Archetypal Plots

Editors are provided with archetypal plots to build upon. Keep an eye on what players are doing, and use facts, risks, details, and trouble to gently nudge them into the archetype that seems the closest fit.

Explanation

What is it

Archetypal plots include a sketched outline of turning points, complications, and possible outcomes. These are meant to be a scaffolding for the story that players build together; if it doesn’t fit, swap them out.

When to use it

The archetypes provide a good framework to keep in mind when designing the facts and hearsay to start the day off. They’re also available as a reference if the editor wants to throw in a complication, or isn’t sure how to bring things to a close.

Archetypal plots shine best in a multi-session framework, where the editor can keep multiple plots running concurrently and gently guide the overarching story towards the general outlines.

How it’s done

Think of the archetype’s turning points, complications, and conclusions as potential moves the editor can make. When it’s your turn to control a scene, thanks to the player rolling risk or hitting trouble, try to work them into whatever else you might be doing.

How does this work? Well, as editor you control what kind of risks players encounter. Use the archetype aspects to drive the kind of trouble you present to players.

Remember, you can reward players who Face Danger with hints or rumors. Try dropping one of your plots turning points or complications there.

Samples

example info sheets

A sample archetype and plot can be downloaded here.

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