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Mar 28th, 2015
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  1. Plot points allow players to change the course of the
  2. campaign, introduce plot complications, alter the
  3. world, and even assume the role of the DM. If your first
  4. reaction to reading this optional rule is to worry that
  5. your players might abuse it, it's probably not for you.
  6. USING PLOT POINTS
  7. Each player starts with 1 plot point. During a session,
  8. a player can spend that point for one effect. The effect
  9. depends on your group's approach to this optional rule.
  10. Three options are presented below.
  11. A player can spend no more than 1 plot point
  12. per session. You can increase this limit if you like,
  13. especially if you want the players to drive more of the
  14. story. Once every player at the table has spent a plot
  15. point, they each gain 1 plot point.
  16. OPTION 1: WHAT A TWIST!
  17. A player who spends a plot point gets to add some
  18. element to the setting or situation that the group
  19. (including you) must accept as true. For example, a
  20. player can spend a plot point and state that his or her
  21. character has found a secret door, an NPC appears, or
  22. a monster turns out to be a long-lost ally polymorphed
  23. into a horrid beast.
  24. A player who wants to spend a plot point in this way
  25. should take a minute to discuss his or her idea with
  26. everyone else at the table and get feedback before
  27. settling on a plot development.
  28. OPTION 2: THE PLOT THICKENS
  29. Whenever a player spends a plot point, the player to his
  30. or her right must add a complication to the scene. For
  31. example, if the player who spends the plot point decides
  32. that her character has found a secret door, the player
  33. to the right might state that opening the door triggers a
  34. magical trap that teleports the party to another part of
  35. the dungeon.
  36. OPTION 3: THE GODS MUST BE CRAZY
  37. With this approach, there is no permanent DM.
  38. Everyone makes a character, and one person starts as
  39. the DM and runs the game as normal. That person's
  40. character becomes an NPC who can tag along with the
  41. group or remain on the sidelines, as the group wishes.
  42. At any time, a player can spend a plot point to become
  43. the DM. That player's character becomes an NPC, and
  44. play continues. It's probably not a good idea to swap
  45. roles in the middle of combat, but it can happen if your
  46. group allows time for the new DM to settle into his or
  47. her role and pick up where the previous DM left off.
  48. Using plot points in this way can make for an
  49. exciting campaign as each new DM steers the game in
  50. unexpected directions. This approach is also a great
  51. way for would-be DMs to try running a game in small,
  52. controlled doses.
  53. In a campaign that uses plot points this way, everyone
  54. should come to the table with a bit of material prepared
  55. or specific encounters in mind. A player who isn't
  56. prepared or who doesn't feel like DMin
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