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Started by b00jum, August 06, 2005, 03:49:16 PM
Quote from: b00jum on August 06, 2005, 03:52:55 PMPlotPoints are currency for shared storytelling. They are the most basic reward system in the game. Each player get a number of PlotPoints at the start of the game (during creation). As play proceeds, players can spend PlotPoints to influence rolls and suggest game/plot elements. The exchange is an arbitrary system set by the GM. It creates an economy that is continually renegotiated according to the dictates of plot and circumstance.Example (from real world play). The players need to get ahold of a fair quantity of Mint to give to the cyclops (He really likes Mint Tea). They can't go back to where they know there is some, so they have to forge ahead into the unknown. They come down from a mountain and see below them a swamp. One of the players takes his accumulated PlotPoints (4) and "borrows" a few from other players (totaling 6) and while handing them to me says "We look out into the swamp and try to find some Swamp Mint!". Its a fair number of the PlotPoints out on the table and.. influencing the setting change is the fact that I have an encounter available to meet the swamp witch and had no hard/set way this would happen. Thus: "You spy in the mist shrouded distance an island in the swamp covered in what looks like swamp mint". Skill success is obvious (better the difference in die roll, the better the success), but what about damage?This is the fun part. The players get to describe their own damage. Player rolls a 2, the ogre rolls a 6. The player then describes what happens to them. The more vivid/descriptive, the more PlotPoints they earn (In my current economy about 1-3, normally 1). Its easy to earn no PlotPoints with a lackluster or little description.Other ways to earn PlotPoints:Moving the plot along (finding/talking to a significant person), Being Descriptive in action, Generally good roleplaying.Limits to PlotPoints.As a GM I put a high price on certain changes to the world, most especially if it conflicts with a solid/good plot thread. I'm open to new plot hooks/suggestions especially if it develops or extends something existing. The real limit is things that break genre. Ex: Can we have the Aliens rescue us? No - there are not enough PlotPoints in the game to do that.
Quote from: Nogusielkt on August 07, 2005, 12:55:53 AMThe whole plotpoints thing escapes me. I understand how it can be entertaining to some people, but it seems far too arbitrary to me. In your example, the GM set a goal of needing mints. Then the GM set the next area as naturally mintless. I think that screams "I'm looking for a plot point bribe". It just seems like a cycle to me. Players go along with plot, get rewarded with plotpoints, players spend plotpoints to advance the story the GM wanted them to advance in anyhow, repeat. So, how's the "borrowing" work? I assume that all players must be in agreement, but I've been wrong before. As for players describing their damage... it's great to start, but eventually becomes VERY old. I worked as a moderator for an online message board rpg. The whole game is based upon roleplaying and describing all your actions, but it wears on the person trying to decide if it was good or not and may wear on relationships if someone thought it was cool, but the GM did not. Some people won't have a problem, but one of the goals of my game was to avoid social conflicts like that. Sorry for the negative response, just wanted to be honest. Here's to hoping your kid game teaches kids the proper way to play games.