Plotting : How much is Too Much?

call me rae

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REWRITE - edited for clarify thanks @Bone2pick for pointing out the inconsistancies of the previous version.


So my question I guess has to do with how you far in depth you like to go with plotting? At what point do you say - okay enough details time to write a story?


For me I'm a chronic mircromanger and world builder. Give me an idea and I'll spend a week solid figuring out everything from Transportation to Education. But the downside of this is I tend to get swamped by the nitty gritty details and lose the spark. Especially when I'm the only one contributing to the world building as whole.


Unfortunately when I try to go the opposite - just pick a plot and add some characters - I tend to second guess myself to the point where I either end up world building anyway.


Does anyone have suggestions on how to curb this nasty habit? How to find the middle ground?
 
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I think I understand what you're trying to ask, but it's a little confusing by how often you switch from world building, to plot, to character. Those are three distinct areas from my perspective. I adore thoroughly developed worlds and characters. I appreciate descriptive setting aesthetics, political history, faction outlines, distinct cultures, religious traditions—I'll happily eat up all of your quality creative efforts.


But an overly linear (GM step by step) plot... That doesn't suit me at all. I feel as if I lose control of my character's direction. Admittedly, some players like that. They enjoy being lead from point A to point B. But not me. My characters come with their own engines, and they need to hold onto the wheel while they burn up the road.


I hope that distinction makes sense.
 
@Bone2pick thanks for the feedback. edited the front page hope it makes more sense.


Yeah I'm one of those people who like the paint by numbers. I mean not everything has to be plotted out in the beginning but too much spontenaity tends to lead to a strange sort of ... crap what do I do now? Anything is not an acceptable direction people!
 
readingraebow said:
Yeah I'm one of those people who like the paint by numbers. I mean not everything has to be plotted out in the beginning but too much spontenaity tends to lead to a strange sort of ... crap what do I do now?
If you don't mind a follow up question, what do you mean by that?
 
Bone2pick said:
If you don't mind a follow up question, what do you mean by that?
Like where your given barely more than a prompt to go on. Like we're star crossed lovers in a dystopian future...And go!
 
Ah, so you mean when nearly everything is vague and undefined. Barely a hint of conflict, poor setting detail, and weak character connections... Yeah that's not much to work with in terms of where to take the story.
 
Well, to say this first, I love world building. The end. I also love making my own organizations. I hope I don't go too overboard, which I don't think I do, just the setting where the rp starts, as well as some lore, and the known organizations. The important and core information in which the players should have a general idea about. I find adding new information as the rp progresses is fun. Plot wise I'm not too strict, generally I'd have around 2-3 events in mind that we could do to keep the rp moving, but if it's not becoming stagnant, and others are adding their own ideas onto it, I'd be more than happy. As long as it is relevant to the story after all. I'm pretty flexible, and I'd probably be like, "Whatever floats you boat." and shrug.
 
I can never understand how much is too little or too much. I love world building, but sometimes I either leave things too too vague to be more flexible or a lot of effort gets wasted by things going in the total opposite direction of which I anticipated.
 
Here's my way of always getting the plot out and ready for a roleplay.


Have an idea of where you want the story to go, whether it be some kind of catastrophic event, epic bossfight, or huge plot twist, and make it that goal. Now, with that goal in mind try and think of everything you can do to achieve it, but only think loosely. Think of what your characters can do, what can happen to the landscape, or even turn to the inescapable force of fate. Generally the best roleplays do have some sort of plot that's going on, and the GM knows what's going to be around the corner. Once again, I'm going to say you want to loosely sketch this out in your mind, be it an actual solid writing like some I know, or just keep it locked in the back of your mind like I do.


You don't want to make anything too tight as I may call it, or too planned out. You never know what a character's personal arch may do to the plot, and that's why you need a loose plot that can fit in these unexpected turns. Just have a general idea really, that's my thoughts on it anyway. Concrete, tightly controlled stuff works fine but the problem is if something goes off course, such as an unexpected character death or a user leaving the roleplay the GM needs to be able to adapt and turn.


So in other words to answer the main question; Too much is when you have every-single-little corner plotted out, and basically there wouldn't be any surprises to the GM.
 
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