3:43 PM  
One of my players also visits these boards, and is a DM too. So I cannot be too explicit.

I have a lot of different storylines running at the same time: that is the way I like to DM. I like putting together the plot and intrigues more than I like putting togeter NPCs and whatnot, so there you go.

1. the main storyline is a search for a long-lost school of magic, which was presumed to be a fairytale, but the party discovered evidence of its actual existence. They are now looking for the site.

2. A feud between two factions in a city, one Lawful, the other Chaotic. The tension between them is rising and rising, and the PCs are caught in the middle of what could amount to civil war. There are a lot of subplots and -quests here, involving different groups or NPCs that are oppressed or threatened by attacks.

3. This storyline is loosely based upon 'the speaker in dreams': A third, secret faction is firing up the conflict between the factions I mentioned above, hoping to gain control when the city is in chaos. The PC's recently discovered this faction is being controlled by a mindflayer, and that several NPCs are not as loyal to the Lawfuls or Chaotics as they may claim.

4. An outpost of the chaotic faction (where they ambush supplylines of the lawfuls) is located in an ancient worship site in an extinct vulcano. They have made an alliance with a local tribe of aranea. What the rebels do not now (but the PC's do now...) is that deeper in the vulcano, a gem dragon has its lair.

5. Between all of these sites, an ancient forest lies: mysterious and dangerous because of all the strange and different creatures that live there. A tribe of strange elflike/animal-like creatures, called the Nyandin, serve as guides through this forest. They seem connected somehow to the history of the forest, and to the school of magic I mentioned earlier. Different smaller storylines are connected to this wood and its history (for instance, the destrucion of part of the forest long ago by a dwarven king, who cut off one of the streams that are vital to its existence).

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05/01/2006 4:15 PM  
Jgsugden's answer should just be "too many." [:p]

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05/01/2006 8:12 PM  
quote:
Originally posted by IanB

Jgsugden's answer should just be "too many." [:p]

Bah. There would be less (active) storylines if you guys would just wrap up loose ends... [)]

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05/01/2006 8:15 PM  
quote:
Originally posted by jgsugden

quote:
Originally posted by IanB

Jgsugden's answer should just be "too many." [:p]

Bah. There would be less (active) storylines if you guys would just wrap up loose ends... [)]



Maybe you should let up on people's mothers getting kidnapped if you want to give us a chance to do that. [:p]

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05/01/2006 9:05 PM  
My players often leave plot lines hanging, even if it's designed for them.

I currently have 2 "open" plots, since the party managed to finish off 3 in the last few sessions. It helped that I didn't throw more in because I wanted to make sure they took the bait for the Red Hand Of Doom (hey, I spent money on it!). They still don't know the full story of the other one, since I want it to come to fruition when they get to around 13th level - provided the right party members survive that long (it relates back to their first adventure and there are only 2 of those origional characters left in the group).

I had a group of evil Gnomes set up for two separate gaming groups to face and both never crossed paths with them. One campaign ended and in the other campaign it was going to be a plot for a specific character - and the player switched characters almost immediately before I was going to bring them in.


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05/01/2006 9:16 PM  
I`ll answer too many ;)

I typically have a main plot line or theme or reasons for existsnce. A couple to four of sub threads to help acheive that goal. (or understand teh mystery etc)

Then a few red herring plots.

Then maybe half dozen smaller plot devices, more a to b stuff, and ones players develop themselves along the way.

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05/01/2006 11:02 PM  
Two that the players know of and a bunch they have no inkling about. One involves a powerful vampire necromancer and the other a set of draconic artifacts sought by a rival nation.

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05/01/2006 11:09 PM  
As an inexperienced DM with relatively inexperienced players I've been relying on published material in the Forgotten Realms. I enjoy the fact that there are a lot of details that I can selectively choose to ignore or run with if I like. I'm using the FRCS and the Silver Marches regional supplement at the moment, but running an adventure that I've totally come up with myself. This allows me to do the following:

1.) Have pregenerated places and prominent NPC names for the towns the PCs traverse through. Many locations (such as taverns, shops, guard keeps, inns, etc.) have enough details to get started (often with a very short history) and then I can make up additional NPCs, local rumors, etc. as I see fit. The various (free) "Volo's Guides" from 2nd Ed. also help a lot in this regard.

2.) Tie in the organizations and "current events" mentioned in the sourcebooks to provide a lively backdrop for the adventure. For instance, the People of the Black Blood (lycanthropes) are active in the region, and the PCs have fought a group of wererats. They even have the name of the lycanthropes' leader and a general idea of where he's located. If the PCs wanted to hunt werebeasts theres a plotline waiting to be jumped upon. If not, they know the organization exists and will be on the lookout in the future. That feels more dynamic than having them slaughter a small goblin tribe (which might have been a similar CR) that just happened to waylay them on the trail.

3.) Besides the lycanthropes I've tried to be mindful of the particular environment the adventure is set in when choosing encounters to make them feel more like interacting with (often fighting) the local inhabitants rather than being waylaid by a random encounter. For instance the tribe of orcs that attacks their camp is lead by a druid of Malar rather than a barbarian chieftain because the tribes in this region live in the forest and are dominated by rangers and druids. Note that this also gave me a great reason to use the dire bat from Underdark in a forest setting as the druid's animal companion.

4.) Wonderful MAPS- the PCs can track their progress and get a sense for where they are in the world.

5.) The PCs had the option to choose a region they were from and then had to come up with a backstory for how they ended up where the adventure begins. This further broadened their immersion in the game world, and the process was facilitated by having published material to work with.

I understand that some people feel cramped by the large amount of published material available for a setting like the Forgotten Realms. But Rule 0 still stands, and I really feel I can be just as creative in a published setting as I could if I made everything up. Besides I haven't been playing long enough to be tired of "typical" adventure scenarios. Nothing "feels" cliche to me since I haven't seen it before.

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05/01/2006 11:38 PM  
Currently there are so many that it is difficult to determine the exact number. This usually stems from both the players and myself the DM. Very often I will throw in a larger plot within the game which may run for a year or so and during this time numerous other mid-level to minor plots erupt.

I like to always try and slowly develop a potential major enemy in my game. This npc may not always seem to be an enemy and may very often begin as an ally, but as the group finds out their motives behind some of the work they have done for them they may, if they choose, break their alliance and start off on a direction of assault or attempt to negotiate with the individual to reconsider their ways.

Each of the pc's in my game have some sort of plot brewing involving their character. Some of them are very grand while others seem subtle, but at the right time I continue to develop it into something larger.

As we play things change and new plot lines are brought into the game. As a DM I listen to what my players are saying and if something catches my ear I start to develop a storyline. I love to do this for it makes the players feel that they had figured out some secret when in truth they were the ones who actually came up with the idea.

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05/01/2006 11:44 PM  
I do not like to have to much going on. Instead I like to have a few plots with more detail. Right now my SW group is playing the Tempest Fued main quest. For a little variety I have two side plots. One with the party battling the Boma clan and the other in aiding Angela Krin investigate the Tempest Trade. Players do like to delve back into previous experiences but I do not like them leaving a campaign for long periods or doing lots of things unrelated to the current campaign.

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05/02/2006 12:11 AM  
I'm currently running Red Hand of Doom, so I have the hobgoblin invasion as my main storyline.
A couple of sub-plots are emerging; one from an irritating nobleman named Lord Valbaraith, an ambassador from the demon-possessed empire of Riedra. Unfortunately, very few people know Riedra is run by demons, one of them being a PC, who is not in a very good position to try to oust Valbaraith, who knows the PC is an enemy of his.
Another is coming from a shopkeeper in one of the hamlets of RHoD's setting. She's a powerful evil cleric, and the PCs found her out mostly by accident, whereupon they have made it their mission to stop her. So far, she's fled them twice, nearly killing a PC the one time she engaged in combat (but only long enough to stab him and run).

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05/02/2006 10:53 AM  
I usually run 20-30 plots, many of which never get fully discovered. But they are still running in the background. I try to have as many available plotlines for my PC's as they could want, and plan for most of their major actions/decisions.

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05/02/2006 1:01 PM  
quote:
Originally posted by IanB
...Maybe you should let up on people's mothers getting kidnapped if you want to give us a chance to do that. [:p]
No, YOU let up on people's mother's being kidnapped ... [)]

Hint: Does that strike you as a completely independent storyline?

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