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SINergy is a situational cyberpunk live action roleplay.
It's set in a nightclub called the Nightmare Asylum, which is notionally located in New Rome City.

We're looking for people to run plot.

Actually running a plot, is straightforward.
It does not require that you stop playing your character.
It does not require that you have to do all the work yourself.
All that is required is that you do not touch the plotline In Character.

The latter is a policy decision for SINergy. I'm aware that it 'can work' but there's a lot of reasons to avoid it.

The starting point of your plot, will be the Idea. What's going to happen in your story line.

The next step is running your Idea past a Ref (Yellow Jacket). I'm quite willing to do that, and I'm pretty sure that both Andrew, Graham and Darren are also.

Discussing ideas beforehand is probably worthwhile, but before running the plot we'll be expecting a fairly detailed synopsis. Mostly gathering enough information that we can a) answer queries that we get in session, and b) recognise the plot when queried so we can refer the query (in downtime).

The idea may get vetoed at this stage, or it may get postponed (eg. we've got a similar plotline running). As a rule, world level plotlines are more likely to "not fit" than interpersonal plots.

The tools you have for telling your story are:

Rumours.
The Rumours sheets are published online, and _typically_ printed off each month for session.
An excellent tool for foreshadowing, and perhaps dropping hints that something is going on. Few players take rumours seriously enough to take action based on them.
To get rumours to happen, send them to the 'Rumours' account on the Sinergy message board, and identify that they're for a plotline. (IC rumours are typically mangled in transit). You can be specific as to the content of the rumour, or you can be a little more vague 'a rumour mentioning that someone's selling loads of biochips'.

Neon Fringe.
Our IC paper. Tends to get printed at the same time as the Rumours sheets. A little more 'formal' - the Neon Fringe at least has some pretense of professional standards. Not to say that they can't get it wrong, but at least there's _some_ grounding to their story.

Articles may be sent to the Neon Fringe account, and provided they're recieved before the wednesday before session, they'll usually end up in it. Unless the person doing it is really busy or something.
A 'request for article' will usually get done, but often requires a little more time, because I then have to think up something on the fly. This also stands a chance of getting garbled somewhat, which may or may not be desirable.

NPC on SINergy forum boards.
Useful for triggering interest, discussion or interaction. A post on the SINergy forum can be used to start off a plotline discussion. Please remember though, that there's only a subset of players who actively read the forum, and not all of them do so regularly.

Bounty.
The bounty threads are watched by a segment of the player base, and will often trigger enquiries. After all, there's money involved.

Directed information.
Certain things would be of interest to a specific group of players. Notionally those with specific skills, but sometimes along the lines of gang memberships, law enforcement contacts etc.
They can be handed out in session, which sort of works, but is a little difficult to co-ordinate, or by getting in touch with one of the Refs they can be sent out in return sheets. (At the moment, the person doing returns is mostly me, but we all have access to them).

Jobs.
Things to hand out to fixers. Jobs are good to have ooodles of anyway, but it's quite possible to advance your storyline by getting players to do 'things' for money. Some are relatively good at asking questions, or otherwise 'making a gain' out of a job. They can either be directly related to the plotline, or indirect but with 'some plot cue' built in. eg. Whilst robbing the bank, you notice that one of the safety deposit boxes is glowing.
In fact, if you're wanting to get in on reffing, but aren't quite sure what to do about it, then more jobs are always a good thing. Although if they _are_ plot related jobs, and have a specific time constraint, then it's worth indicating that.
Jobs don't always get done. And on numerous occasions they've been distributed but we've seen no return sheet. But they do allow people to connect the fixer job, with the rumour.

In game events.
Here's where we get the most control, but with the challenge of getting monsters/NPCs in place, costumed up, and generally available.
Basically, inform a ref that as a plot thingy you need it to happen. It'll be pencilled in on the 'event timetable'.
In order for it to 'work' you need to:
Give an idea of what you need from the ref team.
We much prefer it if it's only a time to run your bit, and you can co-ordinate the NPCs yourself. But if you need a squad of goons to run in at some point and shoot someone, then that can be arranged.
Also an idea of whether the event is time critical. (And if it is, then a reminder that it needs to happen Real Soon is always a good thing).
You'll pretty much be expected to brief the monsters on what you're after, and how 'free' they're allowed to be with it. Monster statting is to be sensible, we're trying to keep the 'unkillables' out of the system, or at least very limited.

As an alternative, you can also suggest a plot idea to a Ref. Inspiration is good too :)

Of course, the hard part is coming up with a 'good' plotline. It's not uncommon for plot threads to get ignored, skipped or otherwise not acted upon (such as certain key PCs not putting in returns etc.)

That's just the way it goes and it's necessary to be aware that it can (and probably will) happen. Sometimes it's possible to 'fix' your plot. Other times it may have to be discarded. (Don't worry though, it can usually be resurrected later).

Writing 'good' plot is hard - I'm still trying to get the hang of it. There's a few key tips of getting a plot to work:

The players should be instrumental. There's no fun in being bystanders, even if it is really cool.

There will always be someone or something that completely derails the plot arc you had intended. At this point you have the option of plastering over the change, or altering the plot line to account for it. Plastering over is typically a bad thing, and only really appropriate if there's OC confusion.

In SINergy, a lot of stuff happens in downtime. But it's often very hard to co-ordinate, or get people to do.

You need to be aware that it'll happen, and so ensure your plot isn't using the downtime system as a lynch pin. Or at least, not one particular player's downtime, because it's guaranteed that they'll have modem/computer problems, catch the lurgy, discover real life or otherwise fail to put them in.

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December 2015

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