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Sourced from YouTube video: GM Academy Workshop #1: 8 Steps to Build a Plot
And updated based on Misdirected Mark Podcast #248 – 8 Steps to Build a Plot with Jim
McClure (Jim @GMJimMcClure, Chris and Phil @
MisdirectedMark)
Notes by Jen @Pixelscapes
Table of Contents
Step 1: Determine a meta-structure
Step 5: What are the PCs trying to accomplish, what is standing in their way
● Jim uses the "7 items" rule for forces. People can keep about 7 items in mind.
(reference) Not absolute. He suggests starting there till you're comfortable with it and
then branch out from there.
● Chris uses 3 to 5 forces in his game, since he's more improvisational.
● Good, Bad, Neutral, and Wildcard forces.
○ Good/Bad is really protagonist and antagonist in relation to the party. But we're
saying Good/Bad to simplify the language of the explanation.
○ Wildcard: wanders through... Use to establish your next plot. More on this in step
8. The wildcard is one of the six other positions in another plot that has bled over
into this one.
○ These forces may be powerful groups, factions, or individuals. A force doesn't
have
○ to be people -- it could even be an event or a thing.
○ Force = ideology + objective.
● Your PCs could be in any of these slots.
● Note that the forces may present as good/bad and turn out to be the opposite. (Bad guys
usually present as good.)
● Basic strategy: The forces of good guys like each other and work together, but have
somewhat different goals and motives. Oppose the bad guys. Same for the opposite
side.
● To the neutral forces, arrows go only one way. They are just mixed up in the story.
Good/bad guys may try to affect the neutral forces or get the neutral forces invested on
their side.
● Example from running games, PCs show up in town and get a mission, like to catch Bad
Guy #1. They don't know BG #2 yet. As they explore the town, they find out there's a
merchant leader and a captain of the guard (both neutral, have their own things going
on). Guard might not like the good guys because they were hired in by the king to do
what he can't do. So either side can manipulate the neutrals to try and help them, but
neutrals are not invested.
● Neutral force should be on par power with the good/bad guys, affected by situation, but
not directly involved.
● For example, if it's just good guys trying to get item back, bad guys fight them, good
guys win, they come back... that is a very basic story, not much intrigue.
● Jim likes the 7 because it sets up additional conflict. You can have two good forces, and
they have the same ideology, or the same objective, but both don't align -- and they don't
both align with what the party is trying to do. So they're helpful, but there's still some
friction.
● The party can be both of the good forces, if they have different objectives or ideologies.
Same with the bad guys.
● Bad guy example, lich and his lieutenant share an objective: destroy this town. But
maybe the lich wants to kill everyone while the lieutenant would prefer that they escape.
● Neutral power example. You need carts to get through the forest. Cart vendor is neutral.
Now vie for the neutral power, but the neutral power is just a cart. Maybe the players
need money or to do a task, while the bad guys might sabotage the carts or steal them
to stop the players.
● Neutral power can be the outside influence that the good and bad guys need to interact
with to achieve their goal.
● Chris calls them motivations, needs, desires... if they're a faction doing their own thing...
If you know what they want and what they will/not do, you know how to play them
consistently. Gives depth, no mustache-twirling bad guys or Lawful Stupid paladins.