by Loren J. Miller
This is a repost of the article I posted in the summer about the 36 basic plots. It is based on my interpretation of a book by Georges Polti called The 36 Basic Plots or something similar.
Some folks have been complaining about plotted games, and I have come to speak out in defense of plot, to show that plotted games aren't that bad, and to share some nice tools to help you plot stories.
Assuming a RPG is like a story, what are the different structural parts of the story and how do they work in the RPG?
Those who argue against storytelling within RPGs seem to say the GM's only jobs are setting and character (and maybe dialogue) and plot isn't important, much like slice of life writers argue with more traditional writers over the proper structure of short stories.
I don't agree, though I can't give a short reason why. Instead, I'll look at how to construct a plot for a story and how it would be done in a RPG. First, the 36 dramatic plots.
Each short plot description starts with the title of the plot pattern. After a hyphen the main characters to be found in the plot are given, separated by commas.
RPG scenarios IMHO too often tend to be Daring Enterprises: The PCs bravely go on a quest to bring back some priceless relic and enough gold to give a hundred horses hernias. I like to use other plots though, they make me think up better, more original, gaming scenarios.
To use these things, sometime in your planning, pick one of the 36 plots to use for your adventure. Then choose the main characters who are necessary for that plot. Say you choose Ambition as the basic plot (how Shakespearean :-) and decide that the players are going to be the ambitious person(s) (not a far stretch for most PCs). The Adversary is to be the main opposition to the PCs, so make it a wealthy, traveled businessman with his own bodyguards and quite a bit of fighting skill himself, so the PCs won't kill him out of hand to solve their problem.
Also give him good features, something that will make the players sympathize with him. Maybe he's the father of a boy or girl who is in love with one of the PCs. The coveted thing is pretty easy to figure, find something that one of the PCs wants enough to start laying plans to gain it. Also give the ambitious PC a friend who supports her ambition and keeps tempting her further into the messy situation.
Example: Most campaigns have a player who loves to play politics, involve her in this. Assume for the sake of argument that the goal is the office of district attorney. Enigma has ambitions to be the DA, the chief force for justice in Gotham. He is opposed by Buck Stevens, son of the founder of Stevens Brick Co., which is the second largest employer in Gotham. Darla Stevens is in love with the Enigma's alter ego, Bing Strawberry, and keeps telling him he ought to get in politics and make sure her slimy brother doesn't achieve political office ... etc etc etc you get the idea.
That's a skeletal plot, right there, but it's enough to guide the rest of the adventure. The acts in the plot almost write themselves:
Complications can be created by the GM from various PCs' friends and enemies, and several very interesting ethical dilemmas can be emphasized in the game, making this type of scenario wonderful ground for role-playing, and a natural for fisticuffs and other conflict (though it would cause big problems with the press and voters if the candidate hurt or killed someone, or were even suspected of it!).
© Copyright 1994 by Loren J. Miller