Twists are those things people tend to love or hate. However, when
done well they can do amazing things for a story. As a result, I hope
to go over some of the important things to think about when plotting
twists in tabletop role-playing game campaigns. Hopefully someone out
there will find it useful.
Do Your Players Like Twists?
If your players really don't like twists in movies, books and other
things, I'd be weary or at the very least careful with plot twists.
It's that idea of trying to give players an experience that they
enjoy. It gets a bit trickier if the group is split on plot twists.
In these cases, I find a few carefully executed ones tend to go over
well. It also helps to know your players. I've seen people who hate
the “Outer Limits” style twists at the end but are fine with
twists in the middle of the story that make sense in retrospect (back
stabbed by that one guy who, looking back on it, makes sense).
Too Many Twists
I find it's easy to get too twist happy. If your players like the
hilarious insanity of twists within twists, that's fine. However, if
it unintentionally sneaks up on you, that's a problem. I'd focus on a
few (around 3 tops) main twists that might occur through the
campaign. There might be situations where a spontaneous twist will
arise and it is here where things will need to be reeled in. The
power of a twist, in my experience, partially comes from expectations
being broken. If the players expect a twist, it loses some of its
power. For that reason, not throwing a twist every opportunity you
have is for your own benefit.
Scale of Twist
I briefly touched on this, but the size of the twist at play could
play a role. All right, so your good friend turns out to be a good
vampire. That might be fine (assuming it's not an evil vampire
pretending to be good). The rest of the campaign is still fine since
it doesn't paint all of the events up until now in a new light. It
also probably doesn't change the course of the campaign and force the
party to re-evaluate their decisions (though it could, and if it did
it would be a bigger twist). However, if it turns out the players
were working for the bad guy (quite common plot twist), their
achievements before this point start looking like losses for the good
guys. Some people like this, some don't. At the very least, thinking
about how much is affected by a twist is important. I've seen
situations before where a twist had quite large rippling effects
through a campaign. It lead to some great fun, but not all Dungeon
Masters like that level of unpredictability brought on by themselves
(they prefer that the unpredictability comes from the players).
No comments:
Post a Comment