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Thread: B-Plots

  1. #1
    Join Date
    Feb 2000
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    Post B-Plots

    Hello,

    Since there´s already been a list with major plots for adventures and I´m sure That I´m not the only narrator who sometimes has really good but short adventure ideas I thought about making a list with b-plots, which can easily be integrated into any advebture.

    So, it´s your turn.

    ------------------
    God, I liked him better before he died.

  2. #2

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    I tend to use the CCG for my B-plots.

    Usually picking a few cards at reandom to determine direction and fgocus of thge B-plot.

    To do this I tend to interpret the cards fairly broadly, sometimes taking my cue from the picture, card name, general effects, that sort of thing. I have even completely re-interpreted the card to suit the other cards picked or the primary plot.

    Its quick, its easy, and (almost) random.

    For example, in picking 3 Cards;

    Hazardous Duty.
    Misguided Activist.
    Smoke Bomb.

    From this I can interpret that an Away Team is formed in addition to the main group. This team has a mission to support a planetary government in finding a diplomatic solution in a small potential conflict brewing, Where? It depends on your ships mission.

    This diplomatic solution is hindered by an outside party, who for some reason wishes to tailor the situation to their own ends, perhaps they are trying to break Federation Membership? Perhaps an old enemy of the group is involved (focusing the plot on an individual).

    This interference is not direct, instead they have whipped up the tension to create a core group of fanatics who can be manipulated by the outsiide force. (Misguided Activist)

    At some point, the situation deteriorates into conflict, putting the away team and perhaps the entire mission into jeapordy (Hazardous Duty). And while the situation deteriorates, the outside force uses it as a Diversion (Smoke Bomb - read as a diversion instead of a literal device) to enable them to see through their own goals.

    Resolution depends on the players, but ideally a Starfleet crew would want to diffuse the tension, perhaps show the Fanatics the error of their ways (Sic), and even where they have been used.
    Meanwhile the outside force has been thwarted from completeing their goals, and could be in Federation custody, or hunted by the now upset Fanatics (ouch), or having escaped empty handed to appear in a leter episode.

    OK, hows that sound?



    ------------------
    Dan.

    "Hi, I'm Commander Troy McClure, you might remember me from other academy training holo-simulations as, Abandon Ship, the quickest way out, and I sense danger, 101 things you dont need a Betazoid to know..."

    http://www.theventure.freeserve.co.uk

  3. #3

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  4. #4
    Join Date
    Dec 2004
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    Austin, TX
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    So, many of us won't have the cards you speak of. Can someone help me resurrect this thread? It sounds interesting, but I'm a very linear thinker. Coming up with sub-plots is hard for me.

  5. #5
    Join Date
    Dec 2004
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    Albuquerque, NM
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    The characters should be built in such a way they come with subplots, IMO...

    TNG and later, you have the family issues: children get in the way. They can make getting to work a challenge. A teenager poses a more difficult problem "I hate you!"...sound familiar?

    Interpersonal relationships: love interests and the troubles. Is the captain the kind to break up relations due to impropriety concerns? Unrequieted love? A married person than meets another person that is the 'perfect woman/man?'

    Politics: create a background for the UFP and let people choose sides. Give them issues that have nothing to do with (or are somehow ideologically connected) to the episode to discuss. The creation of background detail like who the president is, what's going on in the Federation Council -- these things also create a sense of a living, breathing universe.

    Interests: sports -- are they a fan? how's their team doing? Do they play on the ship & is there a rivalry with another department/compartment?

    I find the players like B-plots that are more personal and character-oriented. It helps them connect with their characters, rather than them being numbers on a sheet.

  6. #6
    Join Date
    Jul 2004
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    Sunderland, England
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    I agree that character driven B-plots are ideal for Star Trek games.

    -The parents of one of the characters arrives to visit. The character then has to resolve the main plot while dealing with the problems his parents pose.

    -The character is assigned to work with a visiting engineer/scientist/whatever who is exchanging ideas with the federation. This visitor has issues with the particular species of your character. Can the character maintain a co-operative air while being constantly belittled by the visitor?

    - A rival of one of the characters from the academy arrives on the ship/starbase/whatever, and brings up the old rivalry, competing for the captain's attention/praise.

    These are just a few I could think of off the top of my head.

    Vince.
    Don't fear the unknown
    Revel in it.
    Vinush
    Y2K

  7. #7
    Join Date
    Jul 2004
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    Pittsburgh, Pennsylvania
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    Here's one:

    This presupposes that the PCs are junior-level officers.

    The Admiral in charge of Starfleet Operations (or whatever fleet the PCs are in,) has a political agenda of his own. It is contrary to certain stated policies of the current government. He is slowly working to further this agenda.

    This is NOT a military coup situation ala DS9. For instance: let's say he disagrees with the Prime Directive as it is stated/interpreted. He allows his crews more/less freedom than they typically should have. At the same time, this individual exerts a considerable amount of influence over the characters' careers. He can make sure that their five-year mission is in Pt. Barrow, Alaska, which is still a hole, despite global warming and all that talk about Earth being a paradise.

    At some point, the characters have to make a choice to either go along with the Admiral's wishes...or else stand up to an Admiral.

    The political agenda can be anything. Preferably, this should open enough so that the characters chould choose EITHER side. Make it a morally grey issue -- one on which reasonable people could reasonably disagree. I'm thinking here of the TOS episode "A Private Little War" (I think it was,) involving Kirk's decision to arm Tyree's tribe to fight off the tribe equipped by the Klingons.

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