Eranex

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@cnetarian

I like this framework a lot. There's structure to it, but filling in the small details later adds flexibility to the planning of individual encounters.

Does anyone put thought into wider plots at all? My own style dictates more complex campaign or arc plots that have nice twists or surprises in them for the party, which has generally met with a positive response from my players. I sometimes think I could be doing even more in that area. Or maybe find a better way to do it.


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It's been years since I've run a game, especially since our group transferred over from 3.5. In the process of dusting off my mental shelf to prepare to get back into this, I've been attempting to digest as many tips as I can. Many of these include references to writing game plots, which has made me wonder...what does that mean exactly?

Every GM undoubtedly has their own process for this. Personally, I tend to script the game plot as a whole by outlining a series of inciting or key events and allowing what comes between to be freeform. General side plots or encounters generally don't take the form of more than an idea and a few stat blocks. Back when I started I tried writing out full on descriptions of locations and hooks, but as time wore on I got a lot more bare bones.

But that doesn't mean I can't maybe learn from the experience of others.

For other game masters, what does writing a plot mean to you? Is it all in your head or do you write it out? Is it just a jumble of vague notes or long paragraphs of description and intrigue? Do you write only the main plot or do you spend time on random encounters and sidequests as well?

If you actually script or write out anything, can you provide examples?


I'm working on designing a new campaign world and one of the primary aspects I want to use is to capitalize on the elemental oppositions that are a trope of many RPG's. The world will be divided up into their elemental zones, which shape both the landscape and the power of elemental magic within them.

The idea would be to have the spells of the associated element be stronger in their own zone, but also be weakened in that of their opposition. I'm not just not sure how to do this mechanically without throwing off the balance of the game entirely.

I've considered a caster level bonus equal to half their level or maybe a flat die increase based on where they are in the zone (this would involve designing rings of power influence into the world as well). Theoretically, the penalties would be the reverse of the same system.

Any ideas or suggestions?