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I've split this loosely into three sections:
I've split this loosely into three sections:


** [[Campaign elements]] - things that exist in the setting that you can use to create plot
* [[Campaign elements]] - things that exist in the setting that you can use to create plot
** [[Structural elements]] - the parts of the game structure and rules that you can use to create plot
* [[Structural elements]] - the parts of the game structure and rules that you can use to create plot
** [[Logistical elements]] - opportunities to create plot arising from the logistical way we run events
* [[Logistical elements]] - opportunities to create plot arising from the logistical way we run events

Revision as of 20:39, 27 January 2014

Introduction

The main wiki describes a set of plot guidelines - but these are really a set of rules for things not to do. There is a lot of advice on what to avoid writing - and it is important for aspiring plot writers to ensure that they had read these guidelines - but there is almost nothing on what you can write, or more importantly what tools exist to write plot with. That information is described here.

There is a lot to read here! The previous game we ran had something of a shortage of interesting elements to create plot with. For this reason, when Empire was created we made a conscious effort to fill it with as many plot elements as we could possibly manage.

I've split this loosely into three sections:

  • Campaign elements - things that exist in the setting that you can use to create plot
  • Structural elements - the parts of the game structure and rules that you can use to create plot
  • Logistical elements - opportunities to create plot arising from the logistical way we run events