Senior Member
Join Date: Oct 2005
Posts: 222
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A few ideas from creating my first plots.
Visual "completed" flag that is not revealed to the players. This would allow the GM to track what is / is not completed, including for those elements about which the players have no knowledge. Topic Points. Objects that are nothing more then links to a specific topic. Very useful for tables or frequently-used references for which you want a reminder immediately present. Staggered Plot Points. When there are parallel Plot Points, stagger the row's distance from the branch point. with each branch's elements at the same level, the total width becomes quite large in the Vertical layout. Staggering the branches would allow a much tighter arrangement, especially when using the plot for navigation. |
#1 |
Senior Member
Join Date: Jan 2012
Posts: 1,147
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+1 +1 +1
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#2 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
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#3 |
Senior Member
Join Date: Mar 2013
Location: Greater London, UK
Posts: 2,623
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This sounds suitable, since it is merely a way for the GM to know which parts of the plot the party have encountered.
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#4 |
Senior Member
Join Date: Oct 2005
Posts: 222
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A possible scenario: If the PCs publicly destroy the local cult chapter (as opposed to doing so quietly and not taking credit), a cult informant leaves town to notify the rest of the cult about the PCs. This trip will take 11 days, 2 more days are needed for deliberations, and then 15 days to notify an assassin and have them arrive in the original town. Being able to flag the "Runner sent" plot point somehow would provide a reminder that this path is "active" in the game. Possible reasons it's not active are: the PCs kept their part in the cult's destruction quiet (perhaps the government takes credit, and the cult has other plans for them); the PCs spot the runner and ambush him, preventing the cult from knowing to send the assassin. Quote:
I just tried looking at the "loop friendly" version, and it's actually spaced things out even wider, to the point where I can't really use it for navigation as there's not enough plot points on screen to see the adventure's flow. It's definitely cleaner, although starting at the bottom-right and working up is a bit strange since both other choices start at the top-left. The current vertical layout works well enough for navigating, so I doubt I'll bother voting it up on the survey. The next time that part of the code gets revisited for a larger overhaul, it might be an easy add, though. |
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#5 |
Senior Member
Join Date: Jul 2012
Location: Texas
Posts: 707
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I can see various situations that the PCs might go path "A" and could go path "C", but path "B" may no longer be available to them because timing or situations may have changed. |
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#6 |
Senior Member
Join Date: Jul 2012
Location: Texas
Posts: 707
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#7 |
Senior Member
Join Date: Mar 2013
Location: Greater London, UK
Posts: 2,623
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I hadn't realised that this was referring to the Story Plot display.
I was thinking that this should be applied to topics also, so that I can see which topics have been seen/bypassed by the players. |
#8 |
Junior Member
Join Date: Jul 2014
Posts: 7
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+1 for plot point/topic completed flag. I currently use DONE identifier for scenes, quests and storylines but this does not reflect to storyboard plot points (Except when hovering the plot point and it shows the associated topic name and identifier).
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#9 |
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