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	<title>Comments on: Backdrop Plots: May You Live In Interesting Times</title>
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	<description>art of the game, roleplaying game theory from the brain of ben robbins</description>
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		<title>By: ben robbins</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/comment-page-1/#comment-13484</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Sat, 09 May 2009 02:58:47 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comment-13484</guid>
		<description>&lt;p class=&quot;ars-commentquote&quot;&gt;It violates Chekhov’s Principle&lt;/p&gt;
Yes, it absolutely does. It&#039;s a game, not a script, right?

&lt;p class=&quot;ars-commentquote&quot;&gt;but I’ve not played with a group yet that wouldn’t assume that anything they were told was important information that they were expected to act upon, because they’re the protagonists.&lt;/p&gt;
Keep in mind there&#039;s a feedback loop here. If you&#039;ve only ever played in games where every detail is a crumb you are meant to follow (possibly on rails), you might be shocked to play in a game where that wasn&#039;t true.

Playing in a game with more than one group of PCs can change your perspective drastically (I don&#039;t even mean like West Marches, just any campaign world where more than one group has played). The mere idea that there are other people in the world doing things unrelated to you deflates PC-centrism.</description>
		<content:encoded><![CDATA[<p class="ars-commentquote">It violates Chekhov’s Principle</p>
<p>Yes, it absolutely does. It&#8217;s a game, not a script, right?</p>
<p class="ars-commentquote">but I’ve not played with a group yet that wouldn’t assume that anything they were told was important information that they were expected to act upon, because they’re the protagonists.</p>
<p>Keep in mind there&#8217;s a feedback loop here. If you&#8217;ve only ever played in games where every detail is a crumb you are meant to follow (possibly on rails), you might be shocked to play in a game where that wasn&#8217;t true.</p>
<p>Playing in a game with more than one group of PCs can change your perspective drastically (I don&#8217;t even mean like West Marches, just any campaign world where more than one group has played). The mere idea that there are other people in the world doing things unrelated to you deflates PC-centrism.</p>
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		<title>By: Daniel Ream</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/comment-page-1/#comment-13466</link>
		<dc:creator>Daniel Ream</dc:creator>
		<pubDate>Fri, 08 May 2009 05:27:04 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comment-13466</guid>
		<description>You&#039;ve mentioned the Forge before, so you&#039;ll know what I mean when I say that this is a very simulationist approach to creating a milieu.  It violates Chekhov&#039;s Principle (http://en.wikipedia.org/wiki/Chekhov%27s_gun).

Take your rubric:

&quot;First of all it has to encompass or surround the characters — if it’s something that has no impact on the here and now it’s just interesting detail, not plot. Second, it should be clear to the players that their characters are not expected to resolve or even try to resolve the backdrop plot.&quot;

In short, what you&#039;re saying is &quot;here&#039;s this incredibly interesting detail that directly affects your immediate environment.  Now forget all about it because it&#039;s on the other side of this perspex wall and you can&#039;t interact with it in any meaningful way.&quot;

If your players are good with that, more power to you, but I&#039;ve not played with a group yet that wouldn&#039;t assume that anything they were told was important information that they were expected to act upon, because they&#039;re the protagonists.</description>
		<content:encoded><![CDATA[<p>You&#8217;ve mentioned the Forge before, so you&#8217;ll know what I mean when I say that this is a very simulationist approach to creating a milieu.  It violates Chekhov&#8217;s Principle (<a href="http://en.wikipedia.org/wiki/Chekhov%27s_gun" rel="nofollow">http://en.wikipedia.org/wiki/Chekhov%27s_gun</a>).</p>
<p>Take your rubric:</p>
<p>&#8220;First of all it has to encompass or surround the characters — if it’s something that has no impact on the here and now it’s just interesting detail, not plot. Second, it should be clear to the players that their characters are not expected to resolve or even try to resolve the backdrop plot.&#8221;</p>
<p>In short, what you&#8217;re saying is &#8220;here&#8217;s this incredibly interesting detail that directly affects your immediate environment.  Now forget all about it because it&#8217;s on the other side of this perspex wall and you can&#8217;t interact with it in any meaningful way.&#8221;</p>
<p>If your players are good with that, more power to you, but I&#8217;ve not played with a group yet that wouldn&#8217;t assume that anything they were told was important information that they were expected to act upon, because they&#8217;re the protagonists.</p>
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		<title>By: dragonme</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/comment-page-1/#comment-12775</link>
		<dc:creator>dragonme</dc:creator>
		<pubDate>Mon, 23 Mar 2009 09:55:08 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comment-12775</guid>
		<description>In the campaign I am running I called them side quests. Although the world is more of basic D&amp;D, so its probably understandable. I made many side quests that will play their course along a time line that is in sync with the main story. So if the adventurers were to complete one of the main things in the campaign, then every side quests that the characters didn&#039;t stop will move to the next step in their plan. Such as: 

MainQuest1: Talk of a Evil Wizard; SideQuest1: Orc&#039;s pillage nearby farms; SideQuest2: Thieves attack the characters in town; 

MainQuest2: Evil Wizard Kil&#039;dreth dies; SideQuest1: Orc&#039;s gather resources for an attack on town; SideQuest2: The thief leader plans to assassinate the guard captain. 

Basically if the thieves arnt taken care of, then when the adventurers come back from killing the wizard the towns people may say that the thieves have been acting strangely lately or something, while before they were reporting robberies. Of course this just a basic time line. I also added side quests that are independent from it, therefore they will progress to the next step whenever I feel there is a dull moment. Every side quest that I added ends in something that would drastically change the characters world. Such as that orc attack would eventually end up with an allied attack of orcs and hobgoblins or other humanoids to destroy the main town. Also the main quest really would lead to something such as: The wizard was corrupted by the power of an artifact given to him by a dragon. That is my 2 cents worth anyways.</description>
		<content:encoded><![CDATA[<p>In the campaign I am running I called them side quests. Although the world is more of basic D&amp;D, so its probably understandable. I made many side quests that will play their course along a time line that is in sync with the main story. So if the adventurers were to complete one of the main things in the campaign, then every side quests that the characters didn&#8217;t stop will move to the next step in their plan. Such as: </p>
<p>MainQuest1: Talk of a Evil Wizard; SideQuest1: Orc&#8217;s pillage nearby farms; SideQuest2: Thieves attack the characters in town; </p>
<p>MainQuest2: Evil Wizard Kil&#8217;dreth dies; SideQuest1: Orc&#8217;s gather resources for an attack on town; SideQuest2: The thief leader plans to assassinate the guard captain. </p>
<p>Basically if the thieves arnt taken care of, then when the adventurers come back from killing the wizard the towns people may say that the thieves have been acting strangely lately or something, while before they were reporting robberies. Of course this just a basic time line. I also added side quests that are independent from it, therefore they will progress to the next step whenever I feel there is a dull moment. Every side quest that I added ends in something that would drastically change the characters world. Such as that orc attack would eventually end up with an allied attack of orcs and hobgoblins or other humanoids to destroy the main town. Also the main quest really would lead to something such as: The wizard was corrupted by the power of an artifact given to him by a dragon. That is my 2 cents worth anyways.</p>
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		<title>By: Jmaes MacKenzie</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/comment-page-1/#comment-4012</link>
		<dc:creator>Jmaes MacKenzie</dc:creator>
		<pubDate>Mon, 15 Oct 2007 02:25:15 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comment-4012</guid>
		<description>Of course, the background plot and the main plot may not be what they appear.  Sometimes the main plot is merely a McGuffin:

The detectives investigating the grisly homicides don&#039;t find clues leading to the killer, but instead discover that one of the victims, a brilliant epidemiologist, believed that he had found the cure to the plague ravaging the city.  His missing journals must be found!</description>
		<content:encoded><![CDATA[<p>Of course, the background plot and the main plot may not be what they appear.  Sometimes the main plot is merely a McGuffin:</p>
<p>The detectives investigating the grisly homicides don&#8217;t find clues leading to the killer, but instead discover that one of the victims, a brilliant epidemiologist, believed that he had found the cure to the plague ravaging the city.  His missing journals must be found!</p>
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		<title>By: Chris Chinn, Backdrop Plots and Home Bases with Personality - Treasure Tables</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/comment-page-1/#comment-3958</link>
		<dc:creator>Chris Chinn, Backdrop Plots and Home Bases with Personality - Treasure Tables</dc:creator>
		<pubDate>Thu, 11 Oct 2007 12:08:24 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comment-3958</guid>
		<description>[...]  Backdrop Plots: May You Live In Interesting Times: Ben Robbins advises GMs to use a backdrop plot to provide context, contrast and a sense of [...]</description>
		<content:encoded><![CDATA[<p>[...]  Backdrop Plots: May You Live In Interesting Times: Ben Robbins advises GMs to use a backdrop plot to provide context, contrast and a sense of [...]</p>
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		<title>By: davwalp</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/comment-page-1/#comment-3826</link>
		<dc:creator>davwalp</dc:creator>
		<pubDate>Fri, 05 Oct 2007 22:19:59 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comment-3826</guid>
		<description>I really like this idea a lot!  As I generally shy away from dungeon crawl/hack-n-slash style campaigns, I find myself spending a lot of time thinking about how to create a realistic and organic world for the characters to move in.  Like you said, the PCs need to realize that, no matter how powerful they are, the world is still much bigger than they are.

However, my trap is that I tend to get too involved in my own backdrops.  Even if the PCs would never care about the rigged political election, rumors of assassination, guild war, etc...  I feel compelled to flesh them out in greater detail for myself.  Sometimes this leads me to some amazing stuff that truly enriches the experience for everyone.  Sometimes I waste a day or two (or three or four...) compiling detail that will never see the light of day in gameplay.  The challenge is to strike a balance between the two I guess.



To address Rob&#039;s comments...I think there are actually multiple levels.

Direct &#039;in your face&#039; plot points - a key NPC says...&#039;do this&#039; or &#039;go here&#039;.  I feel that these are generally passive as far as the PC&#039;s are concerned.  i.e.  The DM wants to get them on/keep them on track

Indirect plot points - details collected from conversations, investigations, etc.  The players only gain these through active roleplay

Backdrop - &#039;active&#039; details that both add color and potentially can provide sub-plots if the PCs choose to follow up on them.  In regards to Ben&#039;s example, the superheroes may create a lot of trouble for themselves by storming the courthouse...but that doesn&#039;t mean they can&#039;t or won&#039;t.

Color - &#039;passive&#039; details...the smell of the food in a market...a description of the duke&#039;s battle standard...   These won&#039;t lead to sub-plots nor provide information to further the main plot, but they make they are vitally important to help the suspension of disbelief for your PCs (and the DM too!)


In my own current campaign, one of my PCs is involved in an investigation into the kidnapping of a high level wizard.  At first I was quite intimidated on how to present this as I had initially on presented it as (what I assumed) would only be a backdrop detail.  Thus, I had nothing prepared regarding the actual kidnapping!  I needed one or two &#039;direct&#039; plot points to get the ball rolling...namely a mysterious note to meet an NPC on a dark and stormy night...  As the ball got rolling, I could then set up one or two &#039;indirect&#039; plot points camouflaged within backdrop and color details.  As a contingency, I&#039;ve kept a &#039;direct&#039; plot point in reserve in case the PC needs a little more help.  I think the trick is to present several dead ends for the PC to follow up.  If I only give info on one suspect...of course that&#039;s the kidnapper!</description>
		<content:encoded><![CDATA[<p>I really like this idea a lot!  As I generally shy away from dungeon crawl/hack-n-slash style campaigns, I find myself spending a lot of time thinking about how to create a realistic and organic world for the characters to move in.  Like you said, the PCs need to realize that, no matter how powerful they are, the world is still much bigger than they are.</p>
<p>However, my trap is that I tend to get too involved in my own backdrops.  Even if the PCs would never care about the rigged political election, rumors of assassination, guild war, etc&#8230;  I feel compelled to flesh them out in greater detail for myself.  Sometimes this leads me to some amazing stuff that truly enriches the experience for everyone.  Sometimes I waste a day or two (or three or four&#8230;) compiling detail that will never see the light of day in gameplay.  The challenge is to strike a balance between the two I guess.</p>
<p>To address Rob&#8217;s comments&#8230;I think there are actually multiple levels.</p>
<p>Direct &#8216;in your face&#8217; plot points &#8211; a key NPC says&#8230;&#8217;do this&#8217; or &#8216;go here&#8217;.  I feel that these are generally passive as far as the PC&#8217;s are concerned.  i.e.  The DM wants to get them on/keep them on track</p>
<p>Indirect plot points &#8211; details collected from conversations, investigations, etc.  The players only gain these through active roleplay</p>
<p>Backdrop &#8211; &#8216;active&#8217; details that both add color and potentially can provide sub-plots if the PCs choose to follow up on them.  In regards to Ben&#8217;s example, the superheroes may create a lot of trouble for themselves by storming the courthouse&#8230;but that doesn&#8217;t mean they can&#8217;t or won&#8217;t.</p>
<p>Color &#8211; &#8216;passive&#8217; details&#8230;the smell of the food in a market&#8230;a description of the duke&#8217;s battle standard&#8230;   These won&#8217;t lead to sub-plots nor provide information to further the main plot, but they make they are vitally important to help the suspension of disbelief for your PCs (and the DM too!)</p>
<p>In my own current campaign, one of my PCs is involved in an investigation into the kidnapping of a high level wizard.  At first I was quite intimidated on how to present this as I had initially on presented it as (what I assumed) would only be a backdrop detail.  Thus, I had nothing prepared regarding the actual kidnapping!  I needed one or two &#8216;direct&#8217; plot points to get the ball rolling&#8230;namely a mysterious note to meet an NPC on a dark and stormy night&#8230;  As the ball got rolling, I could then set up one or two &#8216;indirect&#8217; plot points camouflaged within backdrop and color details.  As a contingency, I&#8217;ve kept a &#8216;direct&#8217; plot point in reserve in case the PC needs a little more help.  I think the trick is to present several dead ends for the PC to follow up.  If I only give info on one suspect&#8230;of course that&#8217;s the kidnapper!</p>
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		<title>By: Rob</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/comment-page-1/#comment-3769</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Wed, 03 Oct 2007 20:24:35 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comment-3769</guid>
		<description>Thinking of this in terms of the &quot;Conflict Web&quot; approach to creating a &quot;sandbox&quot; for Player Characters to react to (Conflict Web -&gt; Chris Chinn; &quot;sandbox&quot; -&gt; Tommi Brander), this means making a Conflict that is larger scale than PC&#039;s can hope to influence outcome of, though it may generate issues and problems in their conflicts or simply be colour.  

That&#039;s my question, is it required that the backdrop not be interacted with or just that it be &#039;unresolvable&#039;.

The tank that doesn&#039;t enter play is colour.  The tank that rumbles through and causes a building to collapse but is part of a struggle that has nothing to do with why you&#039;re here is the &#039;background plot&#039;.  The fact that since it&#039;s the mayorality election day, the bars are all closed until voting ends may influence play etc.  A witness to the crime may be dying of the plague.  These problems flow from the backdrop.  Unlike it, they are not insurmountable for the PC&#039;s and are relevant to their main plot.

It seems to me that there&#039;s more payoff from creating the backdrop if its resulting problems do interact with players and the main plot.

You get efficient use of creative time and the background plot is all the more real because it&#039;s not just context/colour.

Am I loopy or does that make sense?</description>
		<content:encoded><![CDATA[<p>Thinking of this in terms of the &#8220;Conflict Web&#8221; approach to creating a &#8220;sandbox&#8221; for Player Characters to react to (Conflict Web -&gt; Chris Chinn; &#8220;sandbox&#8221; -&gt; Tommi Brander), this means making a Conflict that is larger scale than PC&#8217;s can hope to influence outcome of, though it may generate issues and problems in their conflicts or simply be colour.  </p>
<p>That&#8217;s my question, is it required that the backdrop not be interacted with or just that it be &#8216;unresolvable&#8217;.</p>
<p>The tank that doesn&#8217;t enter play is colour.  The tank that rumbles through and causes a building to collapse but is part of a struggle that has nothing to do with why you&#8217;re here is the &#8216;background plot&#8217;.  The fact that since it&#8217;s the mayorality election day, the bars are all closed until voting ends may influence play etc.  A witness to the crime may be dying of the plague.  These problems flow from the backdrop.  Unlike it, they are not insurmountable for the PC&#8217;s and are relevant to their main plot.</p>
<p>It seems to me that there&#8217;s more payoff from creating the backdrop if its resulting problems do interact with players and the main plot.</p>
<p>You get efficient use of creative time and the background plot is all the more real because it&#8217;s not just context/colour.</p>
<p>Am I loopy or does that make sense?</p>
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		<title>By: Scholz</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/comment-page-1/#comment-3640</link>
		<dc:creator>Scholz</dc:creator>
		<pubDate>Fri, 28 Sep 2007 17:55:26 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comment-3640</guid>
		<description>Sometimes a little goes a long way. In a recent Victorian Age game, whilst the players were visiting the besieged city of Strasbourg, I showed them a picture of the Prussian Battle Train poised to bombard the city with its big guns. 
The thousands of troops (French and Prussian) surrounding the city, the relative emptiness of the streets, the parade of officers, the lines of refugees, etc.. had far less impact on the players&#039; sense that they needed to make their stay short than that one picture. They kept referring to it whenever the discussion dealt with the duration of their stay. They were never specifically targeted by the tank, they never attacked the tank, but its mere presence seemed to add a sense that Strasbourg might soon be erased from the map.</description>
		<content:encoded><![CDATA[<p>Sometimes a little goes a long way. In a recent Victorian Age game, whilst the players were visiting the besieged city of Strasbourg, I showed them a picture of the Prussian Battle Train poised to bombard the city with its big guns.<br />
The thousands of troops (French and Prussian) surrounding the city, the relative emptiness of the streets, the parade of officers, the lines of refugees, etc.. had far less impact on the players&#8217; sense that they needed to make their stay short than that one picture. They kept referring to it whenever the discussion dealt with the duration of their stay. They were never specifically targeted by the tank, they never attacked the tank, but its mere presence seemed to add a sense that Strasbourg might soon be erased from the map.</p>
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		<title>By: ben robbins</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/comment-page-1/#comment-3594</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Thu, 27 Sep 2007 07:10:16 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comment-3594</guid>
		<description>I think you&#039;re explaining it better than I am ;)</description>
		<content:encoded><![CDATA[<p>I think you&#8217;re explaining it better than I am <img src='http://arsludi.lamemage.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: bignose</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/comment-page-1/#comment-3580</link>
		<dc:creator>bignose</dc:creator>
		<pubDate>Wed, 26 Sep 2007 13:19:16 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comment-3580</guid>
		<description>Yes. The term &quot;backdrop&quot; uses the theatre-stage metaphor, where the backdrop hangs behind the action taking place on the stage, giving it an ever-present context. But the actors on the stage, whether they&#039;re in foreground or background, don&#039;t interact with the backdrop at all.

When the backdrop changes, we know the context of the action has changed, and the stage seems fresh and interesting again, so it&#039;s important to change it every few scenes to know where the action fits in. But most of our conscious attention is on the foreground and background action, not the backdrop.

I like this metaphor. It certainly seems to serve the purpose for this article.</description>
		<content:encoded><![CDATA[<p>Yes. The term &#8220;backdrop&#8221; uses the theatre-stage metaphor, where the backdrop hangs behind the action taking place on the stage, giving it an ever-present context. But the actors on the stage, whether they&#8217;re in foreground or background, don&#8217;t interact with the backdrop at all.</p>
<p>When the backdrop changes, we know the context of the action has changed, and the stage seems fresh and interesting again, so it&#8217;s important to change it every few scenes to know where the action fits in. But most of our conscious attention is on the foreground and background action, not the backdrop.</p>
<p>I like this metaphor. It certainly seems to serve the purpose for this article.</p>
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		<title>By: ben robbins</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/comment-page-1/#comment-3578</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Wed, 26 Sep 2007 06:18:23 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comment-3578</guid>
		<description>Good question bignose. As you guessed it was &quot;background&quot; at one point, and in &lt;a href=&quot;http://www.lamemage.com&quot; rel=&quot;nofollow&quot;&gt;Like Father, Like Son (Trial of Dr Null)&lt;/a&gt; I called it a subplot. The problem is that either of those terms can also mean any foreground plot that just happens to be in the background at the moment (this episode your kid sister is in the background, but the next game she might be in the foreground).

Hopefully &quot;backdrop&quot; makes it more clear that we&#039;re really talking about a different beast, not something interchangeable with a foreground plot (or a background/subplot).</description>
		<content:encoded><![CDATA[<p>Good question bignose. As you guessed it was &#8220;background&#8221; at one point, and in <a href="http://www.lamemage.com" rel="nofollow">Like Father, Like Son (Trial of Dr Null)</a> I called it a subplot. The problem is that either of those terms can also mean any foreground plot that just happens to be in the background at the moment (this episode your kid sister is in the background, but the next game she might be in the foreground).</p>
<p>Hopefully &#8220;backdrop&#8221; makes it more clear that we&#8217;re really talking about a different beast, not something interchangeable with a foreground plot (or a background/subplot).</p>
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		<title>By: bignose</title>
		<link>http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/comment-page-1/#comment-3576</link>
		<dc:creator>bignose</dc:creator>
		<pubDate>Wed, 26 Sep 2007 01:50:17 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/76/backdrop-plots-may-you-live-in-interesting-times/#comment-3576</guid>
		<description>It&#039;s interesting that you choose the term &quot;backdrop&quot;, rather than &quot;background&quot;, to contrast with &quot;foreground&quot;.

I can think of a few reasons why you might have chosen that way, but I&#039;m curious to know what (if anything) made you decide against what might seem to be the obvious &quot;foreground/background&quot; terminology.</description>
		<content:encoded><![CDATA[<p>It&#8217;s interesting that you choose the term &#8220;backdrop&#8221;, rather than &#8220;background&#8221;, to contrast with &#8220;foreground&#8221;.</p>
<p>I can think of a few reasons why you might have chosen that way, but I&#8217;m curious to know what (if anything) made you decide against what might seem to be the obvious &#8220;foreground/background&#8221; terminology.</p>
]]></content:encoded>
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