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Captain Anorak's Guide to Gaming
Styles of Play: Forced Plots

Forced plots are those plots in which the characters must choose a certain course of action for the game to work. The opposite of this is to write a game that will work whatever the players do. The classic example of a forced plot is where the characters are offered a job, and the scenario is entirely written around them doing that job, so if they don't take it there will be no scenario. That's really just a bit of forced plot to set up the game situation. In another league is the forced plot in the middle of a game, where the players have to make a certain decision for the game to carry on, and it's not necessarily the decision that their characters would naturally make.

Many players accept forced plots as a necessity of gaming, saying 'I'm prepared to go along with this to create an enjoyable game for everyone.' This is a noble sentiment but can lead to friction. There are other players who get really annoyed if their freedom of action is cut into in a major way, saying 'Well my character wouldn't do that.' I tend to come down in favour of the latter attitude. One good roleplayer I know sums it up like this: in a roleplaying game you're supposed to be able to choose what your character does. If you can't do that you might as well be reading a book.

Another major problem with forced plots is recognising them. This can lead to two problems: (1) the GM expects the characters to act in a certain way, but they don't realise that they're supposed to, so they don't; (2) the players think they've spotted a forced plot so they act in accordance with what they think the GM wants them to do, but in fact there was no such forced plot in the game so they do something out of character, possibly completely stupid or ridiculous, for no good reason.

Here are a few examples:

Once is a game of Dragon Warriors our characters had to go and see a wizard because we wanted something from him. He was a powerful local bigwig, owning extensive estates and slave-worked mines. We went to see him and he pushed us around, didn't give us what we wanted and set his giant attack lizards on me at one point. We then became very humble and said 'Sorry to have bothered you, Sir' and scuttled off with our tails between our legs, counting ourselves lucky that we got out alive. The GM was horrified at our actions and said we'd ruined her scenario. She explained that what we were supposed to do was stand up to this man, who would have his guards drag us off and throw us in the slave mines. The scenario would then be about us escaping from the mines or starting a slave revolt. 'Well we were scared of him,' we said. 'That's not how fantasy heroes are supposed to behave!' she fumed. The whole gaming session only lasted half an hour as she hadn't taken this possibility into account, so there was no scenario left to run.
In a game of GURPS Blake's 7 which I didn't play in but heard about from the GM, the player characters were going to meet some people and had worked out that this was a trap. They said to each other, 'Ah, the scenario obviously needs us to fall into this trap to work,' so they went along anyway and got captured. However, the scenario had been written on the assumption that the players would work out that it was a trap and would avoid getting caught, so when they blithely walked into it the whole scenario went sadly wrong.
In a Vampire scenario, the PCs (a pack of vampires) get an invitation to turn up at a certain place, which is outside, at 6:00AM. Now this is just before dawn, and vampires don't like sunlight, so you would expect them to be a little suspicious of this, but the scenario expects them to just turn up like good little sheep. If they do, they find a building with a big steel door. A voice from inside tells them that they must choose one member of their pack to die. Otherwise the sun will come up with them outside, and they'll all fry.

The scenario assumes that they'll make this difficult moral choice. It neglects the possibility that they will use their super-hard vampire powers to overcome this obstacle.

'I use my Potence ability to rip the steel door off its hinges!'
'I use my Protean ability to meld with the earth and avoid the sunlight!'
'I use my Dominate ability to make whoever's inside open the door!'

Or they could use the best one of all:

'So what? My vampire body is in a heavily defended bunker several miles away. This body is simply one of the many mortal pawns which I control with my Dominate ability. Such pawns are both disposable and undamaged by sunlight.'
In a Tales from the Floating Vagabond scenario, there's a scene with a mould-creature. This mould-creature is struck by love at first sight on seeing one of the player characters, and immediately jumps out and declares its love for said PC. According to the scenario, this PC is supposed to roleplay gently explaining to the mould-creature how their love, though true, can never be. How can any scenario writer possibly expect that this is how player characters will behave when confronted with such a situation?

I can foresee two ways this would really turn out:

1.
GM: A huge, vaguely humanoid mass of mould shambles toward you out of the shadows. 'My darling!' it cries out. 'I love you with all my heart! Let's run away together!'
Player: Fuck off! You're a disgusting, hideous mould creature! It makes me sick to look at you!
GM: Err... the mould creature bursts into tears and runs off sobbing.
Player: That was a really starnge encounter. Have you been drinking lighter fluid again?

2.
GM: A huge, vaguely humanoid mass of mould shambles toward you out of the shadows. 'My darling!' it cries out. 'I love you with all my heart! Let's run away together!'
Player: Eugh! There's a mould-creature after my body! I draw my blaster and blow it away!
(Dice are rolled.)
GM: Okay... it's dead.
Player: You sick bastard! You tried to have a mould-creature tap off with me! That was completely disgusting, you perverted freak!
As you can see from these situations, running games with forced plots can lead to disasters. Also, there are many GMs including me who feel insulted when players say 'Oh we'll have to do this because it's obviously in the plot.' I can write scenarios better than that.

I was particularly annoyed once when a player had to make a big decision about which way she wanted to go, and she asked me (the GM) what she was supposed to do. I said 'It's a roleplaying game - you decide.' She said 'No, really - I don't know which way I should choose. Tell me what's best for your scenario.' Again I explained that it was her free choice, but I had to tell her this several times before she would make her own mind up. I found this behaviour quite unbelievable.

For these reasons my usual line on forced plots is this: I don't normally use them, and if I do use them I'll make it clear to the players that I'm doing so. The one main exception to this is that if the characters have a job to do, and don't have good reasons not to do it, then they'll do it. For instance, if the player characters are police detectives whose job is to investigate a crime, they will investigate it.