@Arkandel said:
Open question: What are the things you like the most in the PrPs you're participating? What makes a great one greater than an average one?
In other words if you looked at some of the most fun plots you've been in, what did they seem to have in common? Be specific with the elements you enjoyed or their structure if you can though, as "they were awesome because <ST X> is awesome!" is less useful than "its scenes started and finished on time and had a sympathetic villain".
Mulled this over with folks on one of my games, most of which I've been RPing with and GMing with for years and years now. A few things stood out:
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Pacing. This applies both to the plot as a whole and the individual scenes. GMs who manage to run a tight ship and actually contain a plot scene to two hours deserve your undying love. Two to three is also pretty great. This requires people to keep posing promptly, and it sometimes requires a GM to speak up and ask people to cut down their poses for the sake of keeping things rolling. Nothing kills a scene more than those lulls when suddenly everyone stops posing for fifteen minutes and the GM is left to be like, "Do you guys -- need something else from me to keep posing?" We have this really great, enthusiastic player GM on one of my games, and one thing she's like epically good at is pacing her scenes and keeping them at a totally reasonable length. It helps that she happens to get home a bit late and has to start up her scenes later than we'd generally start a GMed scene.
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Preparation. This applies to both GMs and players. From the GM standpoint, have all your shit together before the plot and/or scene starts. Do you need to flesh out your NPCs? Make sure you've got your guide ahead of time. Need a quick map for players? Have it done with plenty of time before the scene starts. For players, figure out the player plan before the scene starts for instances where you're in more of the player-driven part of the plot. (We have all this info and background, now as a team we're going to do X and Z and that's our general plan for tonight!) It's so frustrating when the scene time rolls around and the players knew before what that evening was going to be focused on, but they've given no thought about how they want to do anything.
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Flexibility. Everyone always says this one, but they say it because it's so important. You should totally make plans and preparations for your plot and should know the background of your happenings, but also know that GM plans never survive first contact with the players. This can frustrate GMs, but things can really take off when GMs learn to embrace this and learn how to flex and redirect their plot to embrace the actions of the players. Never give players a hard improv "no." Wherever possible, give them a "yes." If you have to give them a no, make it a "no, but." That is -- even where players misstep or get things wrong, let that still shape and inform the course of the plot. Identify your players who are doing awesome things, who are really hooking in, and reward them with more cool plot stuff.
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Personalization. My co-staffers and I like to sort of keep potential hooks for our PCs in the backs of our heads, and we actually did forum posts where we invited players to volunteer potential hooks of their characters that might be incorporated into plots, either staff or PRPs. Especially when it's something players have knowingly volunteered for this general purpose, they tend to really appreciate it. And just in a plot to plot basis, look for ways to develop different hurdles that are customized to the PCs. Someone brought a master lockpicker? Give them some fancy lock to break into. Stuff like that. If you have a bunch of brawlers, probably give them a brawl. Think of ways to shape the plot to the strength of the PCs.
Really the big thing is this: the best plots happen when the GM goes in with the attitude that the plot is for the players. I've had so many bad plots where I swear to God the GM just wanted to crush the players underneath their mighty boot. Fuck that. Make plots about the players.