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The Quick Start Tips to a Quick Plot
Quick Tips for Getting Something Quick Going. Quick.

One of the hurdles that many players will have to get over at some point is organizing a small plot or event, to show they can. The specifics of these don't really matter for our purposes here, what it is about is getting over the (mostly internal) challenges of starting your own stories. You do not need to be ambitious in planning your first plot or event, in fact the simpler and leaner the better. You will want to achieve the following aims:

1) Schedule something, then be there.

2) That's it.

For any plot really, but especially your first one, you do not need to have rewards, or incentives, or even particular reasons for people to attend. This will not be about changing the face of conflict in the city, or throwing the party of the century. This will be about demonstrating minor organizational skills and adherence to timeliness, two things that if demonstrated will make future efforts infinitely easier. There are several key items to keep in mind that will make this process easier on you, and so easier every time afterwards.

1. Organize it yourself.

This is both because for your first plot you want to demonstrate you can do this, otherwise what was even the point, but also that it's just much easier to make events or plots happen in SD if there is one person calling the shots. Every single additional person added to the decision making will slow it down and complicate it and increase the likelihood that someone tries to reschedule or cancel at the last minute. Helpers are fine, but you're the boss. Don't give up this authority, ever.

2. Plan it first, then announce it.

Players frequently set themselves up for crunch and cancellations with aspiration scheduling, making an announcement for an event they're sure they'll be able to figure out by three days or three weeks or three months later when it's supposed to happen. If your event is simply 'come here and roleplay for an hour' then this is not such a huge concern but if there are any details to be worked out, do them before you lock yourself in. When you think 90% of the planning is done, there is another 90% to go in practice. If you want to do some particular coded activity, don't assume it will work like you imagine it will, do it yourself first!

3. Never reschedule, never cancel.

This is the kiss of death for players trying to get started in plotting. Many people will feel eleventh hour cold feet, and if you asked anyone to do anything for your plot or during it, you can be sure there's a good chance they'll try to back out at the last minute or delay or slow things down, and equally likely that you'll want to back out yourself at the last minute. Resist this impulse at all costs. Doesn't seem like it's going to go exactly as you wanted? Doesn't matter, do it anyway. Doesn't seem like anyone will show up? Doesn't matter, you're the only attendee that matters. In the end this is about demonstration of your commitments and abilities, not whether someone else can be relied upon. If you're the only one there have some fun on SIC narrating a bunch of over the top fiction, just be there yourself as you promised.

4. Players are secretly the real incentive.

You can incentivize attendance of characters in various ways, having games, or prizes, or promising some kind of conflict, or roleplaying content, or whatever else, but what really drives players to come to plots is other players being there, especially key players they may want to interact with to advance their stories. There is nothing wrong whatsoever with asking someone who might be prominent or important to other players if they would consider attending your event or being involved in your plot (within reasonable bounds). They may say no, but many veteran players will say yes if they're able to, especially if they see you're making an effort yourself.

5. Ask for help, keep expenses down.

Try as much as possible not to spend much (or any) of your own money on your first plot, it can be discouraging to overspend and realize none of it was necessary. It will take some experience to know what is important and what isn't when it comes to money. Everyone wants to be the person who can throw around big sums of money to help out their friends but for now don't pay other players for expensive services, instead ask for favours, ask for help. Say you need help. These are the universal words that will cut through to many players. Just don't give up organization authority to anyone.

6. Don't schedule far in advance.

Exactly a week is ideal for SICAD purposes (run your ad exactly a week in advance of when you plan to have your event and it will stop running just as your event ends, this will make you look like a total pro). For smaller or quicker events a day or even an hour is completely fine. Very little notice can work wonders for getting things quickly off the ground, as long as the effort required from other players is small. Too much advanced notice, or took long a planning cycle, can really take the wind out of small plots. Be quick and lean, and don't sweat the specifics.

7. Don't rely on other players.

Whatever type of event or plot is happening, make sure if everyone else bails you'll be doing something there. It can be something as simple as keeping chit-chat from getting stale, but don't let someone else's cold feet ruin your proof of ability.

8. @Note what you did.

This can be anything from one brief note at the end just as a simple summary of what you did and when, or a multi-stage breakdown of the specific organizational challenges or processes you went through and how you felt about them. You want some minimal record for posterity that this happened, and you made it happen.

9. The next time will be easier.

Plots and events big and small can go flat or sideways or come apart at the seams in a million ways, but the thing to remember is the event or plot itself is not what you're really doing, you're doing the lead-up to it and if you did that what happens afterwards is not nearly so important because it's the skills at organizing that lead-up you're looking to improve and demonstrate.

A final inclusion that probably bears emphasizing for first time plots.

10. A story is a story, even if it's not your story.

Your job was to get everything to start time, but once things are underway don't get too hung up on everything going exactly as you wanted or as you imagined, or even approximately according to plan as long as something is happening. Nothing can be ruined if the outcome was interesting. A gang fight breaks out in the middle of your party, or someone threw a firebomb into the building, or your plot buddies just all got apprehended by the WJF? Well then congratulations, you just enabled cool emergent storytelling by other players and you did it on your very first try.

Maybe I'm projecting from my initial kneejerk reaction, but to expand presumably on what 0x1 meant about "never reschedule", I think they meant as in you shouldn't shift an event or appointment around just because you're worried about people's availability when they haven't communicated it to you yet. This does not mean to play Sindome at all cost regardless of your IRL availability.
No actually, I am in fact saying something like that.

That part of developing plotting skills and demonstrating plotting skills is being able to make credible and practical commitments of your time and then meeting them so that other players can eventually learn to plot with them. Everyone always has ten stories of why they just couldn't do something that one time, but intelligent and self-aware management of personal commitment is a skill that is a part of every workplace or anyone's personal life and I don't think it's a forbidden third rail in SD either. Having the awareness to know when you are able to commit to something, and how, and knowing when to not because you'll have five really good reasons not to do it at the last minute.

Real emergencies can happen but being there as committed to and described is the achievement players will be trying to make with their first plot, and if they don't believe themselves capable of that management then whether they're in a good position to be doing this kind of organization is a question they're going to have to ask themselves.

Ah, but that's about whether or not to commit in the first place, but I suppose we've always had stories of that one person who would cancel with a billion good reasons.
This isn't my style of plotting but it is a solid approach I think players should give a go if they are looking to getting their feet wet at making story happen. It's solid and a lot of good things are covered here. I would add one bit of opinion here:

Don't put plot on a pedestal. It doesn't have to be grand or complex or masterful. If you one day get to a place where you can do those things, awesome. But if you manage something that might seem dry or simplistic, you are already ahead of most of the player populations. Besides, the simplest plots can and have snowballed into fun drama and cool story.

In many ways what you are creating with a method like this is the OPPORTUNITY for cool story. Sindome is structured and played in a way that rewards the creation of opportunity.

Maybe your plot is nothing more than to march your character to street corner and preach about how Eternalism is an evil to the poor man. Down with Anor! The whole plot consists of you being at a specific place at a specific time and bitching in public. But this creates opportunity. Some might flock to it because they agree. Some might come to squash it. Maybe a brawl happens and enemies are made and all because you just showed up and bitched about religion.

You could have complicated that plot and one day you might. Maybe next time you hire dips to lift from the mix rich Eternalists that show up to oppose you. Maybe your character is Eternalist but in disguise as a different person and there to take names so you can target the non believers. Maybe you take on another persona that encourages Eternalists to come and counter the event while as the anti-Eternalist preacher you encourage non-believers to come and fight the man.

But all you need is simple and doable. Believe it or not, just the simple version of the example I gave is already you putting on your big boy pants and taking a step into a leadership mover and shaker roll.

Just don't let yourself get froze up because you can't think of anything grand or complex. Simple and to the point is where it starts!

This isn't my style of plotting but it is a solid approach I think players should give a go if they are looking to getting their feet wet at making story happen. It's solid and a lot of good things are covered here. I would add one bit of opinion here:

Don't put plot on a pedestal. It doesn't have to be grand or complex or masterful. If you one day get to a place where you can do those things, awesome. But if you manage something that might seem dry or simplistic, you are already ahead of most of the player populations. Besides, the simplest plots can and have snowballed into fun drama and cool story.

In many ways what you are creating with a method like this is the OPPORTUNITY for cool story. Sindome is structured and played in a way that rewards the creation of opportunity.

Maybe your plot is nothing more than to march your character to street corner and preach about how Eternalism is an evil to the poor man. Down with Anor! The whole plot consists of you being at a specific place at a specific time and bitching in public. But this creates opportunity. Some might flock to it because they agree. Some might come to squash it. Maybe a brawl happens and enemies are made and all because you just showed up and bitched about religion.

You could have complicated that plot and one day you might. Maybe next time you hire dips to lift from the mix rich Eternalists that show up to oppose you. Maybe your character is Eternalist but in disguise as a different person and there to take names so you can target the non believers. Maybe you take on another persona that encourages Eternalists to come and counter the event while as the anti-Eternalist preacher you encourage non-believers to come and fight the man.

But all you need is simple and doable. Believe it or not, just the simple version of the example I gave is already you putting on your big boy pants and taking a step into a leadership mover and shaker roll.

Just don't let yourself get froze up because you can't think of anything grand or complex. Simple and to the point is where it starts!

That's well said Grey, and the irony is of course that it's not my style of plot either; the majority of the plots I've organized have been massive, complex, and expensive, but I do think the hardest step most players will ever take is accomplishing the first and then as long as they are reasonable with taking it a step at a time past that there is really no great difference in the skills and expectations for the grand stuff, except for just more.
I think this thread really nails the essence of what “getting started” looks like for player-driven stories and events. What stood out most to me is the emphasis on simple achievable steps, just showing up and creating an opportunity is the first victory.

The biggest hurdle, as Grey and 0x pointed out, often isn’t the complexity of the plot itself but overcoming that internal pressure to create something "grand" or "worthy." What’s important is motion, getting things started and being prepared to let the story take its own shape. Players might surprise you by creating tension, chaos, or intrigue you never planned for, and that’s where the magic happens.

To expand on this a bit: what makes these small plots work isn’t the grand design, it’s how they create a shared space for players to interact, react, and build on. Maybe your event flops by your own expectations, but another player might see an opening to push their story forward. That’s a win. Maybe someone comes out of the woodwork and flips the whole premise on its head. That’s a win, too.

So, I’d encourage anyone feeling hesitant to remember: you don’t need to dictate where the story goes. Sometimes, the best “plot” is just a catalyst, setting the scene, starting the clock, and letting players bring the chaos. Success in Sindome isn’t measured by how perfectly your idea unfolds, it’s in how many opportunities you create for other players to step in and make the story better.

And above all: just show up. If you’re there, ready to roll, you’ve already done 90% of the job.