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W

hat follows is a scrap of

BIG LIST
trivia . . . my collection of
RPG plots, in abstract
form. I built this by exam-
The
ining the premises of hun-
dreds of published adventures for all
systems (including those systems
dear and departed from print), trying
to boil them down to common
denominators. The results are pre-
sented here: arbitrary, and sometimes
redundant. Nevertheless, I turn to
A GMs Aid by S. John Ross
Version two of RPG Plots
this list when Im stuck for a fresh
premise for next weeks session of my
campaign, whatever that campaign
might happen to be about at the
Any Old Port the PCs). If the bad guys cross the
adventures finish line (cross the
county line, make the warp jump,
time. It helps me keep from falling
into thematic ruts (my least favorite
in a Storm etc.) theres no way to pursue them
beyond it.
kind). With any luck, it might serve
The PCs are seeking shelter from the
a similar function for you.
elements or some other threat, and
come across a place to hole up. They Blackmail
Note: The plots are arranged in
find that they have stumbled across
alphabetical order by title. Since Usually through trickery (but some-
something dangerous, secret, or
the titles are arbitrary, this serves times by digging into the PCs past),
supernatural, and must then deal
no useful function at all. And if an antagonist has something to hold
with it in order to enjoy a little rest.
you want shakespearean five-act over the heads of the PCs and make
hoozits, plot trees, Man Versus them jump. This could be any kind of
Common Twists & Themes: The
Himself and other Serious Literary threat from physical to social, but it
shelter contains the cause of the
Bunkum, try Writers Digest. This depends on the villain having some-
threat the PCs were trying to avoid.
aint Oxford, baby. thing - even if its information - that
The shelter houses a Hidden Base
(q.v.). The PCs must not only strug- others dont have. Now, he is pulling
the strings of the PCs, telling them

Handy Tip!
gle for shelter, they must struggle to
survive. The place is a legitimate to do things they dont want to. The
shelter of some kind, but the PCs PCs must end the cycle of blackmail,
are not welcome, and must win deprive the villain of his edge, and
hearts or minds to earn their bed for keep him temporarily satisfied while
Dont Panic. A lot of GMs come to
the night. doing it.
the Big List only once theyve
begun to panic. Dont crucify
Common Twists & Themes: The
yourself just yet! In particular,
dont fuss too much over plot, as Better Late adventure hook involves the PCs
many GMs do. All of the plots doing the villain a good turn, which
here can provide a tried-and-true, Than Never allows him to take advantage of them
(very cynical!). To succeed, the PCs
simple structure, and structure is
all you need a plot for in a role- Some bad guys have arrived and done must contact other folks that are also
playing game. Remember to play some bad guy things. The PCs were being used. The PCs arent the vic-
to the strengths of the medium none the wiser. The bad guys have tims at all, but somebody they care
most all of which are about char- now made good their escape, and the about/are charged to protect, is.
acter, not plot. Only in an RPG can PCs have caught wind of it in time to
you experience a fictional charac-
ter on a personal, first-hand level.
chase them down before they make it
back to their lair, their home nation,
Breaking and
Outline your adventures to make
the most of that. Any plot that
behind enemy lines, etc.
Entering
contains more than a basic struc- Common Twists & Themes: The bad
ture is more likely to pull attention Mission objective: enter the danger-
guys escaped by stealing a con-
away from character, and thats ous place, and retrieve the vital din-
veyance that the PCs know better
burning the bridge for firewood. gus or valuable person. Overcome the
than they do. The bad guys duck
All you need to do is be ready to areas defenses to do so.
down a metaphorical (or literal) side-
roll with the curves and have fun
road, trying to hide or blend into an
hamming it up. Relax. Game. Common Twists & Themes: The goal
environment (often one hostile to
is not to extract a thing, but to
destroy a thing or interfere with a
process (kill the force-screen genera-
Copyright 1999, 2002 by S. John Ross. The
Handy Tip stopped already, and youve
strayed into the Boring Legalese Zone! Aieee!
1 tor, assassinate the evil king, stop
the spell from being cast, wreck the
invasion plans, close the portal). The
Dont Eat The
Handy Tip!
goal has moved. The goal is informa-
tion, which must be broadcast or
otherwise released from the area as Purple Ones
soon as it is found. The job must be
done without alerting anyone. The The PCs are stranded in a strange Double up. A nice basic method
PCs dont know the place is danger- place, and must survive by finding is the chameleon game, where
ous. The PCs must replace the thing food and shelter, and then worry an adventure presents itself as
with another thing. about getting back home. one type of story in the hook
layer but reveals itself as some-
thing else. Sometimes, the switch
Capture the Flag Common Twists & Themes: The PCs
must survive only for a short period
is innocent and natural Dont
Eat the Purple Ones, for example,
of time, until help arrives, the ship makes a good hook for Running
The PCs must secure a military target and/or radio is repaired, or some
for the good guys. There are bad guys the Gauntlet, and Most Peculiar,
such thing (in repair scenarios, Momma is a logical lead for
there that prefer not to be secured. sometimes the PCs must discover
The fundamental tactical scenario. Pandoras Box. Sometimes, the
some fact about the local environ- switch is something more sinister
ment that will make such repairs or deliberate, with NPCs selling
Common Twists & Themes: The PCs possible). the adventure as one thing when
must assemble and/or train a force to
its really another. This can still be
do the job with them. The PCs are
working with flawed intelligence and Elementary, My innocent, in its way, if the NPCs
have been duped themselves, or
the target zone isnt as described.
The PCs must coordinate their own
efforts with an ally group (possibly
Dear Watson if theyre just desperate for help
and worried that nobody will be
eager to tackle the real problem.
putting aside rivalries to do so). The A crime or atrocity has been commit-
target zone includes a population of ted; the PCs must solve it. They must
innocent people, fragile goods, or interview witnesses (and prevent
some other precious thing that must- them from being killed), gather clues
nt be harmed in the crossfire. (and prevent them from being stolen factions (and chance and misfortune)
or ruined). They must then assemble try to deprive them of the thing in

Clearing The Hex proof to deliver to the authorities, or


serve as personal ministers of justice.
their care.

Common Twists & Themes: The


There is a place where bad things thing or person is troublesome, and
Common Twists & Themes: The PCs
live. The PCs must make it safe for tries to escape or sidetrack the PCs.
are working to clear an innocent
nice people, systematically clearing it The destination has been destroyed
already accused (possibly them-
of danger. or suborned by the enemy, and the
selves). The PCs must work alongside
a special investigator or are other- PCs must take upon themselves the
Common Twists & Themes: The bad job that either the destination or
wise saddled with an unwanted ally.
things cant be beaten with direct their charge was meant to do when it
Midway through the adventure, the
conflict. The PCs must learn more got there. The person is a person
PCs are taken off the case their
about them to solve the problem. The attempting a political defection. Safe
invitation/authority to pursue the
Haunted House. The Alien arrival at the destination doesnt end
matter is closed (often the result of
Infestation. The Wild Forest. the story; the PCs must then bargain
political maneuvering by an antago-
nist). The climax is a courtroom with their charge as their token
Delvers Delight scene or other arena of judgment.
The scale is highly variable for this
(exchanging money for a hostage, for
instance). The PCs must protect the
type of adventure, from a small- target without the target knowing
The PCs are treasure-hunters, who about it.
have caught wind of a treasure-laden town murder to a planetwide pollu-
ruin. They go to explore it, and must tion scandal.
deal with its supernatural denizens Good Housekeeping
to win the treasure and get out alive. Escort Service The PCs are placed in charge of a
Common Twists & Themes: The The PCs have a valuable object or large operation (a trading company, a
treasure itself is something danger- person, which needs to be taken to a feudal barony, the CIA) and must,
ous. The treasure isnt in a ruin, but safe place or to its rightful owner, despite lack of experience in such
in a wilderness or even hidden some- etc. They must undertake a danger- things, make it work and thrive.
where civilized. The treasure is ous journey in which one or more
someone elses rightful property. The Common Twists & Themes: The PCs
treasure turns out to have a will of are brought in because something big
its own. is about to happen, and the Old
2 Guard wants a chance to escape. The
peasants, neighbors, employees,
etcetera resent the PCs, because
Long Or Short
their method of inheritance looks

outwardly bad and everybody loved
the old boss. Handy Tip! Fork When Dining
Help is on the Way Surrender yourself to metaphor. On Elf?
Ive written the plots in the lan-
guage of (typically very physical) The PCs are a diplomatic vanguard,
A person (church group, nation, action-adventure genres, trying to open up (or shore up)
galaxy) is in a hazardous situation because thats the basic form of either political or trade relations with
they cant survive without rescue. roleplaying adventure but if a strange culture. All they have to do
The PCs are on the job. In some sce- youre playing on more levels is manage for a day or so among the
narios, the hook is as simple as a dis- than that, the list can still punch strange customs without offending
tant yell or crackly distress signal. its weight. Just remember that anybody . . . and what information
every thing, place, and foe can they have is both incomplete and
Common Twists & Themes: The vic- really be a piece of information, dangerously misleading.
tim(s) is (are) a hostage, or under person, and unhealthy attitude,
siege from enemy forces, and the PCs as surely as a space station can
Common Twists & Themes: The PCs
must deal with the captors or break be a dungeon and a magical
were chosen by somebody who knew
the siege. There is a danger that any residue can be a fingerprint.
they werent prepared for it - an NPC
rescue attempts will strand the res-
trying to sabotage the works (pin-
cuers in the same soup as the res-
ning this villain might be necessary
cuees, compounding the problem.
to avert disaster).
The rescuees arent people, but ani- ones that get it will be the ones that
mals, robots, or something else. The
victim doesnt realize that he needs
rescuing; he thinks hes doing some-
can outthink and outrace the others,
deal best with the natives of the Look, Dont Touch
area, and learn the most about their
thing reasonable and/or safe. The target. Each competing group has its The PCs are working surveillance
threat isnt villain-oriented at all; its own agenda and resources. spying on a person, gathering infor-
a natural disaster, nuclear meltdown, mation on a beast in the wild, scout-
or disease outbreak. The rescuees Common Twists & Themes: The ing a new sector. Regardless of the
cant leave; something immobile and natives require the competing fac- scale, the primary conflict (at least
vital must be tended to or dealt with tions to gather before them as pals at the start) is the rule that they are
at the adventure location. The PCs to state their cases. The valuable only to watch, listen and learn. They
begin as part of the rescuees, and thing was en route somewhere are not to make contact or let them-
must escape and gather forces or when its conveyance or courier selves be known.
resources to bring back and proceed wrecked or vanished.
as above. Common Twists & Themes: The tar-

Hidden Base I Beg Your get gets itself in trouble and the
PCs must decide whether to break
the no-contact rule in order to
The PCs, while traveling or exploring,
Pardon? mount a rescue.
come across a hornets nest of bad
guys, preparing for Big Badness. They
must either find some way to get
The PCs are minding their own busi-
ness when they are attacked or Manhunt
word to the good guys, or sneak in threatened. They dont know why.
They must solve the mystery of their Someone is gone: theyve run away,
and disable the place themselves, or gotten lost, or simply havent called
a combination of both. attackers motives, and in the mean-
time fend off more attacks. They home in a while. Somebody misses
must put two and two together to them or needs them returned. The
Common Twists & Themes: The PCs PCs are called in to find them and
deal with the problem.
must figure out how to use local bring them back.
resources in order to defend them-
selves or have a chance against Common Twists & Themes: The PCs
have something that the bad guys Common Twists & Themes: The tar-
the inhabitants. get has been kidnapped (possibly to
want - but they dont necessarily
realize it. The bad guys are out for specifically lure the PCs). The target
How Much For revenge for a dead compatriot from
a previous adventure. The bad guys
is dangerous and escaped from a
facility designed to protect the pub-
Just The Dingus? have mistaken the PCs for some-
body else.
lic. The target is valuable and
escaped from a place designed to
keep him safe, cozy, and convenient-
Within a defined area, something ly handy. The target has a reason for
important and valuable exists. The
PCs (or their employers) want it, but
so do one or more other groups. The
3 leaving that the PCs will sympathize
with. The target has stumbled across
Most Peculiar, help someone in trouble. They were
brought there by accident, as a by-

Handy Tip!
product of something strange and
Momma secret. Some of the PCs enemies were
transported along with them (or sep-
Something both bad and inexplicable arately), and now they have a new
Double up, part two: Some very is happening (racial tension is being battleground, and innocents to con-
satisfying adventures weave two fired up in town, all the power is vince which guys are the good guys.
separate (or thematically-relat- out, the beer supply is drained, its
ed) plots together. An easy way
to make this work is to make
snowing in July, Voyager still has
fans, hordes of aliens are eating all Ounces of
one plot physical and the other
plot personal. That way just one
the cheese), and a lot of people are
very troubled by it. The PCs must Prevention
of the plots puts demand on the track the phenomenon to its source,
PCs location, while the other and stop it. A villain or organization is getting
one can tag along anywhere. ready to do something bad, and the
For example: the PCs are hired Common Twists & Themes: The PCs PCs have received a tip-off of some
to escort a prince to a summit so are somehow unwittingly responsible sort. They must investigate to find
he can appear before the mass- for the whole thing. What seems to out more about the caper, and then
es and end a war (a physical be a problem of one nature (techno- act to prevent it.
and simple example of Escort logical, personal, biological, chemi-
Service), but on the way, they cal, magical, political, etc) is actually Common Twists & Themes: The ini-
realize that the poor guy is suici- a problem of an alternate one. tial tip-off was a red herring meant
dal because state obligations to distract the PCs from the actual
have ruined his love life, and
must prevent his self-destruction
by either fixing the problem or
No One Has Soiled caper. There are two simultaneous
Bad Things on the way, and no
apparent way to both of them how
convincing him to shoulder the
burden (a personal and
The Bridge to choose?
metaphorical example of
Ounces of Prevention).
The PCs are assigned to guard a sin-
gle vital spot (anything from a Pandoras Box
mountain pass to a solar system)
from impending or possible attack. Somebody has tinkered with Things
They must plan their defensive strat- Man Ought Not, or opened a portal to
egy, set up watches, set traps, and so the Mean People Dimension, cracked
on, and then deal with the enemy a wall at the state prison, or sum-
another adventure (either as protago-
when it arrives. moned an ancient Babylonian god
nist or victim), which the PCs must
into a penthouse. Before the PCs can
then undertake themselves. The miss-
Common Twists & Themes: The even think of confronting the source
ing person is an entire expedition
intelligence the PCs was given turns of the trouble, they must deal with
or pilgrimage of some kind. The tar-
out to be faulty, but acting on the the waves of trouble already released
get isnt a runaway or missing/lost
new information could result in by it: monsters, old foes out for
theyre just someone that the PCs
greater danger - but so could not act- vengeance, curious aliens who think
have been hired to track down (pos-
ing on it, and the PCs must choose or cars/citizens/McDonalds hamburgers
sibly under false pretenses).
create a compromise. The PCs learn resemble food, and so forth.

Missing Memories that the enemy has good and sympa-


thetic reason for wanting to destroy Common Twists & Themes: The PCs
the protected spot. cant simply take the released bad-
One or more of the PCs wakes up ness to the mat; they have to collect
with no memory of the recent past, it and shove it back into the source
and now they find themselves in Not In Kansas before it the adventure can really
some kind of trouble they dont end. The PCs are drawn in to the
understand. The PCs must find the The PCs are minding their own busi- source and must solve problems on
reason for the memory lapse, and ness and find themselves transported the other side before returning to
solve any problems they uncover in to a strange place. They must figure this one. A secret book, code, or
the meantime. out where they are, why they are other rare element is necessary to
there and how to escape. plug the breach (maybe just the fel-
Common Twists & Themes: The for- low who opened it). A close cousin to
getful PCs voluntarily suppressed or Common Twists & Themes: They this plot is the basic somebody has
erased the memories, and they find were brought there specifically to traveled into the past and messed
themselves undoing their own work. with our reality story.

4
Quest For the to win; they just wish to prevent the

Handy Tip! villain from winning. The event is a

Sparkly Hoozits deliberate test of the PCs abilities


(for entry into an organization, for
example). The event becomes more
Somebody needs a dingus (to fulfill a Throw yourself a curve. Your play- deadly than its supposed to.
prophecy, heal the monarch, prevent ers will, anyway, so practice early.
Pick two random entries from the
a war, cure a disease, or what have
you). The PCs must find a dingus. Big List and make your adventure Stalag 23
Often an old dingus, a mysterious on those, no matter what comes
dingus, and a powerful dingus. The up the first one is the hook The PCs are imprisoned, and must
PCs must learn more about it to track layer; the second is the meat of engineer an escape, overcoming any
the adventure. If the same entry guards, automatic measures, and geo-
it down, and then deal with taking it
comes up both times, go with it! graphic isolation their prison imposes
from wherever it is.
Two layers can have a similar on them.
structure but very different roots
Common Twists & Themes: The din- or details.
gus is incomplete when found (one of Common Twists & Themes:
the most irritating and un-fun plot Something has happened in the out-
twists in the universe). Somebody side world and the prison security
already owns it (or recently stole it, Common Twists & Themes: The place has fallen lax because of it. The PCs
sometimes with legitimate claim or isnt dangerous at all, and the vari- have been hired to test the prison
cause). The dingus is information, or ous dangers are actually attempts - they arent normal inmates. Other
an idea, or a substance, not a specific to communicate with the party by prisoners decide to blow the whistle
dingus. The PCs must go undercover some agent or another. for spite or revenge. The PCs are
or otherwise infiltrate a group or undercover to spy on a prisoner, but
are then mistaken for real inmates
society, gaining the dingus by guile
or stealth. Safari and kept incarcerated. The PCs must
escape on a tight schedule to get to
The PCs are on a hunting expedition, to another adventure outside the walls.
Recent Ruins capture or kill and elusive and prized

A town, castle, starship, outpost, or


creature. They must deal with its envi-
ronment, its own ability to evade them,
Take Us To
other civilized construct is lying in
ruins. Very recently, it was just
and possibly its ability to fight them.
Memphis And Dont
dandy. The PCs must enter the
ruins, explore them, and find out
Common Twists & Themes: The crea-
ture is immune to their devices and Slow Down
what happened. weapons. There are other people active-
ly protecting the creature. The crea- The PCs are on board a populated
Common Twists & Themes: Whatever tures lair allows the PCs to stumble conveyance (East Indiaman, Cruise
ruined the ruins (including mean onto another adventure. Ship, Ferry, Sleeper Starship), when it
people, weird radiation, monsters, a is hijacked. The PCs must take action
while the normals sit and twiddle.
new race, ghosts) is still a threat; the
PCs must save the day. The inhabi- Score One for the
tants destroyed themselves. The Common Twists & Themes: The
ruins are a derelict ship or space- Home Team hijackers are government agents
ship, recently discovered. The ruin pulling a complicated caper, forcing
is a ghost town, stumbled across as The PCs are participants in a race, the PCs to choose sides. The hijackers
the PCs travel - but the map says the contest, tournament, scavenger hunt dont realize there is a secondary
town is alive and well. or other voluntary bit of sport. They danger that must be dealt with, and
must win. any attempt to convince them is
Running the Common Twists & Themes: The
viewed as a trick. The normals are
unhelpful or even hostile to the PCs

Gauntlet other contestants are less honest,


and the PCs must overcome their
because they think the PCs are just
making matters worse.
attempts to win dishonestly. The PCs
The PCs must travel through a haz-
ardous area, and get through without
are competing for a deeper purpose
than victory, such as to keep another Troublemakers
being killed, robbed, humiliated, contestant safe, or spy on one, or
debased, diseased, or educated by just to get into the place where the A bad guy (or a group of them, or
whatever is there. The troubles they event goes down. The PCs dont wish multiple parties) is kicking up a
encounter are rarely personal in ruckus, upsetting the neighbors, poi-
nature - the place itself is the vil- soning the reservoirs, or otherwise
lain of the adventure.
5 causing trouble. The PCs have to go
where the trouble is, locate the bad
guys, and stop the party.

Handy Tip!
And finally, heres The Little List of succeed without access to powers, thwart? Which innocents to rescue?
Nearly-Universal Plot Twists That equipment, or other resources theyre Which value or ideal to uphold? The
Work With Almost Any Plot Ever: The used to having. The villain is a recur- PCs must make a personal sacrifice
PCs must work alongside an NPC or ring foil. Another group comparable or others will suffer. The PCs arent
organization theyd rather not pal to the PCs has already failed to suc- asked to solve the problem, just to
around with (those who are normally ceed, and their bodies/equipment/etc render aid against a backdrop of
rivals or villains, or just a snooty provide clues to help the PCs do bet- larger trouble: get in a shipment of
expert sent along to help them, etc). ter. There are innocents nearby that supplies, sneak out a patient that
The victims are really villains and the the PCs must keep safe while dealing needs medical help, or so on. One of
villains are really victims. The PCs with the adventure. The adventure the PCs is (or is presumed to be) a lost
meet others who can help them, but begins suddenly and without warning heir, fulfillment of a prophecy, a vol-
wont unless the PCs agree to help or buildup; the PCs are tossed into the cano god, or some other savior
them with their own causes. The vil- fire of action in scene one. The PCs and/or patsy, which is why the PCs
lain is somebody the PCs know per- must pretend to be someone else, or must do whatever the adventure is
sonally, even respect or love (or pretend to be themselves but with about. There is another group of PC-
someone they fall for, mid-story). The very different allegiances, values or like characters competing on the
PCs must succeed without violence, or tastes. The PCs cant do everything same adventure, possibly with very
with special discretion. The PCs must and must choose: which evil to different goals for the outcome.

Common Twists & Themes: The PCs which case the PCs must both play be the only voice of reason to still
must not harm the perpetrator(s); National Geographic and simultane- the religious fervor, racial prejudice,
they must be bagged alive and well. ously try to escape with their skin, anti-monster sentiment, or whatever
The bad guys have prepared some- sanity, and credit rating) or the place else is the source of conflict.
thing dangerous and hidden as itself is very valuable and wonderful,
insurance if they are captured. The and something else there is keen on Common Twists & Themes: The PCs
bad guy is a monster or dangerous making sure the PCs dont let anyone find themselves on the receiving end
animal (or an intelligent creature else know. Other potential conflicts of the adventure. Take any of the
that everybody thinks is a monster involve damage to the PCs con- plots here and reverse them, placing
or animal). The bad guy is a veyance or communication equip- the PCs in the position where NPCs
respected public figure, superior offi- ment, in which case this becomes (often the villain, fugitive, etcetera)
cer, or someone else abusing their Dont Eat the Purple Ones. normally are. Instead of hunting,
authority, and the PCs might meet they must be hunted. Instead of fix-
hostility from normally-helpful quar-
ters who dont accept that the bad Were On The ing, they must avoid getting fixed
themselves (ow). Alternately, leave a
guy is bad. A balance of power per-
petuates the trouble, and the PCs Outside Looking In classic plot intact but turn the twists
upside down, making them twistier
must choose sides to tip the balance (or refreshingly untwisty).
and fix things. The trouble is diplo- Any of the basic plots in this list can
matic or political, and the PCs must be reengineered with the PCs on the

Dedicated!
make peace, not war. outside of it. Either the PCs are
accompanying other characters in the

Uncharted Waters midst of such a plot (often being


called on to defend the plot from the
outside, as it were), or they are The Big List of RPG Plots is dedi-
The PCs are explorers, and their goal minding their own business when the cated to the many, many fans
is to enter an unknown territory and others involved in the plot show up, whove let me know how helpful
scope it out. Naturally, the job isnt and must pick sides or simply resist. its been, and especially to those
just going to be surveying and draw- whove helped make it better:
For instance, with Any Old Port In
ing sketches of local fauna; some- Peter Barnard, Glen Barnett, Colin
The Storm, the PCs could already be
thing is there, something fascinating Clark, David Lott, Jason Puckett,
enjoying (or native to) the shelter
and threatening. Marc Rees, Carrie Schutrick, and
when a strange group arrives. If the
Jeff Yaus, plus a few mysterious
the PCs are unwelcome variant is
heroes who never let me know
Common Twists & Themes: Either employed, then perhaps the PCs will their true identities. This is for all
the place itself is threatening (in
the GMs out there logging the
TM hours to give their players an
a

Creativity. Unbound.
6 enjoyable game.

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