RPG Talk: Writing for the PCs

Whether it's because a GM lacks time or expertise, or just wants to make the most of their published products collection, published adventures may play a large role in any given campaign. But of course, those ready-made scenarios aren't about your players' characters, which distances the players from the scenario, the setting and the stakes. So what can you do? Let's discuss some options (I mean, OTHER than ditching published scenarios entirely).

Subplots
A tried and true method is the subplot. This a side-story that thrumming along for one PC or another (ideally, for each, whether shared or individual) from one session to the next. These can be initiated by the GM or the player and usually fit into one of several categories like romance, family, rivalry, etc. This is a lesson one learns from superhero comics (especially in the Bronze Age), asking you to think of Electro's bank heist as the main adventure (in which you could have plugged any superhero) and Peter Parker having girl trouble as the subplot that's specific to him. A lot of subplots take off in the character generation process - which is why back story is important - and can be suggested by the player ("My brother went out adventuring before me, but we keep missing each other"), but the GM may feel inspired too ("Your former manager is sending you threatening texts and arranging fights with his new clients").

Subplots can peter out - especially if a player isn't interested in it - but ideally should blossom into a full adventure session that drags everyone into that player's story eventually. The group has to save the brother who has gotten into hot water, or they all get pressganged into the Manager's underground tournament (to use the examples above). In any case, find opportunities for scenes that advance at least a couple of PCs' subplots every session (at the start and end of adventures is easiest). This technique works best in campaigns with a single concentrated setting (the same city or starship, for example), where key NPCs are always around. It's much harder to do in picaresques or mission-based games.

It Was About the PC All Along (Centering/Re-Centering)
When reading through a published adventure, find opportunities to insert the characters or their associated NPCs into the backstory or action. That farmhouse that needs help? One of the PCs worked there as a youth and thinks of the farmer's family as their own. Give them mentors who send them on missions. Put their NPCs at risk. Make one of their old abandoned characters show up. Use their decisions against them to reveal that a mistake actually triggered the current scenario. It's entirely possible to enter into a pact with the players allowing you to reveal things about their pasts (like the farmhouse job) without them ever have thought of it (as long as it's consistent), but as a campaign goes on, this will become less and less necessary.

As you build your world and track the PCs' adventures, you'll find many more, built-in opportunities to "write for the PCs". NPCs are your main engine for this. By bringing back rivals and villains, allies and love interests, even sellers and comedy relief characters, you distance the world from the generic "on-sale" game and start building a setting that's specific to your table. Reading through a scenario you plan to use, you can easily see where you might replace NPC X with YOUR OWN ESTABLISHED NPC(TM). Draw links between the adventures, and if you've been planning ahead, make these retroactive. The key NPC from the adventure you want to play down the line? Introduce them in the adventure you're playing now. Create relationships early, pay them off later, and your players will think you're a role-playing magician.

And so then...
If you do away with published adventures and are either writing scenarios yourself or flying by the seat of your pants (which you should still do to pay off subplots and other opportunities, above), you should more directly address the adventures to the PC group. Lean into the characters' interests, personal missions, and group dynamics. What do THEY want to do? Go with the flow, and plan the big beats a bit ahead of time. And still, because you don't want to leave anyone in the dust because one player is more highly motivated, you may want to resort to subplots or re-centering to give others a piece of the action pie.

Either way, don't let your games become "run through generic paces" events like some kind of video game. Heck, even video games these days have a personal story attached to their PC.

Comments

Ian Fletcher said…
Good advice here, Siskoid. It can be hard to grab published material and give the characters a reason to care about things for some groups. An adventure might assume the spectre of evil itself is enough to motivate heroes into action, but when you look at your playgroup they resemble the Guardians of the Galaxy more than the Avengers.

Like you've observed: make it personal. And what helps here is to have a skien of a campaign in mind. A good friend of mine managed to incorporate three published D&D adventures into one campaign arc, reskinning enemies and plots in part to fit his very different campaign world. We knew he was using the material, but aside from maps and here and there a plot flow element that felt "out of style", it really worked. And here he changed the crisis of the D&D adventures away from "hark, evil to smite!" to "protect the tribe and your home from that rival faction".

Which brings me to another suggestion. Nothing can motivate players better than giving them powers and responsibilities. To continue with your Peter Parker analogy, old webhead may be having girl trouble yet again while Electro is knocking over banks in midtown, but move the campaign forward a bit and now Peter is also the lead research assistant in a major project. And he knows that the department is getting funding from the Vanderbeer Foundation, which owns three of the Trust National Banks.

When the Sinister Six launches a massive plan to defraud banks in New York, and one of the first to be exposed to the scheme is the National Trust, suddenly the entire project is at risk - the Vanderbeers may have to cut funding if another heist is pulled off! Before they know it, the Sinister Six has made their extortion scheme personal for Spider-Man!

I imagine personal plots, subplots, and PCs in general as puzzles pieces you are adding to gaps in the adventure, or to the sides of the picture. Where can I slot in a PC in this scenario? How can their ongoing subplot either mirror or resonate with the themes of the core adventure?

This does bring to mind one potential pitfall. If a PC is drawn in intimately into a scenario, the stakes of failure have now changed. It can be useful to do a minor plot flow chart, using the subplots in a different colour and explore some failure states. Sometimes you may find that the damage to the character can be steeper than intended, or it might suggest higher stakes than you mean to telegraph. Design a release valve if required. If MJ is kidnapped by the Lizard and Spider-Man is failing, probably better to have MJ narrowly escape on her own than end up as the next Lizardess in his neogenic mutation scheme. This can be hard to not undermine the consequences of the peril, so borrow a page from PbtA games here: what are the consequences intended of failure? If MJ isn't rescued by a certain point, she will luckily escape, but her confidence in Peter or Spider-Man is shaken (leading to a new subplot to resolve).