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(+1)

I'm primarily thinking about emergent plots, elicited by playing the game without the GM or others driving hard towards the structure (other than as dictated by the rules), but the above (as written) is relatively neutral on how you CAUSE the plot to appear.

I think now need to set out how to address points 1-7 of "Defeating Evil" in my Macross rpg in a clearer or more direct manner, especially 4 and 7.

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As a fun aside: A version of "Overcoming Evil" where the GM brings out the prep for step 4 and the players flip it or don't change tactics and keep on bulldozing through?

Die Hard.

So, like, the plot can work without a full reversal, but that usually means heaping on the pain, and making it obvious. 

Darkest Dungeon and Torchbearer know this.