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