Showing posts with label plot twist. Show all posts
Showing posts with label plot twist. Show all posts

Tuesday, September 8, 2026

You Aren't Your Character... You're The Author (A Perspective Shift)

We've all had those moments sitting around the table where things don't go our way, or the story gets complicated in a way we wish that it hadn't. Too many of us end up frustrated by this, and we can end up dejected, losing our zeal for the game. As someone who has rolled more natural 1s in a single session than some players have rolled in an entire campaign, I understand, and feel these feelings. However, there is an interesting mental trick you can use to help deal with fate going against you.

Remember that you aren't your character... you are the author of their story.

It can be a small thing... but a helpful one.

But before I get into the meat of today's post, remember, don't forget to sign up for my newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

A Step Back, And A Different Perspective


When we make our characters for an RPG, we tend to get really close to them. We construct their lives, we talk with their voice, and in some cases we even crawl into their skin. However, when we take on the role entirely, we tend to equate the character's success with our own success... but also their failure with our own failure.

And on the one hand, that is the double-edged sword of roleplaying; you get the highs and the lows. However, it can be interesting to take a moment to purposefully consider yourself and your character as separate entities, and to treat yourself as the author of their destiny. So the question is not whether they win or lose... the question that you're treated to becomes, "And how are they going to deal with this twist of fate?"

Okay, that failed... but HOW did it fail?

Take a situation that is far from uncommon in RPGs at early levels. The party was ambushed on the road by something (bandits, goblins, or even a cadre of wandering undead at the behest of a necromancer), and despite their best efforts, they fell in battle. Now, that might be disheartening, but if the characters aren't dead yet, then the story continues on. If they awaken in the wilderness, injured but alive, now they have fresh challenges to meet. If they were taken prisoner, or are being held hostage for ransom, there is now a fresh arc in their story to tell.

A fresh arc that you, as the player, should be excited to tell. Because yes, it might be frustrating that the dice didn't reward your character with a victory in the last episode, but in this fresh episode there's a new danger, new stakes, and a fresh path to take and explore!

And just how the hell are we going to get out of here?
 
I will say that this shift in perspective only works if you have a GM who is following the advice I gave in Dungeon Design Tips: Find A Reason For PCs To Survive (And Try Again). Because there is a huge difference between being able to follow a character's journey through misfortune, and being able to just shrug off a character dying, and being told to go make a new one. Generally speaking, there needs to be some kind of reassurance that a character doesn't die upon their failure in order to keep players interested and engaged.

Put another way, if you're reading a fantasy novel, and the protagonist blacks out after being stabbed in a duel, and you still have half the book left to read, you usually keep reading because you want to see how they come back from this. Was the protagonist bound and put in prison? Are they wounded and on the run? Are their whereabouts kept secret for a few chapters until they return in some way? Because we will absolutely accept that a character has failed, fallen, and is facing fresh difficulties... but if we open a new chapter on the latest installment of our favorite series only to find that Conan is dead, and some random character we've never heard of is taking over for the titular barbarian, a lot of us are going to give up and stop reading entirely.

Clarification and Closing Notes


Now, to be absolutely clear here, I am not saying that GMs cannot kill PCs. I'm not saying that characters should never die, and that they should be given chance after chance to try, try again. However, what I am saying is that if the primary failure state is death with no way to undo it and continue the story (even if undoing it is difficult, convoluted, or both), it becomes very hard for players to get invested in their characters and to be excited to see what twists and turns are coming.

Because if the character dies, there's no more story to follow.

Additionally, I am not saying that players should think of themselves as the author of the entire campaign, and to view their character as the protagonist. Rather, every player is writing their character's story, but that story is prompted by the game world around them. This helps engage your sense of the dramatic, and to actually tell a story, instead of just focusing on whether the character is winning or losing, succeeding or failing, which can make for an overall more engaging story for yourself, and for everyone around the table!

It's a cooperative exercise, and putting on your writer's cap can get you thinking about your character and their actions as a part of an unfolding narrative, instead of just something personal to you and your own scoreboard. It also makes those fail states sting a little less when you view them as plot twists to roll with, instead of the dice punishing you arbitrarily.

And now, to tweak things just a little more...

Lastly, I wanted to offer some additional reading for folks out there. Because putting a few finishing touches on your character can make it that much more interesting to pull them along through their adventures! So, if you want to go a little deeper with the next character you put together, check out:

- 100 Character Goals and Motivations: Why does your character keep going? What are they trying to accomplish? Answers to these questions lie within!

- 100 Dark Secrets: Just what it says on the tin, this supplement provides you with a slew of secrets to bury in your backstory... you should probably tell your GM about them, though.

- 100 Questions About Your Characters: Everything from their favorite foods, to where they learned their skills, to how they want to die can be found in this supplement, rounding out a character's finer details.

- 100 Tips For Being A Better Player: Lastly, this is for the players behind the sheets. Everything from table etiquette to habits that will help you have more fun at the table, I highly suggest giving this one a read!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the ongoing audio drama channel The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, March 22, 2026

Character Secrets Don't Matter If No One Finds Out About Them

Everyone loves a good plot twist, or a fun character reveal. The problem arises, though, when players (or even the GM) squeeze the story so tight to their chest that they end up smothering the secrets they were holding. Because while having a big reveal in your back pocket can be fun, if no one else is ever going to find out about it then it may as well not exist.

Which is why you shouldn't just know what your character's secrets are, as I mentioned in What Secrets Does Your Character Hide?, and elaborated on in the character concept The Onion of Secrets. You should also know how that secret is going to matter to the story you're all telling, and have some idea of how you're going to start revealing it to the people sitting around the table with you.

If they never dive down, how would they know?

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

The Spice Needs To Go Into The Soup


Once you know what your character's secrets are (whether they're a secret vigilante, they were born to a noble family, they were a bandit in a former life, etc.) you can think of them as a little dash of spice. However, if you never actually add that spice into the dish, then it won't make any difference to the overall experience. However, adding in the spice at the wrong time, or in the wrong amount, can also ruin the presentation and flavor when all is said and done.

And this is why it's important for you to consult with the head chef (the Game Master) to make things come out just right!

Mmm... this one might be too salty. Let's do a half dose of this, how's that sound?

First things first, character secrets should be a collaborative effort between you and your Game Master. The reason for that is because the GM is the one who needs to facilitate a good reveal, and to help you set the stage so you can stand in the spotlight for a moment when it comes time to let everyone else in on the secret.

Secondly, once the Game Master agrees your secret will become part of the story, try to work with them to come to that appropriate place so that the collaboration stays strong. As an example, if your character used to be an infamous assassin before they joined the church and took the vows of a cleric, work with the GM to figure out when (and how) you want that information to come out. For example, do they have secretive tattoos or brands they keep hidden until they're revealed when the party is taken prisoner? Do they speak a particular language only known by members of this secretive order, and they have to reveal that to translate critical intelligence? Or do they find people who recognize them from their old life for one reason or another? Because sprinkling in these clues, or just adding in the big reveal at a dramatic moment, can really make the story sing.

Where a lot of players mess this up, though, is they will either keep their secrets extremely close to their vests to the point that they never come up in the game at all, or they will try to spring this surprise on their fellow players and on the Game Master, which is a terrible plan because it can create unnecessary confusion that will undercut the reveal.

Timing and placement is extremely important for maximum story impact. Because say that your character was actually a princess, but she ran away from her royal responsibilities to become an adventurer. Classic twist, very fun. However, if you aren't coordinating this with your Game Master then you don't have any in-world structural support for this character's entire secret backstory... and even if it is allowed to stand, there won't be anything in-place for the plot that this reveal will actually affect. But consider what might happen if you were in communication with your Game Master. Because if you wanted a secret princess reveal, and the Game Master agreed, then at the very least there's likely to be people looking for the missing princess. But it's also possible that the villain for the campaign will be a family member of hers, and that she has a legitimate claim to the throne that could lead the party to commit a coup rather than leaving her evil uncle or sadistic brother sitting on the throne.

Long story short, if you want your character reveal to have a real impact then it's going to require scaffolding and set dressing to really facilitate it. And if you don't work with your Game Master to set the stage, then the reveal is going to fizzle out... so make sure all the setup is in place before you step onto your mark!

Lastly, if you found this week's post of-interest, then take a moment or three to check out my supplements 100 Dark Secrets as well as 100 Questions To Ask About Your Characters.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi saga of The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!