Today’s guest article by Gnome Stew reader Nick M. is his second. Last time around, he talked about getting back in the saddle; today, he’s here to share some tips for “preparing to improvise,” if you will. His advice is aimed at a play style that features pre-planned plots and stories. Thanks, Nick! –Martin
Some GMs have the enviable ability to go with whatever the PCs throw at them, creating detailed locations and believable NPCs at the drop of hat. I’ve always struggled with that, but its okay, as I have prepared my ad libs in advance! And here are the tools I use to do so.
Before we begin, let’s be clear, I’m not talking about writing your scenario or campaign, I assume you have purchased or developed a well thought out campaign with a sandbox of locations and emotionally rounded NPCs who have known motivations and drives for you to call on.
I’m talking about the preparation of your “plan-b” for when things go off in a direction you were not expecting. This entire process shouldn’t take more than hour before you start a new campaign with your players, and your hope is that you will never have to use any of it! Okay, ready? Let’s go.
The Theme
So what is the point of this story? Redemption Through Violence? The Futility of Love Triangles? The Self-Destructiveness of Evil? Or how about The Insidiousness of Betrayal? Pick an over-arching theme for your planned game. Something quick and punchy that you won’t forget and we can start work on that. Don’t overthink it —– this is a “one liner” we use to frame the rest of the work about to take place. If you spend more than 5 seconds coming up with a theme, you have taken too long.
In order to make this article work, I need to have a shared framework with you, so can we agree to pick a single topic and talk about it? Cool. I will roll d4 randomly for the four themes above and go with that — a 4, Betrayal, as our main theme for this game discussion.
So what are the symbols of betrayal and broken loyalty we can think of? Take a minute (and I mean 1 minute, this is a backup plan, and should be quick) and make a list, here is mine (YMMV):
- Shakespeare
- King Lear
- Macbeth
- Daggers
- Scorpions
- Black roses
- Tattoos
- Vicious dogs
And now what places might we associate with betrayal? (Admittedly this one is harder but let’s give it a go anyway)
- Divorce courts
- Mistresses flat
- Bordello
I got stuck at this point and put the word betrayal into an online thesaurus and this sparked a new set of locations
- Police station
- Rivers/ waters/rip tides (as in treacherous waters)
Now we have a network of descriptive places and things. No matter where the PCs go, I can set the mood I want in game.
The PCs go tearing after the tiny off the cuff comment one of them made last week? No problems! Go with it and throw in some of the above factors. The NPCs they speak to are in the red light district, as they stand in the flickering neon coming from the bordello windows they can’t help but notice the scorpion tattoo on the ankle of the woman they are talking to . . .
Or how about the destination they are suddenly going to is along a fast flowing river. Along the bank are signs proclaiming “NO SWIMMING — CONCEALED OBJECTS IN THE WATER,” or in the park a dog walker is struggling to control his animal as it suddenly gets spooked by something and turns on its owner.
So now we have a set of locations and interesting character details to ad lib from. They wont always be the most eloquent or fitting of descriptors, but we are talking about keeping the flow going here when wrong footed by the players, so let’s not be too harsh on ourselves here.
Why yes, of course this NPC has a name
Another thing in the planned ad lib is the ability to create infinite, well rounded NPCs. I know this sounds daunting, but it really doesn’t have to be. Consider a few key elements on any given NPC, and you can flesh out a very believable character in seconds.
I have never been able to come with good NPCs on the fly, so I use a random generator in excel to create NPCs with Name, Demeanour (Sly, Sullen, Sycophantic, etc., or whatever matches your theme), Disposition (Friendly, Neutral, Enemy), Trait (the details that make NPCs feel more real, things like whittling, looking after a child, cooking food, shaving, late for a meeting etc.). It almost doesn’t matter what the trait is, just so long as it’s there), and last of all Appearance (mono-brow perhaps?). Once again keep it quick. Get a list of names to fit your genre off the web, and then a few rows under each heading is all you need. If you don’t want to code up a random generator, simply print out the tables, roll a bunch of dice (one for each headed column) and voila! You have your NPC.
Add in some of the detail from theme from earlier (King Lear tattooed across the back of a gang member perhaps?) and we can quickly customise the random NPC the party suddenly decided to follow home; and integrate that previously non-existent character into the theme of the story as well.
OK, we have talked about theme, and we have talked about NPCs, now let’s talk about keeping things moving. So your players have spotted something shiny and run as far and as fast in the direction away from your plot as they can . . . This bit I call:
“Break Glass In Case Of Emergency!”
So here are five things to try to keep the game moving, and overcome the inertia that can hit your plot sometimes.
The one shot re-railer
This is a standalone, single session scenario that I can parachute in quickly. It has a location that the PCs can be given easily (and make it obvious, like the lieutenant calls them and says “we just got an anonymous tip off about a crack house, go check it out, sounds like it may be related to your case”).
We know before the campaign starts that betrayal is at the heart of what’s happening, so let’s betray the party! The game needs a trusted NPC who turns on them, who is it? A spouse of the PCs who is forced into the act to protect the kids? Was another member of the organisation a double agent all along? Be aware of PC back stories here, as they can help to weave this into the game all the more seamlessly.
Whatever you prepare for this, remember, its objective is to reacquaint the players with the plot. Somewhere in this single session mini game is an obvious clue to get the game back on target. Maybe it’s a map to the key item or location, perhaps the a dying bad guy whispers the name “Keyser Soze” before breathing his last; whatever it is, it’s a great big sign to the players saying “go here if you want to follow the plot.”
Take 40 minutes or so to map out the location and know what the key detail is the party will find here.
Plot attack!
I think it was Mickey Spilane who once said, “. . . whenever I don’t know what to do next, I have the bad guys kick in the door and start shooting!” — and trust me, this is great advice. Have the plot hit the PCs —- hard, fast and brutal. Don’t wimp out here; make it an “engage with the plot or die” type of situation. How did the plot find the PCs? Go back to your themes again —- in our case, betrayal; someone ratted them out! You can figure out who and why later on. Once again, an awareness of PC back stories can help to smooth out the wrinkles as to who/how/why the plot suddenly went after the PCs.
The PCs hare off after “Tangent X” . . . so go with it!
OK so as players are want to do, they have decided “helium filled inflatable bananas” are suddenly important . . . and our theme is betrayal . . . and we want to get the party back into the plot if we can . . .
So X (helium filled bananas) has no intrinsic worth, and the sense of betrayal will be when the PCs find this out . . . but we want the PCs to feel as though they were participating in the main story arc the whole time. So how can we work this tangent into our existing structure?
With betrayal as our theme we say the plot agents set “X” (the helium filled inflatables shop) up as bait. Maybe it was bait for the PCs, or for anther agent in the story? It’s hard to script what exactly this will be as we don’t have a detailed campaign to fit it into, but hopefully you’re getting the hang of the “theme shapes the game” concept and you now have the tools wing it with style when the party go running off after the balloon shop keeper’s daughter, or his delivery van, or perhaps their holiday cottage in the mountains, or whatever bright shiny thing has grabbed their attention this session.
So if I apply my “Tangent X prep,” using the theme of betrayal, to the concept of “Helium filled balloons” this is what I get (hopefully you will get something else).
All this talk of Mickey Spillane has got me thinking noir crime capers, so let’s say The Balloon Shop is actually part of the drug distribution ring the PCs are after, sending “crank” across state when inside the weights for the helium filled balloons! (Yes it’s a huge coincidence, but we are in troubled waters here!)
Now, GM, is that enough betrayal for you? What if the drug balloon weights are deliberately planted on the PCs to implicate them?
Still not enough betrayal? What if the balloon is not really part of the drug distribution ring after all? The bad guys are aware of the PC investigation and decided to use their own sudden interest in balloons against them to flush out the entire investigation team so they know who to watch out for? (!)
Again, don’t spend too long over thinking this. It’s off the cuff, it’s all in response to PC induced madness. Just generate NPCs, use the theme cues listed earlier, and you can figure out how the bad guys figured all this out between game sessions when no one is looking. Just talk fast, smile knowingly, and if pushed say something like “Oh I’m sure you will figure it out eventually . . .” — then in the downtime between sessions you can backwards engineer who knew what and how, and how they tricked the PCs into it. Once again, don’t over think it. This is your recovery stance, not the main drive of your campaign.
Change the characters
Okay, the players are stuck. The plot is derailed, nothing’s gone well, and you have not managed to integrate the helium banana thing into you game in any useful way. You have two choices, give up, or maybe accept that the PCs were not the right people to solve this problem.
How about switching to some new characters that have the right combinations of skills and motivations to take the story forward? Now for some systems generating a bunch of new characters from scratch may be too much work, but perhaps you can float the idea and see how it goes? Maybe the NPC they have met along the way can go on to complete the story?
Ask the players
‘Fess up, GM: If you’re not sure what to do next, ask the players. The odds are they will have a great idea of what should happen next!
There you go, hope that helps at some point in the future.
Hey Nick, great article. I just finished reading “Never Unprepared” and this information fits nicely. One question though… with the “One Shot Re-Railer”, that sounds hard to prepare in advance – how can you know what would be needed to bring the players back to the plot, without first knowing when and why they left the plot? Or is your method here to map out the location and the rough framework of the one-shot, and then tie it in to the theme as needed? Just thinking through and getting a sense for how much this is prepped ahead of time vs. done in response to the players in between sessions.
Hi Hunyock, glad you liked it. My emergency re-railer tends to follow a certain formula:
Its a mapped location, the PCs are required to go there by their own codes of behavior – by which I mean their superiors order them, they have sworn an oath to protect the innocent or they hear about a ‘huge waking treasure chest of uber magic goods’ to juicy to ignore. Something about the PCs or the players will make them want to go there really badly! – and most importantly its linked directly to the back story of an important main antagonist of the campaign. That link has left a tangible something (a map, a diary, a survivor who is not quite dead yet, a talkative ghost etc.) that the PCs WILL find there.
It almost doesn’t matter what the PCs do, this place is part of the back story of the campaign, it exists regardless of what they do, but you only connect to it in game as part of your back up plan to short cut back to the main plot antagonist, and reveals something useful / interesting about him/her/it: Every bad guy grows up somewhere right?
as for how they connect, dont be too picky, just have trusted NPC tell them about it (” i heard this rumor in the bar last night, and thought it may interest you guys…”)
Nicely laid out; that’s a lot of different ways to guide things back. I like that you have “go with it” as a main approach; sometimes the weird tangents bend back to the plot once the initial impetus away (or askew) is spent.
Thanks Scott. glad you like the focus on incorporating Player divergence; the first draft had a whole section on ‘what kind of GM are you? – are you dancing your players through set piece scenes, or are you telling a story with them where they have an equal say in whats about to happen?’
but I needed to cut it all by about 1,000 words, so maybe that will be another one some time in the future 🙂
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…this is good. This is good, and I’m bookmarking it.
wow, assuming you are ‘THE’ Dr Rotwang from PTGPTB: That is high praise indeed. Loved all your articles that I have read before, I learnt lot from you, and from PTGPTB as well.
Thank you
Great post!
I especially love your one-shot re-railer. I don’t think it has to be said, but if you use it, then you can make a new one before the next session so you always have one up your sleeve.
And *of course* helium filled inflatable bananas are crucial to the plot. Why else would your mutant uplifted chimpanzees talk with such high, squeaky voices? 🙂
Thanks Nojo, I think it probably did need stating, as I dont usually get around to re-crafting the re-railer as soon as I should! I make this mistake quite often as it happens… you would think i would learn eh? 😉
Also it will surprise no one to learn the the helium filled inflatable banana line is taken from a real play sesssion… gamers eh? 😀
“Tangent X” is actually one of my favorite GMing tools, though I call it “Plot Point Transmutation.” Since your players don’t know where your plot point was originally, you can just move it around in front of them and they’ll think they cleverly found it – that’s part of letting them playing capable people with reliable hunches. “I just knew those helium filled bananas were important!”
My question for you is, is there a good litmus test for knowing how far you should let a tangent run before connecting it back to the main plot? It can be good to let the players explore a tangent for its own merits, but if the exploration goes too long, the tangent can develop past your ability to wrap it completely up.
so the lazy answer is to just say “if everyone is having fun its all good”. but definition of fun is not always the same.
If Im playing a horror game and want to create an atmosphere of unease punctuated with moments of 100% creep out; then the helium filled banana type diversion is not going to get much support from me as a GM: Maybe its OK for a minute or 10 to relieve the tension before we go to the next scene to crank it up again; but it will only be temporary.
Once again I would say refer to your theme, and keep in mind the style of game you want to play (e.g. Sc-fi comedy, high fantasy or horror). If the tangent meshes well with both of those, then follow it to its natural conclusion.
If we take the betrayal theme again; if the PC are really in the groove, and you as GM have succeeded in getting that concept under the Players skin; you will get them setting up their own ‘sting’ operations or planting the evidence the need to get the conviction they ‘know-is-right-but-just-cant-prove’; that’s the GMing sweet spot right there!
As for wrapping up the tangent, does it really need to be? Im OK to let threads hang in most campaigns. You can always come back to them later. In my current Supers game (theme = “can the ends justify the means?”) there are three possible tangents the PCs can follow at the moment, and I have no idea which way they will go. If they dont follow any of them thats OK… They can sit in the back ground and be resurrected later, and the NPC agents of those tangents are busily doing their own thing, making the world we play in all the richer 🙂
Hope that answers your question, its so hard to give specific answers when we dont have a shared campaign to frame it with.