[RPG] When designing a campaign plot, how can I test it for complexity

gm-preparationstory

I am creating plot threads for my ongoing science fiction campaign. I know my players pretty well and they do like a well interwoven set of plots. I want to make sure that the plot threads I am working on are of just the right level of complexity before I build them into my campaign.

I am looking for a process or set of steps where I can decompose the plots into their elements and then – by myself – work through the plots to get a feel for their complexity. Complexity here is how difficult the plot is to follow, which is a combination of:

  1. Number of NPCs involved.
  2. Number of different sub-plots going on at once.
  3. How much these sub-plots interact with each other (you can have loads of them if they are easily separated).

The problem I have had doing this by just pretending to be the players is that I have the entire campaign plot in my head, so it is very difficult to put myself directly into the shoes of the players.

Is there a way to test my plot threads before I run them through with players?

Best Answer

I use graph theory. All you need to do is to have NPCs (and/or places) as nodes and plots as arcs. You can even use something like GraphViz to visualise the graph you created. In general, the more complex the graph, the more potentially complex the plot.

Each link could have a cost associated with it that depends on how hard whatever the arc represent is to find out from the PCs's point of view. Or rather what you think is the difficulty in getting that particular thread. This can be highly subjective and difficult to do as all the information you pass to the players has the same colour! They do not know what is really important and what is not. Then you can do some "shortest path" calculations to see how reachable an end node is from any other nodes.

A limitation of this method is that it is very static -- unless you have a nice little script that you can update for all nodes/arcs as your PCs will do things that the NPCs will need to react to.

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