Less Plot, More Story: 4e and the Art of the Situation

Less Plot, More Story: 4e and the Art of the Situation

If you're enjoying the content here, check out our new site, Thoughtcrime Games. Thanks for visiting!

If you're new here, you may want to subscribe to my RSS feed. Thanks for visiting!

You’re going to passionately pursue your character’s interests, despite obstacles & into danger. I’ll provide the obstacles & danger. Deal?

@john_harper

You know what I’ve stopped doing? Plotting. I’ve been at this place for many years now, but I’ve recently found words to express my thoughts.

When I say plotting, I mean I’ve stopped thinking of the games I DM as somehow being my story. I move away from creating a story that my players interact with.

I do it because it causes problems.  Stop me if you’ve heard this before.  DM creates a huge, epic gllobetrotting epic.  Players look in the other direction, chasing some other detail that the DM thought was  throwaway but the PCs are absorbed by.  DM pulls out hair.

I do it because, even though 4e feels on the surface like a game that depends on massive amounts of prep-work, in the end that’s not true.  4e robustly supports a game with stronger blends of improv and set-piece encounters.

I do it because I hate secrets.  Things that I hide from the players are potential wasted; If I have good ideas, I will use them, and create surprises and interesting situations that spark interesting play.

Lastly, because story really can’t be pre-made in a roleplaying game.  Story is what  happens after we play.  Narrative is generated by our table decisions and by the roll of the dice. Our games are our stories.  The players bring characters with goals and interests and histories, and the DM presents the PCs with situations, obstacles and danger.  The DM weaves together these elements so that we can generate stories through this deft interplay in this wonderful hobby of ours.

Yes, even in 4e (there’s no roleplaying!). Here are some thoughts specific to D&D.

Death by a Million Branches

Let’s look at DM plotting at a basic level:  I am making a story but as it starts it is a railroad.  Event follows event follows event. No choices.  Your players are going to hate you and quit your game.  To prevent this, you incorporate space for the players to make choices in.  But that space you carve out of your story?  That actually adds more areas for you to potentially fill.  What to do if the players go left instead of right?  Or they choose the dark side instead of the light? Under a “must have plot” model, you are making almost endless contingencies.

Where do you stop?  How deep do you go?  There’s always a point where you make the cut, but my personal experience has been that you always make that cut-off a little later than maybe you should.

Even if all you do is generate a high level story arc, you still have all this material that may or may not be used.  You’ve created a bunch of material that may not be touched or even thought of.

All these forks and branches, and for what?  The players are only going on one path — the one they choose. You should react to that, and build along the path they provide.

Here’s the Situation

What you end up designing then are situations.  How is a situation different from a story? The fundamental difference is that a situation imposes no outcomes and presumes no choices  whereas a story must, by definition, presume actions.

Here’s a story:

The adventurers hear rumors of a dragon roaming the countryside, terrorizing the  populace.  The players are asked by the mayor of the nearest village to stop the dragon.  They take up the task and then after much searching, they find the dragon’s lair, defeat the dragons, and steal his treasure.

Here’s the situation:

There is a dragon terrorizing the populace.  The mayor the nearest village has put out fliers with a large rewards for those that seek out the dragon.

In the former, there is a nice, strong flow. This to this to that. The problem here is that the game hasn’t been played yet.  The characters can bust loose from the story in so many ways, going “off the rails” at any point.

The situation on the other hand, eliminates that possibility.  It requires the players to take actions to pursue it, and then relies on the players taking actions to complete it.  The players say “hey, I need that money!” and the adventure begins.

The cool thing about the situation is that you can generate a few for each session, based on things that have happened before and/or tossing in new situations.

But I Need My Set-pieces

“But Gamefiend,” you cry, “I love me some set-pieces. I NEED set-pieces.  I’ve got this awesome dungeon full of traps that I need to build and spring upon players.”

Me too.

But think: what is a dungeon (or any site for that matter) but a bunch of situations?  I can’t talk about dungeon design at this moment, but I think the design of a site that the players choose to go to is a pretty safe bit to work on.

I need to reinforce that I’m not saying “don’t ever prepare a game in advance”. What I’m saying is “prepare less”.  Shrink that time of building endless scenarios and plot into building the framework for you next session.

What I’m about to say next is for players, so PCs? Line up.

Plotless? Oh, I meant “Player Driven”

You may think that if you play a more traditional plotted game, I am telling you “you are an awful DM” implicitly. Not even remotely true. I am advocating a style that I’ve been using.  If you like what you’re doing, please continue, whatever it is.  If you decide to move towards more “plotless” Gming however, make sure  you know that it means your game is becoming more player-driven.

Sort of obvious, right? It is, but your players need to know what is expected of them.  I’ve had games that died because I forgot to explain to players that they are the ones making things happen and I, as a GM, am simply “master of surprises”. The players pursue goals, they pursue the things that interest them and their characters, and I do my best to make it not easy.  But if players are looking at more traditional ways of playing D&D, they are expecting me to delivering the hook, the interest, the progression, and the obstacles (note to DMs…are you doing all of that?  Are you feeling burned out? This might be why).

You’ve got to be clear that the game is about the characters do, not about what the world builds around them. You can’t have more than one or two PCs “along for the ride”.  People have to make decisions, players have to agree to not just sit in a tavern and wait for adventure to fall in their laps.  The characters need desires, they need goals. The characters need the motivation to go after these goals and see if they can overcome the challenges you put in their way.

Sounds Like Fun/Crap.

At this point I’ve either totally lost you or you are total agreement.  It could be that this style is just not a fit for your play-group, or maybe you already do this (in which case you wonder what took me so long to write this). Anyone who I haven’t alienated,  let’s talk:

How are your games already like this?

How could  you have less plot, and more story?

What tools can you use in 4e to assist you in a more free-form game?

Like always, if there is interest in the comments I will discuss this more.

Similar Posts:

About the Author

A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist. Follow gamefiend on Twitter