I use the 5x5 grids to plan this out. Each cell will have a planned 'mandatory' transition to the next scene, a clue or whatever, that nobody will have to roll for.
Then the skill checks are to either jump over a scene, jump into a different thread or to acquire McGuffins for the final scene of a thread.
But if they're missed, the plot can just flow through the path of least resistance through the mandatory transitions
The Five Layer Model for horror scenario design is a handy tool put out by Graham Walmsley, as an aid for GMs to come up with good horror. It's put out as a supplement to Cthulhu Dark, and as such, is really more of a guideline than a set of hard and fast rules.
The rules themselves are in Dark ...
I'd say it's not using Fate optimally, because Fate's working at its best when the GM doesn't have plot marks he's trying to hit: one of Fate's great strengths is its ability to roll with the punches and let the players take a lot of the control over what's actually going on and what will happen.
If the GM has a particular reveal or event he's expecting, that introduces artificial friction.
I once started a session expecting the heroes to hit a particular story point (all be in a room with one villain and be sent out to resurrect her sister), and my intent on having the story play out just so had me obscure something one of the players had worked hard on (they'd snuck into the room to do Sneaky Things, and I hard moved to reveal them). Meanwhile, the players totally short-circuited what I'd expected would happen by instead convincin the villain to just get her a new plant body.
So my players came up with two big surprises, one I did toss aside completely without regard for the players who created it by having plot expectations, the other of which totally surprised me and took the plot in other (very fun) directions because I didn't disregard it.
Which is really easy if you're completely improving an Investigation scenario because you haven't actually gone through to make sure there's a transition everywhere there needs to be
@BESW I'd be interested in your learnings from what you're doing behind the scenes, whenever you're comfortable talking about it.
The Five Layer Model for Cthulhu Dark just suggests "these are the kinds of clues the players will find". The GM may have no specific clues in mind at all, but they know the kinds of things they should see, and through freeform will just be handed golden opportunities to show those types of clues.
[squint] Are you talking about finding a good endpoint for a scene, or about making sure that when a scene ends it's clear what the next scene should be?
@Tarinaky [rubs chin] That's a confusing sort of description to me, because usually we end a scene because we already know what the next thing is going to be -- and we decide we'd better put a scene break between those things, such as because of a timeskip.
Yeah, it's the GM who'll say "new scene" or "here's the scene" or annoucne, if someone asks, where the scene actually started.
> sometimes you’ll have to come up with a scene’s purpose all on your own, such as the beginning of a new scenario, or the next scene following a cliffhanger. Whenever you have to do that, try going back to the story questions you came up with earlier and introducing a situation that’s going to directly contribute to answering them. That way, whenever it’s your job to start a scene, you’re always moving the story along.
I often think, "What haven't we been paying attention to recently? Let's have a scene where we're reminded why it's important."
It's the difference between making a lethal dungeon to kill the PCs; vs making a lethal dungeon to challenge the PCs. From within the fiction the villain who designed the dungeon may have exactly the same goal, but the first is adversarial while the second is being a fan of the PCs.
that one time we beat Sko-Larr had no rellation to whether we beat the GM (we neither beat nor did not beat the GM, the GM was just moving a story along and that is the way it happened to move)
I don't know how that would happen in Fate and I don't think even, say, Gygax would have thought of his Tomb of Elemental Evil as a matter of the players or the GM winning - despite it being effectively a meat-grinder gauntlet.
This is kind of like that thing where people write their questions saying "so what if I kill the other player..." when they mean "so what if I kill the other player character..." instead of meaning they reach across the table and thrust a knife into the other human player's chest.
Except you're rolling with that conflation 100% while BESW is trying to tease the two roles apart.
Do you understand that you, as a GM, may have different goals, motives, and actions to the various NPCs you play, such that you are not all one and the same entity?
Do you understand that GMs like myself can see themselves as "winning" when the players defeat the villain and have an awesome story, despite the NPCs I played all being defeated?
Even the most antagonistic RPGs are inherently collaborative actions of creation. Unlike boardgames and video games, their rules are incomplete and require group cooperation to turn into functional games. Every RPG group is a team of designers.
Specifically as a player (of RPGs or video games) I don't see "defeating the GM" or "defeating the design team" ever being a thing. It is not a concept. I have defeated the obstacles they provided me so that I could have a good time they tried their best to give me; together we have eached helped each others' dreams come true and that's that.
To put it differently, when you talk about the players "beating your plot", do you mean that they've thwarted the plot of the in-game villain, or that they've "beaten" your story? If the latter, was your story a story where the villain's plot succeeded and defeated the characters, and they beat your story by defeating the villain, or was your story the story of them defeating the villain, and they "beat" it by completing it, like a videogame?
@Tarinaky -- sorry for the sidenote, but have you ever considered that RPs exist where the villain, if you were to insist upon one existing, isn't even a character to begin with?
@Shalvenay I think, in narrative theory, you can talk about non-anthropomorphic elements as being characters if they serve the role a character would ordinarily play in a trope.
@Tarinaky I used to apply a lot of literary analysis tools on RPGs, but eventually I realised that in almost every case the mediums are so different that I was mis-applying tools and making more trouble for myself.
If any other storytelling medium has analytical and structural tools which can be applied easily to RPGs, it's improvisational theatre.
I have a very minimal, passing, awareness of Propp's theory, and precious little else and consequently have to get a /lot/ of milleage out of it when I try to talk about RPGs.
But getting back to the Mystery stuff... If I run a Sphagetti plot, it's impossible for me (through the villain as a tool) to fairly outmaneuver the players.
I think I heard the term a long time ago on a podcast. When, as a GM, you take anything the party speculates about the mystery and declare it to be true.
So if one of the player's speculates that something is going on, or expects to find something, then they find it.
It's totally cool to prefer pre-planning one's plots. "Yes, and," is not cheating though, and it doesn't remove the ability to add details of one's own.
It's cheating from the perspective of my goal to 'beat' the party.
Given I'm actually trying to beat the players, which is something most GMs are told not to do, I have to tread /very/ carefully so as to not do it in an unfun way.
And giving my NPCs the power of prescience, by adjusting their plots according to information they could not have... Would be unfun.
Just because you didn't know something until the players declared it to be true doesn't mean it wasn't true in the narrative all along, and something the NPCs would account for.
Why? You can come up with even more interesting and fun attack plans by making them after you know the defence, because as the GM you can make choices for the NPCs which will create tension at the maximally awesome points in the situation. That's not the NPCs cheating to get around the defences, it's you making choices for the NPCs to avoid things being boring.
After all "The perimeter is quiet all night but in the morning the diamonds are gone" would be a big let-down and make them feel like they'd wasted all their time and effort that session.
I'm not saying the En Garde! approach of each "side" making plans separately and then comparing them to see who wins is wrong or bad.
"Are you sure you want to execute that perfectly reasonable plan, which doesn't address my totally hidden and unknown plan as the GM?" "Uh, yeah, sure, we don't know your plan." "Alright, well, the NPCs do secret stuff and you lose."
That doesn't seem all that fun, unless I'm given a compelling reason to find the story it produces exciting.
As the GM, if I have a battle plan and the players are investing in something else, I should find a way to validate what they're doing -- by at least letting their characters realise that something's going on they didn't account for, and by trying to make what they did prepare be relevant to what happens next.
If they purchased a rocket launcher expecting a tank and a frontal assault, but a bunch of ninjas sneak in through the ventilation instead, I'd sure like to help them find out about the ninjas and use that rocket launcher somehow -- or else make the whole "oh no we got swindled, someone snuck in" plot exciting and, again, man, I want to see that rocket launcher used.
(for clarity I'm picturing an over-the-shoulder RPG launcher, rather than something installed in the ground -- but oh boy, I'd sure like to let them use that thing installed in the ground too if we're going with that)
Another example, the party had a water elemental stuck on them after they escaped from a car chase. The party decided to hole up in motel and one of the party announced they were taking a shower.
i mean if you asked me "are you sure you want to take a shower?" and i see no reason to be uneasy about that shower, uh, sure, i'm still gonna take it. maybe eye it a little closer first. if you make disaster befall me for it, cool, that sounds like fun plot development surprises. (as long as the disaster isn't "a bomb was falling on that shower. the room blows up. you're dead. i did warn you", which i presume/hope isn't what goes on.)
also, think that wild shape question is now in its third closable form (unclear, this time, after dupe and POB already happened today).
@Shalvenay actually, we're on trimesters so we're ending a term next week. Pushing to grade last of tests and projects because tomorrow's the last day of classes, and then it's term-ending exams.
also, in fun work-related news: after six years of asking my athletic director will finally (next year) be allowing me to start an Ultimate team at my school
@nitsua60 I am missing the next two Saturdays of our groups Geek Night, this happening once is rather rare, and Greener is going to be there when I am not, which in itself is something I am not sure has ever happened
@trogdor for a moment I thought greener was flying in from London to ensure a quorum and was amazed at the coherence of the group. Then, while reading a message typed 11000 miles away, I remembered there's an internet.
Still, that's better group coherence than I manage in a 15-mi. radius some weeks =)
@doppelgreener I might just need to make a couple time copies of myself and run into them every once in a while to paradox time back into the alignment I want
I might skip the part of sticking them into a sword though
@nitsua60 it is also 13,000 miles away as the crow flies. (This particular crow getting blown off course partway around the Indian ocean and having to find its way back from Madagascar)
Any of you ever play that rpg where time travellers have to be really unimportant people in order to avoid paradoxes, so PCs are utterly unimpressive workers sent on earth-critical time-missions? What's it called?
the most influential game I have played involving time travel, is the afformention Soul Reaver, in which time travel is a thing one particular person does to other people, and the main character of the branch of the series runs into at least two copies of himself stuck into a legendary sword and creates a time paradox every time it happens
I dunno if the whole series is on your list or not, but I have not played any of the ones where Kain is either the lone main character or the co-main character
@trogdor I was going to say that FF(1) and Myst were the last console and computer games that I'd finished... then I remembered the greatest (by enjoyment to programming ratio) game ever: candy box
@doppelgreener Actually, there's a whole bunch of legally obtainable 3.5e PDFs... the one you linked happens to be one of the few (for now) that is also available as print-on-demand
in short, I asserted that a 5th edition warlock could summon an Unarmed Strike as a Pact of the Blade weapon, because it was listed on the weapons table
Every time this comes up I'm reminded that unarmed strikes went from being stupid, inconsistent, and just generally janky in 3.5 to being stupid, inconsistent, and generally janky in a different way in 5e, then got errata that made them stupid, inconsistent, and generally janky in yet another way.
I think maybe it's time WotC admitted the sad truth. Punching things is impossible. If you want to hit something, use a weapon.
It's disappointing that you say that, because I was fully expecting a comment along the lines of "In 4e unarmed strikes worked perfectly and weren't janky at all".
@Miniman They worked fine, except for the one catch which always trips up special exceptions in D&D: extra options. If you specialised in a weapon you also specialised in a weapon type. That meant you had a number of feats designed for your school of weapon, dozens of enchantment options for improving it, options for the particular weapon you'd use within that school--and often further feats for that choice.
There were even whole paragon paths to add more cool stuff to what you could do with a given weapon school--for almost every weapon school you might pick.
If you were a spellcaster, you had fewer options. One to three implement types with associated enchantments, variants, and feats. Not many paragon paths. But a lot of implement feats weren't type-specific! So the breadth of options wasn't artificially narrowed, at least.
It was just--weapon classes could generally choose any kind of weapon and get trade-offs on accuracy, dice size, and extra features.
Casters had fewer range to choose from and your choice of implement offered less variety anyway.
Then.... unarmed strike. They're enhanced by a "ki focus," which is, roughly, a caster implement which can be enchanted to improve your fists as if it were them.
The options were dismal. Hardly any feats, hardly any paragon paths, extremely limited variety in types. You couldn't really distinguish yourself by your choice of ki focus and how you improved it.
So while technically, in the numbers game, unarmed strike was a middling fair choice, practically speaking it was a deeply limited and boring option with very little opportunity for displaying system mastery, making a character unique, or finding synergy with other features.
(This is, among other things, going to clear up whether you're asking about how powerful of a creature can become a paladin's steed, vs asking about how powerful a creature is once it's become the paladin's steed.)
@Miniman That's what I assumed, but then realised I don't actually see him saying that clearly.
as to the purpose of the question. I am incredibly paranoid that if we just let go and have fun with whatever the PC can summon, the steed itself can overpower the encounters they face
I mean, the spell is great! It's forever until the steed dies, and the steed can attack while the paladin is mounted on it. see: "seamless unit of combat"