@il-volpe said:
@Three-Eyed-Crow said:
... avoiding, whenever possible, having Plot Progress depend on one PC being around and doing stuff, and becoming so vital that them dropping off kills the whole enterprise. By the same token, you also want to avoid being so diffuse about the impact any PC has that you nerf the feeling that PCs are impacting the plot at all. Division of labor and responsibility is something I try to keep an eye on, but I've yet to find an ideal way to manage it.
And there is the terrible, terrible rub. Because this is often utterly incompatible with "the focus should always be on the PCs and what they are DOING about the plot," which is also true, and in my opinion, more important.
This is, honestly, why I feel like more MUs should focus on higher quantities of smaller, more personal plots, rather than the sprawling metaplot end-of-the-city stuff that draws in, in my experience, /far more/ PCs than are ever going to have a chance to contribute meaningfully. Which inevitably ends up with people feeling pushed out because they couldn't attend X Plot Important Event, or (sometimes accurately and sometimes not) that some people are 'hoarding' plot or favored by the GMs. And personal doesn't have to mean that it doesn't affect the grid or have wider meaning - that's really an artifact of the cultural expectation that 'personal' means 'PrP' and 'PrP' means 'meaningless sandbox plot', as well as the general lack of communication and documentation of plot results in MUs.
Even the 'big plots' should be broken down into personal-sized chunks. Want to have an army of evil bodysnatchers invading the city? Look through the playerbase, and pick out players who have had previous contact with things that /could/ be evil bodysnatchers, or who want to have a visit from an 'old friend' only to discover someone's wearing her like a suit, and they can try and exorcise it, or kill it and find secret documents, or lock it up and interrogate it or whatever. At the same time, hit a couple of the antiquities dealers/occultists/thieves with a mysterious buyer who wants an artifact that's hidden in the well-protected archives of some ancient recluse, and give the cops on grid a series of mysterious murders. Each plot self-contained, but a part of the larger whole (the cops can catch the serial killer and get closure, but he's branded with the mark of the bodysnatchers. The artifact can be retrieved/sold/destroyed, but it provides a vision or history that's relevant. The old friend can be saved, and retains vague memories of the threat.)- and no one of them 'required' to resolve the overarching issue, but every one of them providing a real adventure for the PCs involved.
Too often, we want to build Big Plots like they would be built in conventional media, which doesn't work, because you've got 25-30 players involved instead of five or six. Instead, we may want to look at a more 'distributed leadership' kind of model, where a big threat is represented by a half-dozen or more 'hub' plots, which each draw in four or five players for a more meaningful experience.