Mastering the Pulp Plot Framework

The Pulp Plot Framework (aka the ABCDEFG-Method) provides a structured approach to crafting high-energy, dynamic RPG adventures that captivate players on the fly. It is easily combined with the James Bond Formula. This framework guides GMs through seven key stages, ensuring a thrilling experience from start to finish. Let’s delve into how each stage works and how to implement it effectively in your RPG sessions.

Building a Pulp Adventure

Endanger the Characters

The first step is to immediately place the player characters in peril. This creates a strong start by engaging the players right from the beginning. The threat should be real and impactful, whether it’s a physical danger, an environmental hazard, or a social dilemma. The goal is to draw players into the story, setting the tone for the adventure. As a GM, consider what kind of threats suit your game’s setting and your players’ abilities, but make sure that overcoming the danger isn’t too straightforward. The players should feel challenged, not overwhelmed.

Reveal the True Danger

In this stage, the player characters investigate to uncover the true threat behind the initial danger. This serves as an investigation scene where they gather information, connect the dots, and deepen their understanding of the stakes. The phase ends with the player characters finding a lead to a location (or a person or an item at this location) where they need to go next. Additionally, they should learn that there is some kind of time pressure adding urgency to their next steps.

The Pursuit Encounters Complications

With the lead in hand, the players should have a clear plan and direction at this point. They know what they need to do and are ready to act decisively. However, this is where things go terribly wrong. An obstacle or some external threat emerges, complicating their path forward. These complications can vary from new or old villains, rival parties, double-crossing NPCs, loss of limited resources, or plot developments that disrupt the pursuit. The goal is to introduce a different kind of danger and also a different kind of challenge that keeps the players on their toes while adding depth to the unfolding story. This is also the stage to introduce not already introduced elements that can later serve as a source for the twist, even if the GM doesn’t know about them at this stage. If the complications result in turning the scene into a dead end, there should be a new lead – or the scene may well pass through Certain Doom.

Certain Doom

Sometimes the previous stage gets that worse or it leads organically to another situation, or a new situation entirely comes up. One way or another, at this point everything should seem to go wrong. This could be a serious setback – the proverbial deathtrap (with its inherent problem about player reactance), a powerful adversary, or an event totally spiraling out of control. The threat should feel overwhelming. The result of this scene should feel like there is no hope. A cunning GM might even initiate a brief pause in the game, allowing time for the sense of impending defeat to sink in and intensify the players’ emotional engagement.

The Twist

The twist is a revelation that shifts the players’ understanding of the situation. It could be the uncovering of a hidden traitor, the arrival of unexpected allies, or a shocking change in the villain’s plans. The twist adds depth to the story and keeps the players engaged by challenging their assumptions. The twist can also provide an opportunity for the GM to steer the narrative back to elements the GM is more comfortable to work with. To maintain momentum, ensure the twist more or less reveals the villain’s master plan and directly influences the climax of the story. The twist should also reveal a ticking countdown to deal with the master plan, adding urgency to the players’ actions.

Final Showdown

The climax of the adventure, the final showdown is where the main conflict comes to a head. This could be a battle against the primary antagonist, a race to prevent a catastrophe, or a critical negotiation. The scene should stand out from earlier encounters, perhaps through unique environmental conditions or special stakes.

To spice up the scene, consider the player characters’ areas of expertise. For example, if there is a big, strong character, the GM could introduce a similarly strong opponent. However, it’s best to avoid making every opponent a perfect match for one of the player characters, as this can feel awkward. Instead, the GM should identify the major challenges of the scene and ensure some player characters are well-suited to handle them. The other player characters should be kept engaged by non-tailored tasks.

A few additional tips can help enhance the showdown:

  • It’s best to have a few more detailed opponents than necessary, so the GM can adjust on the fly and focus on characters who are at loose ends.
  • If the main villain is present, it should be avoided to put the solo villain in a position where all the player characters can gang up at once. Instead, the villain should have minions, mobility, or other advantages that can be gradually stripped away.
  • The GM could use the environment to deal with lesser NPCs when tired of keeping track of them. If a player character deals a heavy blow to an NPC, it could be considered having that lesser NPC fall into lava or get eaten by a monster to emphasize the environmental dangers.
  • It’s usually best to avoid killing major characters, whether player or non-player, on-screen. Pulp adventures often include miraculous escapes from certain doom.
  • If the player characters arrived at the showdown in a hurry, it’s best to keep the urgency alive with physical cues indicating rising tension, such as crumbling walls or flooding waters, rather than using a fixed countdown.

Breakneck Escape (Optional)

If the climax leaves room for a dramatic exit, consider adding a breakneck escape. This could be a rush to flee a collapsing building, a desperate sprint away from an impending explosion, or a chase scene to avoid capture. While not always necessary, it can be a great way to add one last burst of excitement to the session.

A well-executed escape sequence should be dangerous, but the GM should avoid killing player characters anticlimactically at this late stage in the narrative. Instead, the GM should place something else at risk, such as a valuable item, a mission-critical NPC, or a time-sensitive objective. The danger should feel real, but the focus should be on the thrill of the chase and the final sprint to safety, rather than on risking the lives of the player characters.

Applying the Pulp Plot Framework

The Pulp Plot Framework is derived from the rulebook for Spirit of the Century: A Pulp Pickup Roleplaying Game (2006). It offers a reliable structure to help GMs craft exciting, cinematic adventures on the fly. By following these stages, you can create dynamic narratives that keep players engaged, no matter the game system or setting. As you become more familiar with the framework, feel free to modify and adapt it to better fit your group’s play style, ensuring every session is an unforgettable experience.