Showing posts with label generic plots. Show all posts
Showing posts with label generic plots. Show all posts

2008/11/11

The Quantium Nature of Plots: Intrest

Previously I stated that a plot that does not interest the PC is also a waste of effort as they won't interact with the plot and won't bother to observe it further.

When crafting a plot you will need to take steps to both figure out hooks for each of your players AND what the Characters would find interesting:

  • Power gamer/Slayer is all about combat: give them some "foreign raiders" from country A in country B that are actually "Agent Provocateurs" to beat into submission; Or give them a press gang to pummel.
  • The Actor will want to talk to the Patriotic citizen, Sultry Bard, let them.
  • The Investigator will need plenty of clues planted as to who the actual threat is.
  • The Explorer should be shown communication magic, that works until it is compromised; Code books; Secret languages; Half a map with no keys.
  • The Storyteller can be lured in by the annoucnement , rumors and news.
  • The Thinker will hopefully be entertained by the antics of the others but effort should be taken to keep them guessing as to the true nature of the plot.
  • The Watcher should also enjoy the seeing others act on the plot, but be sure to have the Plot's NPC interact with them directly. The Merchant see them as an "easy mark"; the Sultry Bard works them over for information.
A boring plot, or one that has only perfunctory interest from the Players is a waste of everyone's time. Engage the Players or try something else.

2008/11/10

The Quantium Nature of Plots: Influence

Previously I stated that an unobserved plot is a waste of effort, so is a plot that the players have no possibility of influencing or acting upon.

Now by Acting I do not mean that the players can necessarily defeat it at 1st level, just that they can have some sort of interaction with it. They could:

  • Try to find out who put up the posters or paid for the announcements. (a patriotic citizen, or a fifth column).
  • Talk with the Sultry Bard and hear her lies.
  • Bargain with the merchant.
  • Deal with suspicious town guards.
  • Discover the Sultry Bards' lies.
  • Visit Country A and discover identical posters, the same merchant and the same Sultry bard.
All of this will lead the PC toward the plot and give them some much needed Role Play between Dungeon blood Baths.

If the PC's cannot interact with what they observe, then don't bother showing them.

2008/11/09

The Quantium Nature of Plots: Observation

Previously I had stated that a unobserved plot is only good for GM entertainment. While an unrevealed plot may become important latter, until it's effects are demonstrated to the PC's it remains a waste of effort.

So show the players the effect of the plot even if they or the plot is not ready yet. That Machiavellian machination plot of country C trying to start a war between Country A and Country B scheduled for levels 11-15: sure it will be interesting when it happens, but the PC's will have more involvement if:

  • They find Inflammatory posters and announcements about Country A in country B.
  • The hear a sultry bard telling story's in Country B about how decadent/Militaristic/Corrupt/Foolish the people of Country A are.
  • They know that the local smith is over worked and back-ordered on military equipment.
  • A merchant from country A offers to buy "used" equipment for 2-3x the normal asking price.
  • If that sultry Bard in the tavern keeps chatting the warrior up about keep defenses and outpost locations.
  • They encounter extra security/inspection/suspicion/restriction as they enter a community.
  • They see fields lying fallow or the crops unharvested.
If the GM sprinkles these little tidbits throughout the first 10 levels of the PC's lives then when war comes at level 11 they will be more than ready.

If the PC's cannot "see" the plot's through its effects upon the world then don't bother with it.

2008/11/08

The Quantium Nature of Plots

Plots, to matter, must:

  • Be observed by the Players' Characters;
  • Be able to be influenced by the PC's;
  • Be of Interest to the PC's.
A plot that has no observable effect upon the characters or an effect that the players are unwilling to observe isn't a plot, its a story for the GM entertainment only.

A plot that the PC's cannot or will not influence isn't a plot it is a box text railroad or short story entertains the GM and maybe, just maybe the players.

A plot that doesn't interest the PC's will be ignored and thus it will not be influenced or observed by the players. Again, it becomes entertainment for the GM at the expense of the Player's boredom.



2008/05/29

Generic Three Layered Plot 0004 – The Helping Hand.

This plot would be well suited to any setting: The hand of power could be a head of a mega-corporation; A guild leader; A lich; the leader of a philanthropic organization; the leader of a gang. The only requirement is that they work through intermediaries and remain behind the curtain until the last Arc.

Campaign Plot: A person of power has decided to aid and guide the heroes to a goal of the persons choosing. NPCs: The Hand of Power, their assistant, and agents.

Arc Plot 1: An academic organization is trying to do good things in bad ways. NPCs: Academics and their agents; Victims; and the Assistant.

Intro Story: The heroes are contracted to deliver a device to a group of academics in a remote, yet settled location. They will be contacted by the assistants’ helper during a moment of need. The helper will question and council the heroes that they need to investigate further. NPCs: Helper, opposition.

Story Plot 1: The heroes are given a counter offer/mission by the Hand of Power through the helper. The new mission involves the investigation of a historical event that closely resembles the current situation. NPCs: Helper; historian;

Story Plot 2: The Assistants’ helper reveals that A trial run of the experiment is about to occur. The demonstration is successful and reveals that the academics goal is within reach, however there are rampant side effects that the heroes become witness to. NPCs: the Helper; victims; A lone researcher. A cameo by a member of the religious group would be a good thing.

Story Plot 3: The installation is complete and about to be used “for the good of everyone”. The assistant leaks information to the heroes that the opposite is true. NPCS: the Academic Leader; other academics; The assistant’s helper.

Interlude Plot 1: The Assistant contacts the heroes with offers of assistance as they deal with the social/political repercussions of their actions. The beloved leader (story 12) becomes involved.

Arc Plot 2: A religious group is attempting to increase their power base.

Story Plot 7: A gang war is tearing the city apart. The religious group attempts to intervene by taking a side and directing it against their opposition. The assistant attempts to convince the heroes to take the other gangs side.

Story Plot 8: The religious group targets other churches in the city. The first desecrations are carried out by a hand full of persons, the latter ones by a mob of devout and fearful. The assistant mostly assists with inferior information (which the heroes already know) and paltry resources.

Story Plot 9: The religious group attempts to gain political power through whatever means necessary. The assistant begrudgingly assists the heroes in the most minimal manner possible.

Interlude Plot 2: The assistant, out of jealousy, attempts to harm the heroes: They start by trying to destroy the heroes’ reputation and then progress to legal and physical destruction. NPCs: members of society, gossips, legal authorities, thugs and the Assistant.

Arc Plot 3: The Hand of Power attempts to use the heroes to achieve their goals.

Story Plot 10: The Hand of Power arranges a marriage for one of the heroes; the unwilling prospective spouse will attempt to flee with their true love.

Story Plot 11: The Hand of Power demands a test of loyalty from the heroes.

Story Plot 12: The Hand of Power wishes the heroes to kill a beloved leader so that they may place one of the heroes as a puppet.

Campaign Climax: Confrontation between the heroes and the Hand of Power at a moment of decision. NPCs: The Hand of Power, their followers and minions.

Generated by hand from a home brewed tarot generator that used my article “Three Layered Campaign Design”.

2008/05/28

Generic Three Layered Plot 0003 – Best Left Alone

I see this as a campaign suitable for Call of Cthulhu /Trail of Cthulhu or a similar setting of eldritch horror. I can, however, easily see this as one of: The emperor is a mind sucking alien; or “Solyent Green is people” though some work would need to be done to adapt it (the secret doesn't have any intrinsic power). Alternatively, nano virius, meme or similar device would work in some Sci-Fi settings. For the fantasy setting it would not be out of place to have a Mac Guffin, that if used, would destroy the world. Another good example might be “The Death Note”.

Campaign Plot: A secret that could destroy the world.

Arc Plot 1: A corrupted family is in the process of falling apart. NPCs: A father, a mother, a uncle, and a young adult brother and sister.

Intro Story: A the brother with the assistance of several rakes, assaults the heroes in vengeance for the crime of existing. The confrontation may lead to an apology from the father, or cries of justice from the mother. NPCs: Brother, rakes, father, and the mother.

Story Plot 1: The surviving sibling steals the secret from the family and flees, who gives it to a lover. The family requests the heroes assistance in the recovery of the sibling but makes no mention of the secret. NPCs: Sister, witnesses, minor victims.

Story Plot 2: The lover misuses some of its power and comes into conflict with the authorities who then recover the secret. The heroes are victims of, or witness to the bizarre affects. NPCs: Lover, victims, legal authorities.

Story Plot 3: The secret, now in the hands of a legal authority causes problems at headquarters, and is removed by a clerk who takes it elsewhere.

Interlude Plot 1: A travelogue: as the heroes travel to their next location they are witness to the affects of the secret.

Arc Plot 2: A person attempts to capture the secret.

Story Plot 7: Two factions the new keeper of the secret one to destroy it, the other to use it. During the struggle the secret keeper passes it onto a traveling priest. NPCs: Faction one representatives, Faction two representatives, Secret keeper; Traveling priest.

Story Plot 8: The priest returns to their homeland where they hide it. The secret is, of course, stolen prior to the heroes’ arrival. NPCs: victims of the secret power; Priest; Conflicted clergy and a thief.

Story Plot 9: The thief makes use of the secret’s power and is transformed horribly. The secret in inadvertently acquired by a leader’s assistant.

Interlude Plot 2: Another Travelogue, in which the heroes become witness to the corrupting power of the secret.

Arc Plot 3: From the Assistant the leader gains so much power and influence that they become, effectively, the counties’ political leader.

Story Plot 10: Shows the continuing moral and social decay caused by the secret’s presence in this land. NPCs: The corrupted; the insane; the fearful silent few.

Story Plot 11: The leader has their agents attempt to destroy an ally of the heroes.

Story Plot 12: Investigations by the heroes determines the exact nature of the secret, that the leaders assistant holds it. NPCs: the uncle.

Campaign Climax: The assistant kills the leader and attempts to use the secret final power: the heroes must prevent this. The secret may remain once the ritual is stop. If the ritual is not stopped then horrors will roam the realm again.

Generated by hand from a home brewed tarot generator that used my article “Three Layered Campaign Design”.

2008/05/27

Generic Three Layered Plot 0002 – Land Grab

I envision this as Rail/Cattle barons’ attempt to grow their holdings, though it could easily be a wizard’s guild attempt to secure areas that are important magically or a megacorp’s attempt to secure important plants. The nefarious plan of Ruthless underling could be away for a few to achieve immortality at the cost of many; Opening a gate to a not so friendly plain of existence; the elimination of almost all men.

Campaign Plot: An organization or faction is growing its power base. NPCs: A Leader; A ruthless underling.

Arc Plot 1: An agent for the organization is acquiring real property. NPCs: Agent.

Intro Story: The heroes are commissioned by a third party to survey the lands of interest. NPCs: A handler; Local extras; Encounters within the area; The Curmudgeon (story 2).

Story Plot 1: One land owner requests the aid of the heroes in producing/planting evidence against another. NPCs: The Land owner, the villain/victim; several third parties that have information or could witness the heroes’ actions.

Story Plot 2: A hold out is resisting purchase offers and the heroes are requested to “leverage” the offer; alternatively they may side with the hold out. NPCs: Curmudgeon, other agents.

Story Plot 3: The actions of the organization have upset the locals and they have rescinded their acceptance of the purchase offers. The organization is not pleased and is sending agents to assist or hinder the heroes. NPCs: locals, agents (thugs and government officials). And the first experimental victims (see Arc 3).

Interlude Plot 1: The organization has purchased the assistance of a legal authority to force the sale. Gathering evidence of this transaction or appeal of the decision falls to the heroes. NPCs: Corrupt Judge; Bribing Agent, who works for the Ruthless Underling; minor legal officials.

Arc Plot 2: The organizations’ leader is deposed for having second thoughts about tactics; the replacement is even more ruthless. NPCs: As Campaign plot, however now the underling has power.

Story Plot 7: The fallout of the power shift within the organization. NPCs: Organization faction leaders and their supporters. During the course of this story several will be removed from power by the agents of the Ruthless Underling.

Story Plot 8: The heroes are expelled from the organization and legal authority is brought against them by agents of the Ruthless Underling. NPCs: Agents of the Ruthless Underling; Legal authorities; Helpful dispossessed associates.

Story Plot 9: The Ruthless Underling attempts to remove all opposition, both covertly and in the open, from the land and replace them with allies.

Interlude Plot 2: Rumors of war abound in various circles of society. A natural disaster affects the community featured in act 1.

Arc Plot 3: The fall of the organization.

Story Plot 10: The ruthless underling reveals a portion of their plan to a disturbed public. NPCs: A spokes person; several disturbed onlookers, reluctant supporters, and a majority that are in silent opposition.

Story Plot 11: In the face of social, political opposition the Ruthless Underling attempts to enact their plan thorough force. NPCs: Organization shock troops and agents; a few Victims.

Story Plot 12: The heroes are witness to the first stages of the plan, and through effort discover the full extent of the plan. NPCs: Organization shock troops and agents; A trader to the organization; many victims.

Campaign Climax: The heroes must remove the Ruthless Underling. In achieving that goal the hollow organization will crumble. NPCs: The Ruthless Underling and a few psychotic supporters; helpful survivors; Many organizational traders.

Generated by hand from a home brewed tarot generator that used my article “Three Layered Campaign Design”.

2008/05/26

Generic Three Layered Plot 0001 - Who will Follow the Leader

I envision this plot as a fantasy “War of the Roses”, but it could easily be the back drop for a Interstellar war of succession; gang war; guide war; or a struggle for power within a union.

Campaign Plot: A leader is failing and needs to be replaced: NPCs: Failing Leader; 2 advisors; A pretender; the apparent replacement; the best replacement.

Arc Plot 1: An advisor is trying to improve their status. NPCs: minor official.

Intro Story: The leader’s birthday celebration. In this story we feature the leader, and the major NPCs from Arc 1 & 2.

Story Plot 1: The small community is in conflict. The rural faction feels that they are being taken advantage of; the town faction feels that the rural faction is causing shortages and military leadership is conflicted. NPCs: Rural leader and several faction representatives; Town leader and faction representatives; Military representatives.

Story Plot 2: A third party is causing problems for the community by sabotaging installations important to each faction and leaving evidence that another faction is to blame. NPCS: as in story 1, with the addition of the third party agents (of arc 3 opposition).

Story Plot 3: End of season celebrations are disrupted by the destruction of property that is important to all three factions.

Interlude Plot 1: A plague starts in a small community and will spread unless the heroes intervene. NPCs: many hapless victims; Cure peddler and a removable cause.


Arc Plot 2: Corruption in the land. A set of officials are becoming wealth through nefarious means; NPCs: Officials, victims, and the official’s right hand.

Story Plot 7: Loyalist supports the current leader and status quo in a council meeting covering the issues of Arc 1. NPCs: Loyalists and corrupt loyalists; factions leaders from Arc 2;

Story Plot 8: The apparent replacement requests the heroes’ assistance in improving their position; the pretender’s forces are in opposition.

Story Plot 9: The failing leader is removed from power by a third party with evidence that the “Best Replacement” agents are responsible.

Interlude Plot 2: The leader is removed from power and the various factions established in Arc 1 & 2 vie to place their person in the seat of power. The corrupt loyalists side with the pretender; the honest loyalists side with the apparent replacement.

Arc Plot 3: The pretender has sold out to the third party and is setting the land up for conquest.

Story Plot 10: Open attacks by a fourth party (on the third parties’ behest). NPCS: Fourth party Army leaders, troops; Third party agents; Military leaders; the pretenders evidence of the pretender’s involvement is available but well disguised.

Story Plot 11: Turning the tide of the civil war in one of three main factions. NPCs: as story 10 with a greater emphasis on Third party forces. Evidence of pretender’s involvement becomes readily available.

Story Plot 12: The pretender and the third parties’ forces hound the heroes. The heroes’ success will remove the pretender and their third party allies as power players in the conflict of succession. Failure makes the climax more difficult.

Campaign Climax: A conflict between the apparent replacement and the best replacement and the third party.

Generated by hand from a home brewed tarot generator that used my article “Three Layered Campaign Design”.

2008/05/23

Generic Story Plot 00009

Main Character

Description: A violent storm.
Past: Three generations ago, when a storm like this previously hit, the community was nearly destroyed. There are a few reminders of what happen previously
Wants: None, though the destruction of innocents is probable.
Strength: Fierce winds, and abundant precipitation.
Weakness: Due to the passage of time most of the inhabitants of the community are unconcerned about the coming storm.
Obstacle to "wants": A leader of the community fears financial loss in the event of an evacuation and thus is discouraging community members from doing so.

Act I

Premise: A old person is recounting events of the previous storm to the few who will listen.
Circumstances: A public forum where the authorities attempt to remove the old person.
Start of action/"wants": As the arrest occurs, the heroes are witness to the first indicators of how powerful the storm is.
Plot point: The community leader is unwilling to remove people from harm and is certain that nothing will happen.

Act II

Low point: Authorities block evacuation routes even as the storm intensifies.
Plot point: The storm causes a failure in the protective systems that surrounds the community. In turn innocents are threatened.

Act III

Climax: During the peak of the storm structures are broken, lives are lost, and the leader may come to regret their choices.
Denouement: Cleaning up from the aftermath of the storm.

This is based upon a tarot generator found on Abulafia

2008/05/22

Generic Story Plot 00008

Main Character

Description: Treacherous servant.
Past: The servant was previously betrayed by their master.
Wants: The servant wants to destroy the family by revealing the families darkest secrets.
Strength: The servant has extensive evidence to back up their accusations.
Weakness: The spouse of the servant disagrees with the persons’ plan of actions.
Obstacle to "wants": The family’s leader is dangerous and works actively to remove threats to the family.

Act I

Premise: The person has chosen to reveal some of the evidence to the heroes.
Circumstances: An anonymous package nearly intercepted by agents of the family.
Start of action/"wants": The heroes are witness to a scuffle between a messenger and the agents, both are fighting over a package clearly labeled with one or more of the heroes names .
Plot point: The family’s leader wants the package back.

Act II

Low point: The family’s leader uses their power with the authorities to have the heroes perused.
Plot point: The family’s leader will not stop in their pursuit of the package.

Act III

Climax: The servant comes forward as the family attempts to prevent the revelation.
Denouement The heroes reputation amongst high society is harmed, but is bolstered with the lower class.

This is based upon a tarot generator found on Abulafia

2008/05/21

Generic Story Plot 00007

Main Character

Description: A Spy or Agent for a powerful (possibly national) entity.
Past: The person has had a hard life and is questioning the directives and intentions of their masters.
Wants: To learn a secret.
Strength: The person is very skilled as a spy, and is very stealthy.
Weakness: A person that the spy cares about is beginning to suspect the spy.
Obstacle to "wants": The “secret” is well guarded.

Act I

Premise: '18. The Moon: A breaking and entering gone wrong.
Circumstances: The persons equipment fails, the situation has changed from what was expected.
Start of action/"wants": The heroes are present when the break in is discovered.
Plot point: The existence of the secret is reveled to the heroes just before it is relocated to a different location.

Act II

Low point: The secret’s keeper becomes aware of the spy’s from a person that the spy cares about.
Plot point: The spy reveals additional details about the secret’s nature to the heroes.

Act III

Climax: All parties to the plot become involved in a tussle for the secret.
Denouement: The spy’s masters are very aware of the heroes and feel very strongly about the actions that the heroes take during the climax.

This is based upon a tarot generator found on Abulafia

2008/05/19

Generic Story Plot 00006

Main Character

Description: A soldier trying to get ahead.
Past: Is married to a spouse from a wealthy and powerful family.
Wants: To live happily ever after.
Strength: The Soldier is deeply in love with the spouse.
Weakness: The spouse is unhappy with their partnership with the person.
Obstacle to "wants": A third party wants to become involved with the spouse (they see the spouses unhappiness).

Act I

Premise: The third party attempts to eliminate the Soldier through a fourth party.
Circumstances: The person is recovering from an injury when agents for the third party attempt to cause harm to the person.
Start of action/"wants": The heroes are visiting someone who is also receving medical assistance when the attack occurs. .
Plot point: The soldier is further injured.

Act II

Low point: The soldier is nearly killed by agents of the third party.
Plot point: A revelation that the third party is the superior of the soldier.

Act III

Climax: A confrontation with the third party, the spouse and the soldier.
Denouement Political/social consequences from the heroes’ involvement in the events.

This is based upon a tarot generator found on Abulafia .

2008/05/18

Generic Story Plot 00005

Main Character

Description: A youth with romantic intent.
Past: The Mother of the person once had a reputation in society as being ruthless and willing to break anyone to get what she wanted.
Wants: The Person is romantically interested in the child of a moneylender. The moneylender, of course objects to the formation of a relationship very strongly. The child is romantically interested in a third party. The parent also objects to the third person.
Strength: The person is very socially connected.
Weakness: The person lacks material wealth and resources. They also lack caution.
Obstacle to "wants": The moneylender has a moderate organization and a large amount of wealth with which to foil the young romantic. The child not interested in the person. The home and workplace of the moneylender is very secure.

Act I

Premise: The money lender introduces a hero to their child and the youth becomes intensely jealous of the hero.
Circumstances: The meeting occurs in a public but confined (like a restaurant or similar).
Start of action/"wants": The person arranges for the hero to be embarrassed through the actions of a servant.
Plot point: The person will taunt and threaten the hero in a safe (for the person) manner.

Act II

Low point: The money lender is financially harmed by the person. The person attempts to harm the hero politically/legally (by calling in a favor).
Plot point: The Person further taunts and threatens the hero (via the same “safe” mechanism as before).

Act III

Climax: The person attempts to “rescue” the child from their parent. If this succeeds, then the rejection by the child causes the person to try to harm the hero.
Denouement: The persons interests turn to another hero.

This is based upon a tarot generator found on Abulafia .

2008/05/16

Generic Story Plot 00004

Main Character

Description: An Arrogant scholar.
Past: Married into their advanced position by becoming engaged to the establishments’ leader’s only child.
Wants: The spouses’ parents position at the establishment.
Strength: The person has extensive connections to the body that decides who manages the educational establishment.
Weakness: The persons plans seem to suffer from “bad luck” and have a way of failing dramatically.
Obstacle to "wants": The establishment’s leader is grooming the person to be there replacement (in several years). The leading body is largely behind this plan.

Act I

Premise: The person’s spouse is concerned that the persons’ actions may damage their reputations and chances of success.
Circumstances: The spouse covertly contacts the heroes through a blind drop, or agent.
Start of action/"wants": The heroes are requested to help ensure that the persons’ latest plan fails quietly, instead of dramatically.
Plot point: The person’s actions are exposed to the heroes.

Act II

Low point: Dismissal by the scholar, preceding their continued action on their plot to destroy the establishments’ leader.
Plot point: The establishments’ leader becomes terribly ill.

Act III

Climax: The role of the spouse is exposed, a parent is rescued, and the person may receive rewards or justice.
Denouement: The establishment is restored, or diminished.

This is based upon a tarot generator found on Abulafia .

2008/05/15

Generic Story Plot 00003

Main Character

Description: A person of no wealth or means.
Past: The Person was once successful until a series of poor choices lead them to financial and social ruin.
Wants: They plan to destroy a local business person whom wronged them.
Strength: The person is slow, deliberate, and very resourceful. The victim is a creature of habit.
Weakness: The person is blinded by anger. The desire to destroy the victim is overwhelming and will be pursued at any cost.
Obstacle to "wants": The victim is planning a trip and will become unreachable in a very short time.

Act I

Premise: The heroes become collateral damage from an act of sabotage by the person.
Circumstances: The heroes are at the victims place of business attempting to acquire or dispose of something of value.
Start of action/"wants": The item that the heroes desire goes missing in the chaos of the sabotages aftermath. This is after the paid for or before they receive payment for the item.
Plot point: Casual examination of the evidence may lead the heroes to believe that the victim was trying to cheat them. The victim goes missing.

Act II

Low point: A child informs and presents evidence of that the victim is not responsible.
Plot point: More “bad luck” for the business persons interests and family, including the murder of an innocent third person, apparently by the victims only child.

Act III

Climax: The confrontation between the heroes, the person, and the victim in an abandoned place.
Denouement: Restoration of the victim, restitution or replacement is given for the desired item.

This is based upon a tarot generator found on Abulafia .

2008/05/14

Generic Story Plot 00002

Main Character

Description: A faithful person in a troubled land.
Past: New to the area, the person sees corruption and wishes to restore faith and integrity to the land.
Wants: The person wishes to establish their faith in this area.
Strength: The person is very well financed and very strong.
Weakness: The person was previously involved in a devastating series of scandals.
Obstacle to "wants": The person perceives threats from several organizations, while these threats are not real; the persons’ actions may cause those organizations to work in opposition to the person. Those that know of the person’s dark past will also be seen as threats.

Act I

Premise: The Heroes witness the verbal assault by followers of the person upon a family.
Circumstances: The child of the family has circumstantial evidence of past wrong doing by the person.
Start of action/"wants": A visit to the construction sight of a new religious building.
Plot point: The person’s agents bring legal action against another, well established, religious organization.

Act II

Low point: A riot of faithful.
Plot point: The brokering of a meeting between the various involved parties.

Act III

Climax: Confrontation between the organizations will end in disaster unless the heroes act.
Denouement: A land at peace or in flames depending upon the actions/inactions of the heroes.

This is based upon a tarot generator found on Abulafia .

2008/05/13

Generic Story Plot 00001

Main Character

Description: A leader of an Organization.
Past: The country has been plagued by internal turmoil and corruption.
Wants: To “clean house”: they are planning to remove the corrupt elements within the organization.
Strength: They are patent, cautious, and careful. The person plans to have the purge occur over several months to a few years. Hopefully before the corrupt elements do too much more damage.
Weakness: The Leaders’ agents are, for the most part, the same people that the leader is trying to remove, but work for a third external organization.
Obstacle to "wants": The corrupt elements are well organized and entrenched; any evidence of wrong doing will point to an expendable underling.

Act I

Premise: The Heroes are introduced to a person who is the victim of false evidence of wrong doing. The evidence was planted by individuals who are in the person’s organizational superiors.
Circumstances: The person has been working within the limits of the organization and has managed to achieve great works. If the false evidence comes to light then all of their past good works would become suspect; causing damage to the persons, the leaders’ and the organizations reputation.
Start of action/"wants": Agents for the leader contact the heroes and offer assistance in planting counter evidence against the superior.
Plot point: The superior is getting married and the agents suggest that by turning this event into a social disaster, the superior will be totally destroyed.

Act II

Low point: The leader’s agents turn upon the heroes.
Plot point: A servant of the leader brokers a meeting between the heroes and the Leader.

Act III

Climax: The Apparent power behind the Agents is revealed and the agent’s source of power is destroyed by the actions of the heroes.
Denouement: The spouse of the leader (the true power behind the agents) departs and goes into hiding.

This is based upon a tarot generator found on Abulafia .