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Otherwise known as, 'How to Write a Plot'.

While community administration often write plots for our enjoyment, it does not mean that players themselves can't build events as well for others to enjoy. For those that want to some day build an event for a small group or their rp community at large to enjoy, here are some helpful tips, definitions, do's and don't's.


Helpful Definitions

Plot: The main events of a play, novel, movie, or similar work, devised and presented by the writer as an interrelated sequence. A sequence of events in a written work.

Plot Device: Any thing or person which moves the plot forward or maintains it. An example would be The One Ring.

Plot Twist: An unexpected development or radical change in the expected direction or outcome of a plot. A surprise, often one that is subtly foreshadowed.

Theme: The primary message or lesson of a story. Examples of such are 'Circle of Life, Coming of Age, Innocence Lost, Rebirth, Quest for Power, etc.'. For further examples, research 'Literary Themes'.

Conflict: A problem or struggle involving two or more opposing forces. There are 4 types of conflicts -

  • Man Vs. Man (The Wizard of Oz)
  • Man vs. Self (Hamlet)
  • Man Vs. Society (Farenheit 451)
  • Man Vs. Nature (Moby Dick)

Exposition: The part of the story, usually near the beginning, in which the characters are introduced, the background is explained, and the setting is described.

Rising Action: The central part of the story during which various problems arise and suspense builds.

Climax: The point of greatest interest or suspense in the action of the story, the turning point.

Falling Action: The action and dialogue following the climax that lead the reader into the story’s end.

Resolution: The part of the story in which loose ends are tied up, and the action comes to a satisfying conclusion.

Protagonist: The leading character or one of the major characters in a story.

Antagonist: A person who actively opposes or is hostile to someone or something; an adversary.

Mary Sue / Gary Stu: Literary Criticism. A poorly developed character; One that is too perfect, without faults and lacking in realism to be interesting. In terms of roleplay, a character that is seen as overpowered and unbalanced.

PC: Player Character. Characters designed and played by a player.

NPC: Non Player Character. Characters designed and played by either a computer or by a GM/DM.

Consent: A players 'veto power' in relation to what is and isn't allowed to happen to their characters (Intellectual property). A player that plays by consent rules requires player approval before allowing anything to happen to their character.

Non Consent: A player has no 'veto power' over the results of in game actions. A player that plays by no consent rules requires no approval and obeys the rules of 'common sense', I.e., 'Go with the Flow'.

ICA = ICC: An acronym meaning 'In Character Actions have In Character Consequences'. I.e., a rule of common sense.

Alignment: The ethical (Law Vs. Chaos) and moral (Evil Vs. Good) perspective of characters, creatures and societies.

Retcon: Rescinding or acting as if an in character occurence never happened. Generally frowned upon as it can cause continuity errors. If all parties agree, sometimes it can be acceptable but often it does more harm than good and only slows the progression of plot.


How to Write a Plot

There is no 'right' or 'wrong' way to write a plot. Okay, yes there is, but if you can't write and create a character, you wouldn't be roleplaying. Moving on. There are right and wrong ways to execute them. But let's start from square one. How do you write a story?

Some people find it easiest to come up with a conflict, or point of contention that the main characters must battle with in some form or fashion.

Others find it easier to come up with a villain first, or establish a world in which to set up shop. My personal favorite way to go is to start broad, I.e. with world creation, then narrow it down to conflict concepts, and from there, characters.

With places like forums/ furcadia/ Byond, and other rp groups, that is a little bit skewed. The world is pre-established depending on the communities design, be it an original world or based on a cartoon, book, or tv series. The sandbox is already made for you, all you have to do is remember what is and isn't 'canon' to it. Outside of necessary NPC's to help drive the story along, characters are all taken care of. Players will fill the gaps of protagonists, and sometimes antagonists dependent on who allies with whom.

So that leaves conflict. And that is up to your imagination. In context to the community, the era, the technology present, you must consider what sort of series of events would make sense, logically. An invasion of cyberpunk gangs doesn't really work in a setting of 18th century London, for example.

So let's get to writing. To do that, let's look at the parts of a written work. Typically, they are broken down into five parts. Those are:

  • Exposition
  • Rising Action
  • Climax
  • Falling Action
  • Resolution (Or denouement)

Lets analyze these bits and bobs real quick.

What is Exposition? Exposition is the introductory part of a story. You let the reader meet the characters and get a feel for the world. It is also what is known as 'A hook', or something that draws a reader further in with a desire to know more. For example.

The Hobbit - J.R.R. Tolkien wrote:
In a hole in the ground there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbit-hole and that means comfort.

Exposition, at least in rp, is forever ongoing. The community is our world, and the characters are the ones we interact with for a particular scene. They are being introduced, and reintroduced, time and again, be it from descriptors to dialogue to thought fluff. Every entry post we make is, in essence, exposition. Unfortunately, there is a finite amount of room in a single 'post', so the typical expository descriptions are cast the four winds.

In short, however, Exposition is the 'Who, What, Where, Why and When' of a scene.

Easy enough, right? Then let's jump into the next bit.

What is Rising Action? The rising action of a story is where the main point of conflict has begun to be introduced and suspense is built up.

The Wishsong of Shannara - Terry Brooks wrote:
Brin was pale as she leaned forward. “Are you saying that it has begun all over again? That there is another Warlock Lord and other Skull Bearers?”

Allanon shook his head. “These men were not Druids as were Brona and his followers, nor has the same amount of time elapsed since their subversion. But the magic subverts all who tamper with it. The difference is in the nature of the change wrought. Each time, the change is different.”

Brin shook her head. “I don’t understand.”

“Different,” Allanon repeated. “Magic, good or evil, adapts to the user and the user to it. Last time, the creatures born of its touch flew...”

The sentence was left hanging. His listeners exchanged quick glances.

“And this time?” Rone asked.

The black eyes narrowed. “This time the evil walks.”

“Mord Wraiths!” Jair breathed sharply.

It is the job of the plot builder to introduce the conflict, to tease the problem to the players and get them intrigued. The duty of a DM/ GM or author is to bait, not only the characters of the world, but the players and readers, into being interested, concerned, or terrified, by what is happening to 'their' home. To do this, you need to try and incorporate as many people as possible, which isn't necessarily an easy feat. Some characters are geared for combat. Others aren't. Some characters have a lot of intelligence, while others are as dumb as rocks. Some players have hero complexes and others are afraid of being in the limelight for long periods. How do you cater to them all? Is it even possible? These are questions you need to consider when writing a plot.

Remember. A plots success hinges on the interest of the people involved. If the story isn't interesting, it will stagnate or fall apart. Don't make things convoluted. By all means make things subtle. Add twists, puzzles, dead ends, false leads, distractions. Any good story won't be blatantly linear. But don't make it so complicated that people begin to get frustrated and lose interest. Throw them a few bones, give them successes, setbacks, confrontation, wins and losses. Get them invested and attached. Try to not let the same characters take the fore all the time. While it might frustrate those players, you also need to think of the players that don't get a lot of 'screen time'. Everyone wants to be a hero. Everyone wants to show what they're capable of and be appreciated for their contribution. If the same people contribute all the time, others are left feeling snubbed and blocked from the story. And that is a painful feeling. It is for this reason that novels with lots of characters will 'jump' around, focusing on this group for a few chapters, then go to the next to see what they were up to in that same frame of time (I.e. Lord of the Rings or Game of Thrones). How you can make a concept like that work is dependent on the story you intend to write.

The rising action can only go on for so long, however. Too long, you'll lose interest. Too short, the story will seem rushed and forced. Finding the balance in pacing can be difficult, but it is something that comes with practice, as well as an open mind. It is during this part of the plot that being too 'precise' or locking yourself into a scenario can leave the GM stumbling when the players decide to do everything but what was hoped for. Players don't know the route you intend to lead them. As a GM, you need to learn when to play concise, and when to be 'loosey goosey' and go with the flow. Such will take time and repeat performances, but you'll get it if you make the effort and have patience.

What is a stories Climax? In a written work, a climax is the turning point, the highest point of suspense and action in the story. This is the point in a story or plot where characters make a big discovery or the final battle begins or the group has stormed the castle that the princess is captured in. A great example would be from The Two Towers - The Battle of Helm's Deep. The story built up and up until finally we see these two armies collide together violently.

At this point, your story is typically a little bit beyond the halfway point. However, it is possible to have 'mini climaxes' during the rising action as well. Remember when I said a story isn't strictly 'linear'? It's because a good story will have peaks and valleys, points of high tension that reaches a boiling point (Climax) before dropping down for a brief lull, only to start climbing the mountain again. It's the GM's job to figure out where and when these 'high points' occur. Are they skirmishes of invaders? Pockets of survivors of some plague showing up on your door? The choice is yours.

However. The penultimate point of a stories turn is the 'main climax', that great buildup of tension, the dam that finally burst. And once it's burst, it leads to the next point.

What is Falling Action? Dialogue, actions, sub events that will bring the action to a close. If the Climax is the turning point, when the big battle starts, then the falling action is everything that occurs in that battle. Rather straight forward and simple.

What is a stories Resolution? A resolution is, essentially, story cleanup. This is the part where you tie up loose ends for good, bringing events to full circle. Allow characters final revelations, especially if there will be a 'sequel' to the plot, I.e., one plot ties into another somewhere down the line. Captured villains are interrogated, killed, sent off, the heroes enjoy their 'victory feast', and the day returns to normal. For a time, at least.


Community Vs. Personal Plot

There are two types of plots that people rp. The first is community wide events, like wars and invasions to balls and famines. If a plot would logically effect a large group of people or permanently effect the world in which they live, its generally considered 'Community Wide Events'.

On the flipside, there are also 'Personal Plots', or little events that effect only a small group of people. An example of this might be growing a relationship from friends to lovers, the joys of becoming parents or something relating to a characters personal background that only involve that characters close friends for resolutions.
What Not to Do

1. If it's a plot for a community, don't make the story about you

Everyone wants to be in the limelight, wants to save the city, be the hero. But if you're designing a plot, don't design it so YOUR character will be the only one capable of 'saving the day'. Don't go talking about a problem and not expect it to get to higher powers, then say 'Oh, you can't do anything, only I have the power and knowledge'. It's incredibly selfish, especially to do that to a group of 20+ people where a third of them could conceivably get involved. If your character is the only one able to save the day, people will, ultimately, not want to rp with you. Give others the time to shine, let them show what they can do. (Note: This does not include Personal Plots)

2. Don't base a plot around one character

Much like the previous note, one of the worst things you could do is design a story where only one person is capable of saving the day, even if that person isn't your character. If it's a personal plot between a small group of friends, sure, this kind of 'event' works. But for a group of 20+, it treads the line of selfish and will sow the seeds of resentment and jealousy if one guy is revealed to be the secret to success. After all. Lord of the Rings would have been very frustrating and boring to read if all it focused on was Frodo.

3. Don't make 2D bad guys

If your villain is two dimensional and flat then the roleplay will be stagnant. Please, don't go the route of Skeletor or Litch Kings looking to "destroy the land of the living!!11!1!". Good villains have deeper motives, more profound plots, and need more than just the simple, "I hate everything" or 'I'm insane' in order to be taken seriously. There are hundreds of well written characters out there that one can look at. DC's Joker comes to mind as one of the penultimate.

4. Don't use your main characters as antagonists

If you plan on using your main as the big, evil mastermind one of three things will happen: the character will die, they will be exiled, or their lives will be made miserable for the rest of the time you play them. Usually players that run plots like that don't really want to leave the continuity or kill their characters off when the good guys en-masse turn on them and stomp their faces in. While you should create dynamic, interesting, multi-faced bad guys, understand that you may well have to kill your baby and best not have it to be the character you love most. Further, if you DO use your main as an antagonist, expect characters to be angry around them, mistrusting and threatening. Don't pitch conniptions when 'so and so's character is being a bitch to mine and I didn't do anything!'. Wrong, Sir. Wrong. IC Actions have IC Consequences, and the bed you made will be the one your character has to lie in.

5. Don't flake out in the middle of a plot

There are times when you want to throw your hands up and scream, doubtlessly, but flaking out in the middle of a plot makes you look bad and makes everyone angry. Even if the plot has to end prematurely, give it some kind of closure so that people don't feel like they have completely wasted their time. Do NOT go the route of 'rocks fall, everyone dies', even if it would make sense. Don't have the plot be 'secretly finished/ fixed' while groups are still looking for a way to rescue the princess or ward off the attack. If there is ever a way to make players upset, it will be that - They will feel like their time has been wasted, and it leaves their characters in a bit of a lurch.


What To Do

1. Be Flexible

Being a storyteller means you need to roll with the punches. You need to accept that players can (and usually will) do exactly the opposite of what they're supposed to, of what you anticipated, and of what you wanted. You give them all the clues, hints, and suggestions to go to the Right and inevitably some genius will go Left and then you're stuck going "er...". Make sure that you can think on the fly. If someone goes Left, have something be to the Left. Perhaps it's horrible death, some pit full of ghouls, who knows! But make sure there's something down that narrow, winding corridor full of fire ants. And don't complain when they go Left unless it's to a single confidant. If your players are running around in circles, it's your duty to kick them out of it.

2. Plan out every step as much as possible

This seems contradictory to the earlier suggestion, but hear me out. When I say 'Plan everything out', I don't mean write yourself into a corner. Don't write this huge, epic quest and then tell yourself that your group won't get up to that black dragon today, they'll get there tomorrow and you'll write the dialogue tonight. Don't do that. The minute you do that, they'll get to that black dragon in the first ten minutes and you're left scrambling and running around like an idiot. Don't necessarily pre-plan every iota of the plot (remember, flexibility) but make sure you know exactly where you're going and how you're getting there as best you can before the players end up changing the whole thing on you. If you at least start with an outline that goes step by step then you can modify it as necessary. Use the outline worksheet, keep tabs on what is going on, and always be ready to rewrite. Yes, sometimes it sucks, but you know, in the end it just might come out better than how you had originally planned. Have an idea of how long the story will run, know when mini events will begin, have npc's ready to go, know your npc's personalities and how they think and talk and act, preprep dialogue, etc.. Make use of Character Outline Guides and plot outline guides - They are resources to make your job that much easier.

3. Set up dates in advance and remind people

If you don't have set launch dates for your plot or events then you are going to wind up with a disappointingly small turnout unless it's a fluke. If you want a good turnout, make sure you run the events during peak hours (Often Evening hours when most players are available) and don't start them late. Start them as early as you can get away with so that you can avoid them plunging on until 4am when people start dropping like flies. Make use of emits and calendars to remind people, post about it on the forums, talk about the event ooc to drum up excitement, and above all RP ABOUT THE EVENT. If it's a group heading out to search for a rare plant to help heal a dangerous sickness, don't just have the group leave. Have people talk about it, plan for it, let them have doubts or get angry. If it's a ball, let them talk about it, let the menfolk discuss who they're going to ask and the womenfolk gush over their gowns. SOMETHING. Let them get invested. How far in advance depend on how long you intend on running the event, and how many people are involved.

4. Be around when you say you are going to be around

If you aren't around for your own events, it usually ends up with problems. While Admins or friends are indeed capable of running events and making them not be horrid, things are inevitably better when the GM/DM themselves runs the event rather than leaving it to someone who doesn't know the nuances of the story. It frustrates the helpers and the players. It leaves players in limbo, especially if the event is midway in and then.. suddenly people are left hanging. If there is an emergency or something, it's understandable but if you can be there, be there. Emergencies are not 'oh, my significant other wanted to go to dinner'. If you say you're going to be there, say you're going to do something, it is no different online than if you said you'd meet a friend to help them with something.

5. Make sure you know everything about the setting before launching the plot

If you don't know what the average currency is, or where it is, or understand the dynamics of the location you are in before running your plot, you could cause disastrous continuity breeches that would make it impossible for your plot to run. Make damn sure that you aren't infringing on the continuity. Read forums, read websites, research the era and talk to the administration. Remember. Cyberpunk gangs don't belong in 18th century London.

6. Talk to the community administration openly

The administration of a community all need to know what's going on and be on the level as much as possible so that they can answer questions or help shape the plot if necessary. They need to know the where, when, why and how of the plot in order to make sure it doesn't interfere with other stories/ events currently running or mess up the continuity. No one likes running into massive glitches in their world, after all, and no one wants an upset playerbase. Have your outline prepared BEFORE talking to someone. If you have your notes, you won't be left floundering for answers if someone asks questions. Have a time in mind, from how long the event will run to what time you intend on starting and what days and times you intend on running mini events. If you are told no or told that something doesn't make sense, don't throw a fit. Listen with an open mind, try to see it from the administrations perspective, and then ask what would make sense/ fit better. It's give and take. Compromise on an idea. It might make things better in the long run. But do not. EVER. Throw a fit. That is a sure way of being given a resounding no, and possibly not being allowed to run a plot again.


Things for Admins

1. Listen with an open mind

For the love of god, do not let someone interested in writing a plot get halfway through telling what he or she wants to do then shoot them down. If there are issues with the story, point them out and offer suggestions to make it flow better. DO NOT. I repeat. DO NOT. Throw the players idea to the dirt and stomp on it from the word go. It might be a story you're tired of, but there are players that enjoy them.

2. If players throw fits, don't throw fits back

If the player you are talking with doesn't take suggestions with an open mind, that does not give you the right to yell, snap, bitch or otherwise make yourself into an ass. You need to be the bigger man. If suggestions are constantly denied, then just tell the player 'I'm sorry, we can't allow that kind of event, then.' Then make sure the rest of your team KNOWS the plot was turned down. Further, if players are having issues with what is happening in an event, listen to their concerns. It might be as simple as a communication error, or it might be they completely missed an emit. Do not snap at them. Yes, you probably have a million and one things going on, between PMS, the game client and text documents. And yes, you will probably be frazzled by the end of the night. But that doesn't give you an excuse to snap at players. They don't know how much effort goes into running events, and most probably never will. Accidents happen. If they do, apologize as soon as you're able. And mean it. Otherwise you will be the one seen in the wrong.

3. Post in your boards

If players offer plots, post them for the other admins to read. Let the other administration weigh in on what they think is good and what isn't. Don't tell a player no right off the bat. Tell them to submit them to your email, copy paste them for the admins to see, and then tell the player 'Alright, we will let you know our decision within a week'. If it comes down to it, bring the plot writer in for a pow wow and brainstorm with them as well. Good things might happen. It all comes down to communication.

4. If you need to vent, do it in private

Your players decided to go left instead of right, and it threw a monkey wrench into an hours worth of game. Is it frustrating? Yes. Does it give you the right to make the players feel bad? No. DO NOT mock or ridicule the players for their actions. If you need to vent, pick a confidant and talk to them. Don't do it publicly. Because if the players chose to go left, they might have a reason. Might not be a good one, but if they're having fun, you don't have the right to bitch.

5. Be involved

As administration, you need to be involved in the events as much as the players are. Even if that means keep oocly aware of what is going on. Players will come to the communities administration for assistance as much as the person running the event. Why? Because it is your job. If something conflicts with community rules, a player will go to the highest power for answers, and that means you. Don't pass the buck off to someone else unless you a) Don't have time (Heading to work/ going to bed kind of reasons) or b) Honestly don't know.


Other things of Note

1. The ultimate duty of a Storyteller is to make sure players have fun

In the end, it isn't the admins job to necessarily tell the story we want to tell. If the players take it and run another direction with it, give them the option and let them do it. If the players aren't having fun, no one is probably having fun (including the GM/DM) so you need to do your best to make sure that everyone is enjoying themselves. You can't please everyone all the time, but you can at least try and make sure everyone's got a reasonable amount to do and a reasonable amount of fun. Obviously, this gets exponentially more difficult the more players you have. If that is the issue, get more GM's to help, and split the story into groups. Let group A find this information but let group B find something else. Make it so their time isn't wasted. If their time isn't, then your time isn't.

2. If you play a bad guy, realize that you will eventually lose

While your character might take over the city for a short time while the good guys regroup, while your bad guy might win a battle here and there, or even turn the tide in his favor, be aware that eventually the player characters will succeed. Remember that you are writing this plot for others, not for yourself, and if you write it where they lose... Well, no one enjoys losing. While it can be poignant to watch the capital city be overrun by hoards of zombies as you ride away into the sunset watching the towers burn, eventually the good guys have to win. Why? Because that's how the game is played. Evil never triumphs for long because evil isn't usually fun to play with. It breaks your toys and pees on your carpet.


In Closing

Most of what it takes to write a plot is all in your head. Your ideas, your creativity, your imagination and wonder built off the foundational success of the authors you love the most. Writing is a skill that is always in flux, evolving each time you read something new. Most of my personal influences have been Terry Brooks, Brian Jaques, Jim Butcher, Anne McAffrey, Neil Gaiman and Robin Cook. I look to these authors writing styles for guidance. Find your own influence, see how they lead a story, how they write characters, how they depict emotion and dialogue and internal monologue. Look at how they paint a picture with words, then find that paint within yourself and take up your own brush. Find your own strokes, make your own. Pick the best from them and then add in who you are. Stand atop the shoulders of giants and become one of them.

Then, as Neil Gaiman said, 'Write. Then finish what you write.'

Don't be afraid to make mistakes. Own them, learn from them. Ask for help, brainstorm, and always, always write.
Something that is very helpful when writing is to create outlines or mind maps, especially if you're afraid of losing details or aren't sure how to get characters from point A to point B.

The first form is for plot outlining, who is running the plot, what characters are involved and what the overarching theme of the story is. If the story is long, duplicating the form for each 'event' or 'chapter' is typically the way its done.

Should people want a visual example of a Plot Curve that can be printed, click here.

Plot Name:

Lead GM:
Assistant GM(s):

Plot Summary:
Estimated Time to Complete:

Rough Outline:

Players Involved & Status: (See Example Sheet)

Antagonists (NPC'S) & Status: (See Example Sheet)

Current Plot Event Location: (Update this section with date of plot advancement and short summary of the event. Oldest on top, newest on bottom.)

_______________________________

This form is for character outlining. Pretty straight forward.

Character Profile Aid - Repeat for all necessary Antagonist/ Protagonist NPC's

Name:
Race:
Age:
Height:
Weight:
Hair Color/ Style:
Eye Color:
Noticeable Features: (Scars, tattoos, etc..)

Physical Description:

Morality Compass: (Note - A morality compass is a generalization to help a player understand a characters mental state. It's a guideline, not a rule. A three dimensional character will have shades of gray, but most of the time they will lean heavily in one direction over the other.)


Renegade (Bad/ Evil) ____ Neutral ____ Paragon (Hero/ Good) ____

Personality: (In tandem with the morality compass, this section includes likes, dislikes, fears, etc. Things that will effect a characters social interactions with others.)

Occupational Information:

Specialized Skills:

Weakness':

Short History: (Range can include important childhood moments, training, schooling, relationships that have effected them significantly, etc.)

Moderators: Jenn