This is the 4th of an 18 part series on How to be a DM. To start at the beginning, click here.
So we decided where our tales will be set and how the rules of the universe operate. Our next step is to find out what might happen. This is where we decide on the story.
Importance of Plot
Now some DMs don’t have an overarching story to their campaigns. The believe it is up to the players to just run around and fight monsters that they may stumble upon. Their universe is a complete sandbox and the players can do what they will.
In my opinion, the job of the DM is to act as fate or destiny as well as being god of the universe. If there is no overall plot involved, there is no sense of adventure. If the only experience is combat, you may as well play Risk or Heroscape and just roll dice with no characters or plotline.
To truly get the most out of playing an RPG, you have to have well-defined, growing characters and a plotline that creates that growth. Otherwise there is little motivation to the characters other than the accumulation of treasure and the fun of killing bad guys. This is just not the full RPG experience!
Let us think back on the epic sagas that we enjoy in fantasy/sci-fi literature and theater: LoTR, Star Wars, Harry Potter, Game of Thrones, etc. In all of these stories there is good and evil and characters. The protagonists of the story go from being young, naive characters through a series of events that challenge them to grow to their full potential. Our players should experience this growth and become heroes.
Let us also think about how these epic stories are structured. There is an overarching plot that is revealed through many episodes. A growing danger is revealed over time and it is up to our heroes to fight it, with increasing capabilities and increasing challenges as the months go by.
The basic elements of a story apply because Story is King! We need the protagonists (our intrepid band of heroes) and an antagonist (the evil bad guy/cult/god trying to take over the village, realm, multiverse). The story needs to start out small and be revealed in stages, with trials along the way that build up to an epic climax at the end. There needs to be an underlying plot.
Freedom of a Sandbox
Now on one one side you can run a complete sandbox. Players can do whatever they choose. There may be a plot in there but the PCs must find it in their own time.
But if the hand of fate is too transparent, the PCs can wander aimlessly and become bored. They will become frustrated and feel like it is all pointless and that they are missing something. They feel clueless!
Focus of a Railroad
But if the plot is predetermined, the PCs may feel like powerless pawns with no choices. They are chess pieces that you are playing.
Walk the Line
As the DM, your goal should be to walk a line between the two extremes. You need a thrilling plot in the background but need to let the PCs make their own choices. With each choice comes a consequence and this is what advances the story.
If they choose not to rescue the damsel in distress, her father may throw them in the dungeon. If they steal from the tavern, the local thieves guild may show up to get their cut. Each choice in each episode changes the plot.
Each Session is its own Story
But within each episode, there is a subplot that will take the players further on their journey. Each episode should be a story on its own. Some weeks one PC may be the main hero, other weeks another may get their turn to shine.
It is your job as the DM to balance all of this out, because your main goal is to make this a thrilling, rewarding experience for all of the players. If they are not having a good time, you haven’t done your job.
And in each episode, a small plot should advance the greater plot. So where can we find a story to tell? In our next story, we’ll look at the sources of inspiration you can find on The DM’s Bookshelf.
Bitzy the Bard
“Life is an adventure story and you are the star. Choose to play a hero!”