Conspiracies are hard work- studies show that the more people involved, the less time before someone blabs and it breaks out, so how can you write a conspiracy that feels believable, in-world? First of all, plot out what the aim or expected outcome for the plot is. What steps need to be made in order for this to happen? (Note- this is a good spot for you to scheme up some points for early-plot and mid-plot investigation, things that the PCs can actually fail at or not even be involved in, but see the results of) Then, think about what points could fail or cause exposure for the people responsible? These are often things farmed out to lesser servants or mercenaries, and are often places where things go wrong- if the special part goes missing, that’s something that the PCs can end up with, and start to track down leads. Even if they don’t pick up on the leads themselves, and sell the <whatever your MacGuffin device is> to a collector for a stack of money, that collector can do some work and then track down your characters later on to get them back on track. It can also be helpful to plot out a flowchart, or even a “wall of crazy” as illustrated below, so you know who your foes are, who has responsibilities where, and how to proceed. This way, when your PCs inevitably throw a spanner in the works, you can start to plan out how to recover from that. (Red string and craziness optional) (Originally published on Game Masters Stash 13 January 2019) Categories All Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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