@Taika said in City of Shadows:
Plot is the easy part. There's been a ton of idea tossing and I'm sitting on so many plot ideas. I'm super excited to run them and see them run.
Here's the helpfile from the game on xp gains. All pc's start with 10xp.
And all that is fine. You'll do well to incentivize PrPs but it's not all I was talking about when I was referring to plot. Consider the following:
- a simple fact: not everyone enjoys PrPs - I do, I know others don't.
- access to plot is not universal - I can run scenes for my cabal/coterie/pack, but how does that help Joe Newbie from a weird timezone?
- not every PC is created equal for PrPs; combat characters for example historically work in almost all scenarios because it's so much easier to throw a violent scenario together than, say, a hacker or well connected socialite.
So if you want your game to succeed you should cater to more people than that. IC politics is such a good motivator when done right because PCs can maneuver around each other, creating alliances and getting in each other's way as much as anything you throw at them from the top. Make a few positions open not right at the top but close enough to smell fresh air, for example, then have groups vie for them; enable things like loci, status, feeding grounds and territories have meaning, then see who controls them. Stuff like that - make characters engage in the world you're making for them.
That's as important to 'plot' as anything a Storyteller can do because it's so organic.
Another heavily underused trick I'm surprised games don't utilize is hand-pick faction heads from active, responsible people. Someone like Gany for example (I'm not pitching, the lawbot is an example but a good one) can get a faction going so you could build around players like that; populate a few of them properly and once you get enough buy-in from players to reach critical mass they are not going to leave. It's that investment you should really want, the feeling of wanting to log on and see what the next cool thing will be.
But that takes work. I'm not saying you should do it - it's a heavy ask. Games like Arx succeeded on similar principles because they are ran by insane people. What I'm suggesting are possibilities, and that encouraging plot is not (unfortunately) as simple as saying "okay, whoever runs a PrP gets an XP". It's way more hands-on than that.
I hope some of this helps and that it's constructive.