DMs: Main Plot vs Character Plot: how to combine them?


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Hi guys,
today I propose this next discussion:

In a short Adventure, PCs follow a single and clear goal, with maybe a couple of ways to achieve it, but it will eventually end. This PC doest use to have long term goals, nor a deep background, we even assume they know each other.

BUT in a Campaing, this is different: each PC has their own background, long term goals and relations with family/friends/etc, apart from being part of the main plot.

So the questions are:
1. How do you present -in a campaign- a short adventure that has something to do with the background of a single PC -aside from the main plot- and AT THE SAME TIME giving the other PCs a reason to follow that PC to his personal goal (and having their players ENGAGED to that story).
And with this I'm going one step further than just say: they're friends, the same group of heroes, they are mercenaries, etc.

2. How do you combine the main plot and goal -say, defeat the dark lord- with these kind of 'character plot and goals' -say, a PC recieves a card from his father, it says he's very ill, there's not much time, he need his son's help-??

3. In movies or series, if there's already a sort of 'fellowship' of PCs, who follow a single main goal, maybe they could turn aside from there for many reasons (see Aragorn, Legolas and Gimli's parallel plot when they are heading the mountains of the dead army); BUT in a roleplaying game, this is not possible, as it would be an absolute chaos if there were many plots separately (and I'm not meaning two PCs separate from the group for a couple of hours).

Therefore, it is necessary to keep the party united, and at the same time, to offer each pc short quests to achieve their long term goals.

How would you do so?


You can't link the two plots together from nothing. Once you have your storyline and your PC's background, you can start finding common threads. It can't be done from a theoretical background however.


In something like this, I usually require the players to set their own backgrounds. I do give them a brief outline of the areas history and politics and ask them to come up with a background and why they are adventuring together.

Worse comes to worse, greed and power always works.


I always find a way to add the character's background to the main storyline so the characters don't have to make a stop on the main plot just to solve the issues of an only character. When the PCs fit the story they are in it's not difficult to shape some parts of the story to make them personal to the characters. Like that, everybody participates on the story but one of the character has a stronger connection with that part. Give all the character their special moments so nobody is left out from being in the spotlight at least once in the campaign and the players will love it.


One of the reasons I'm a fan of the "Session Zero."

Establishing the setting and pertinent background for the campaign can give the players a framework within which to fashion their own character background concepts.

Hopefully, speaking as a GM, the players will be cooperative and work to create characters that "work" with the setting if they have the information up front. Unfortunately, there are always players who have to do their own thing, regardless of how well it fits in the campaign (ie., the Ninja from Tian Xia playing in Mummy's Mask whose entire motivation is about avenging his murdered family on the other side of the planet). At least having this information up front can help a GM make any adjustments that seem appropriate early on in the campaign.

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