I’ve been working on these ones for a while now.
I created a plot generator with ability scores like a D&D character. The current scores I’m using (subject to change) to define a “plot” are: Condition, Complexity, Challenge, Difficulty, Relevance, and Influence.
Recently I came with some basic “classes” for plots, inspired by an assignment from my Business 1010 course that asked us to organize action items by importance and urgency: “urgent and important,” “important but not urgent,” “urgent but not important,” and “neither urgent nor important.”
I was looking for a solution to a problem of timing in missions: “how do you engage the players in the game’s NOW?”
Some players will motivate themselves while others require guidance. And sometimes an event demands the players’ immediate attention.
The four classes are as follows: Event, Quest, Affair, and Rumor.
Event: Urgent and Important
Quest: Important but Not Urgent
Affair: Urgent but Not Important
Rumor: Neither Urgent nor Important
In many ways, you could consider a combat encounter to be a kind of Event. It’s important because the characters’ lives are at risk, and it’s obviously urgent because if they don’t do something about it right now, they’ll die.
So, don’t knock the importance of combat in roleplaying. Just realize it’s only one way to engage the player characters. They need other stuff too.
I’m working on some other stuff too, that’s just all I have to write about at the moment. I’ll be back around later to add to it.