Entanglements: A Story Mapping Tool For Rpgs by Ewen Cluney
Entanglements: A Story Mapping Tool For Rpgs by Ewen Cluney
Entanglements: A Story Mapping Tool For Rpgs by Ewen Cluney
By Ewen Cluney
Credits
Written and Designed by Ewen Cluney (©2015)
Entanglements owes a substantial debt to the Pathways system from Margaret Weiss Productions’
Smallville Roleplaying Game. It and other Cortex Plus games are well worth your time, even if you
likely won’t have much use for Entanglements with them.
The following icons are from The Noun Project and are used under a Creative Commons Attrib-
ution license:
• Building by Antonis Makriyannis
• Café by Hyemi Park
• Key by Bucky Clarke
• Network by XOXO
• News by Wilson Joseph
Introduction
This is a set of rules for use with most any role-playing game to help you build up a deeply inter-
connected set of characters. It is essentially instructions for making a “story map” that shows rela-
tionships between characters, places, events, and objects that will hopefully help provide the basis
of an exciting campaign. It doesn’t replace the character creation system of whatever game you’re
playing, but it will definitely influence the choices players make in creating their characters. Using
Entanglements is fairly time-consuming, and it’s best to set aside an entire session for it, possibly
with character creation included. This in turn means it’s best for when you’re intending to commit
to a long-term campaign.
Relationships (Lines)
Relationships are the connections between things, and thus they’re represented by lines between
different elements. Each relationship should end up with a description written along the length of
the line. These descriptions don’t need to be detailed, but they do need to explain what it is that
joins the two elements together.
Examples: Business rivalry, has a crush on, uses for transportation, has terrible nightmares about
Assets (Diamonds)
An asset is something in the world connected to the character. Assets connected to your character
aren’t necessarily assets her or she can actually use—assets cover plenty of things that could be ad-
versarial to or simply desirable to a character—so make it clear in the relationship description what
your connection to the asset actually is. There are four different kinds of assets: extras, organiza-
tions, props, and sets.
Extras
Extras are minor characters that make themselves useful to a character in some way.
Unlike secondary characters, relationships with extras are largely pragmatic. They
can be contacts that provide information or services, or just flunkies at a character’s
beck and call. Extras can include a group of people, such as a squad of soldiers, who
mostly act as one in the story.
Examples: Alchemist, Doctor, Gadget Guy, Servant, Scholar, Security Team, Scien-
tist, Soldiers
Organizations
Organizations are established groups of various kinds. Depending
on the scope of your campaign this could range anywhere from a
powerful government to a school club. Think about how your
character relates to a given organization.
Examples: Army, Corporation, Government Agency, Religion, Re-
search Facility, Secret Society, Thieves Guild
Props
A prop is an object of major importance to the story. It is most likely
a MacGuffin in the classic sense; a thing that the characters desire
enough for it to help drive conflicts.
Especially in games where items are a major mechanical element,
keep in mind that a prop element doesn’t necessarily mean a charac-
ter gets to possess some particularly powerful thing. A sword that
people would fight wars over might not have the slightest hint of
magic if it’s got the right history behind it instead.
Examples: Autographed Baseball, Crown Jewels, Legendary Sword, Magical Key, Special Formula,
Suitcase Everyone Wants, Vial of the Z Virus, Vitally Important Data Crystal
Phases
When you use Entanglements, the players are going to go through a series of “phases” that represent
different periods in the characters’ lives. Different characters’ phases don’t necessarily correlate in
time, so a 200-year-old elf and a 2-week-old robot could still go through the same number of phases
if it comes to that. Instead, the phases represent more the thrust of their formative experiences and
entanglements. On the other hand, if your game is based around several pivotal events, you could
deliberately make each phase correspond to a particular time period.
The number of phases the group goes through will Phase Type Title
determine the complexity of the resulting story map 0 Setup Setup
and how long it will take to create. As a rule of thumb,
1 Major Origin
I recommend doing 5 phases on average. The table to
2 Normal Early Development
the right has a suggested default pattern of phases, but
3 Meta Branching Out
of course you can customize it to your tastes. We’ll get
4 Normal Stumbling
into the types of phases below, but I recommend hav-
ing the first and last phases be Major Phases. 5 Major Turning Point
6 Normal Aftermath
Before you get into the normal phases, you’ll need to 7 Meta Profession
place the players’ characters on the map. For each PC, 8 Normal Aspirations
draw a circle with the character’s name in it. Draw two 9 Major Destiny
lines between each of the PCs, representing their rela-
tionships with one another.
Taking Turns
It isn’t absolutely necessary to have the players take turns adding elements to the map, but it can
make things less confusing. For each element allowed in a phase (Major and Meta phases have two
each), go around the table once letting each player add their element.
To keep up a bit more variety, players cannot use the same shape twice in a row.
Triangular Relationships
One key thing to look out for on the story map is
places where multiple characters have conflicting
relationships with a given element. The classic
love triangle is an obvious example, but anything
where relationships are at odds is a potential
place to make things more interesting.
Wedges
Whoever’s job it is to drive the conflicts in the game, they can look at the story map and look for
places to drive wedges, to threaten and generally mess with existing relationships. If there’s a trian-
gular relationship, look for something to exacerbate it. Even if a relationship is non-triangular, you
can find interesting ways to mess it up.
Implied Elements
The story map can cover most of the major elements that will go into the game, but it can’t truly
be comprehensive. An organization will have leaders and members, characters will have other
characters around them, locations will have any number of people associated with them, and so on.
While the map is a very useful tool, it should not limit what you bring into the game.
Late Additions
For any number of reasons you could find yourself needing to introduce new player characters af-
ter the fact. You may need to update the map to reflect things that have changed in the game, so
go ahead and do that before a newcomer gets started. The simplest way for a player with a new
character to go about things is to just run through the same phases as for the original PCs. That
will give them plenty of opportunities to give their character ties to existing elements, as well as to
add some new ones.
It’s up to you whether you want the new PC to start off with relationships with all of the other PCs.
Sometimes this will make perfect sense, and other times it’ll be tricky to pull off, so you may want
to have a new character start without relationships with other PCs until the player draws them in
(though in that case you may want to give them a couple extra element choices).
*
This is also true of games like the various World of Darkness titles, where there are strong archetypes that say a tre-
mendous amount about a given character.
GURPS
GURPS has a number of character traits that you can base off of elements from the plot map. Only
certain kinds of relationships with other characters will count as Advantages or Disadvantages
(such as Allies, Enemies, and Dependents), but most asset elements will make good character traits
of some kind.
This advice is equally applicable to similar traditional point-buy systems such as Hero System, Open
Core, Big Eyes Small Mouth, OVA, etc.
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