Making a solid plot for your mission arc


Clave_Dark_5

 

Posted

disclaimer: this is written as if it were the word of god because it is simpler and clearer to write that way, ymmv

Every mission arc has events that happen which taken together can form a plot. This is advice on how to create a solid plot that players will like. Actual greatness of plot requires creativity and imagination - this is just a checklist of the mechanics of a good plot.

1. Extends From Start of 1st to End of Last Mission
The plot needs to start with the first contact text and end with the final contact text. There needs to be one unified plot the whole way through. The first contact text should have a sentence that summarizes the plot of the entire arc. This can and probably will be somewhat vague "stop the Hellion plot". A plot should build energy and interest to a satisfying conclusion. Without an overarching plot the interest starts and stops instead of building. Each mission may be great but the end will be less than the sum of its parts.

While the first mission has its own plot, it is important that the arc plot also be set up. Do not have the first mission be "stop the bank robbery" and then the contact say "oh, there's something else I want you to do". At a minimum (and it is a minimum) have it be "I need help with a variety of tasks". Think of this like a recipe. Few people would make a recipe that started "Step 1 add flour", instead it starts saying you are making a chocolate cake then gives you step 1.

Likewise the last mission contact needs to sum up the conclusion of the plot. This should provide the player with closure and a feeling of accomplishment. Again, the plot should be summed up in a single sentence. At a minimum, "Thanks to you the city is safe from the evil plots of the Hellions".

2. The Plot Needs to Connect to City of Heroes
The plot does not have to involve a known NPC. It does not have to follow the CoX storyline. But even if you want to have an arc set in the old west or ancient Japan - tie it to CoX in some way. Ouroboros is fine for time travel. You can come up with other excuses. But do at least a little handwaving and pretend that the arc makes sense for characters in City of Heroes.

3. The Plot Needs to Motivate the Player and the Character
The purpose of a plot is to motivate the player and character. Players can be motivated by rewards or fun, characters have various goals from hunger to the pursuit of justice. The intersection is what makes for a good plot. The character will not care about promises of AE tickets. The player will not be excited about a plot to get a sandwich and take a nap. If it is something that would interest both the player and character it is probably a good plot.

The trick to this is the acceptance text. The acceptance text should summarize the motivation of the character. "I will save the kitten and defeat the villains" shows some motivation. "I will rob the bank and make off with millions" shows some motivation. "I guess" shows the plot is not motivating and you just hope the player goes along.

4. The Plot Needs To Be Specific But Not Unique
The more specificity in a plot the more real and important it seems. You are not just going after Hellions but the fiend "Firepower". You are not just rescuing innocents but "Lisa" the barista you see every morning. "Save Lisa the barista from being sacrificed by the fiend Firepower" is much more interesting than "Save the hostage from the Hellions".

Uniqueness comes from specifying a unique person or thing: the president of the United States, the MAGI vault. The problem with arcs involving unique people and things is that you tend to run into a lot of them and it cheapens them. Defeat FrostFire 10 times and he becomes a joke. Much better to make up a new, specifically named villain.

5. Twists Are Good, Turns Have Been Done
A plot should have twists. Players should find out new information. They may achieve part of a goal but find another piece that needs fixing. Every mission the player should come out knowing something new that puts a bit of spin on the story. That is what keeps the plot interesting - it develops.

But many people want to put turns into the plot. It was about robbers, now it is about aliens. Or it turns out that the contact has been setting you up the whole time. There are two problems with this. It has been done over and over again so players are seldom surprised and are usually annoyed. In a superhero game few surprises are surprising. In real life if it turns out that someone is a vampire it would be shocking. In a superhero game it barely registers.


 

Posted

Play "Psychophage" (#283197) and get back to me.


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

Posted

Quote:
Originally Posted by Venture View Post
Play "Psychophage" (#283197) and get back to me.
I'm not getting any real motivation from that post.


 

Posted

6. Remember that art has no rules and if you think you see one, break it because you're letting it hold you back.


 

Posted

Art has lots of rules and if you break them before you learn how to follow them the results are likely to be "not entirely successful".


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

Posted

Not in dispute; the problem is people keep trying to go from "bad" to "great" without doing the steps in-between. You have to actually climb Wittgenstein's Ladder before you're allowed to throw it away.


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

Posted

Quote:
Originally Posted by Venture View Post
Not in dispute; the problem is people keep trying to go from "bad" to "great" without doing the steps in-between. You have to actually climb Wittgenstein's Ladder before you're allowed to throw it away.
right. I have played great arcs that violate all of these.
That's why I call it a "solid plot" rather than a great plot.

rules cannot make it great, but they can eliminate a lot of the basic mistakes people make. And when I see people making these mistakes it is not that they are doing it for a clever reason, it is that they just don't care.

They have an arc they want to make. It has no reason for the player to want to do it, so they just ignore that and have them do it anyway. This is true for the devs as well - villains save the universe with the heroes because, why not.

Also, most people do not play AE for art. Some people love Picasso, Warhol, or whomever makes crazy art. But most people do not like them. If you are targetting a particular niche then you need to follow the rules of that niche (I just played an arc that is a parody of an anime series, I didn't get it - but I wasn't the target).

My philosophy is that people playing CoX want arcs that are like CoX.