#Creating and Properly Planning Stories

7 messages · Page 1 of 1 (latest)

hoary cape
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I am and have been a DM for a while now. I am currently running a game of the Lost Mines of Phandelver. It is going well with some homebrewed plots and story points tailored to the characters.
I am also putting together my own world, a world inspired by the Western Expansion, pioneers, explorers and discovering new lands.

However, when putting together games or writing lore, I find myself stumped trying to write a cohesive plot. There is often a vague idea of a plan, but lacking in a direction or ideas of what comes next.

What can I do to create a better story? How can I create a plot that is connected to each piece and leads to the next step?
Looking for examples and tactics you use to create a consistent plot.

clear sierra
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Instead of going from start to finish think of the villain and what they want first. They have a goal, what would happen if nobody stopped them? Then think of what steps need to be completed before the goal is completed?

That's where the story for the players come in. Something the big bad evil guy™ did impacted them, somebody they know or some place they frequently visit and they answer the call to adventure. Maybe the first few steps of the villains plan seem unconnected, but slowly loose incidents connect up.

At some point in the story the bbeg is (partially) revealed, so the party gets an idea who or what they working against, maybe it's somebody they already know, maybe it's what they thought was an ally, maybe something scary and new entirely. Depends on what you want.

Step by step offer the party chances to foil the villains plans and adjust the story to that. You shouldn't know the complete story yet, because then the party can't intervene, just the highlights/big story beats and the goals of the villain(s)

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And with big story beats I mean big moments that move the story forwards and increase the risk, eg. The king is assasinated, an important town gets destroyed, an incredible monster is let loose

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Something that the villain does outside of the party's control, all hope seems lost but they must pull back together and are more motivated to defeat the villain

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And if there are specific quests or things you want to happen, like a ballroom party, try of something to let that make happen, or just make it happen. For example I want my players to go to a ball, to do that they need to gain the princess' trust, for which are various ways

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And in the end of the day we're all playing a game and are amateur storytellers, so you don't need to be the next Shakespeare or Tolkien, just create something that your players enjoy!

hoary cape
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Hmmmm. Alright. Thanks for the recommendation