Dither’s “Plot Generator” Part 2

Yesterday, I had to add “part 1” to the title of my post, because I realised right after clicking Publish that I had forgotten to include something.

In keeping with the tabletop RPG character creation idea, there are ability scores and modifiers. Dither explained it to me thusly:

Condition, Complexity, Challenge, Difficulty, Relevance, and Influence.
  • Condition tries to “get” the protagonist before they get what they want. (It’s basically the Strength score.)
  • Complexity is the “spider web” that threatens to slow the hero down (it determines plot hit points, or “plot points”).
  • Challenge is how “appropriate” the plot is suited to the character, or vice-versa. (Sets the basic “Plot Armor Class.”)
  • Difficulty sets the arbitrary fairness/unfairness of the plot’s circumstances. This is how “screwed” the hero is.
  • Relevance is how easily the plot personally affects the hero.
  • Influence set the stakes for the “game” of the narrative.

My rolls gave me Condition 14/+2; Complexity 9/-1; Challenge 15/+2; Difficulty 12/+1; Relevance 12/+1; Influence 16/+3. When I realised I had no idea how to actually apply these, I emailed my hubby (whose thing this is).

You have several “good” scores which makes it hard to say in which way the plot should stand out “best.”

Perhaps the best vantage is to start with its lowest score, “Complexity.”

The plot is fairly straightforward (Complexity 9), whatever it is — and the main obstacles will be well-matched to the protagonist’s chief strengths (Challenge 15).

Whatever the plot is, it will be important to the protagonist (Relevance 12) more than not, but her interest may in fact be due to how “big a deal” the consequences will be for others (Influence 16 — the highest score). S/he knows that if she doesn’t get involved, then something Big and Bad is going to go down.

She faces pretty stiff resistance (Condition 14) at almost every turn.

…Really, “rolling” for the scores is to help highlight interesting differences and give you a place to begin developing a plot. It’s only when you’re desperate for inspiration that the most literal and mechanical interpretations of the stats/scores becomes necessary. The more you “play” with the system, the better you’ll get at interpreting the scores in interesting or different ways. Kind of like if you used a Tarot deck to write your story.

And that has to be it for today because this should have gotten done HOURS ago an my keyboardis effing borked.

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