Lead your party to the shock of their lives with a satisfyingly simple formula.
One of the most satisfying things you can do as a DM is to truly shock your players. The bigger the better. That's why we're figuring out plot twists in this episode, and exactly how to put them in your game. They can seem complex. Invisible until the very end, until it's revealed and becomes obvious in retrospect. It's easy to have them be too obvious, or just be too messy to actually keep track of. But it actually breaks down pretty simply! The success of a plot twist comes from if you've built up to it or not. If it's actually a part of your story, or if it's a rando dragonshark falling from the sky. That's why we go to the Strategy Stateroom to discuss how to lead up to a twist, and what types there are with these steps:
Craft a Twist
What's the actual story?
What the assumed story?
What's the motivation?
Build 3 Anchoring Lies
Build 3 Subtle Clues
The Big Reveal
Drop the Bomb
Then, in Temple of Inspired Hands, we chat about a few real cool projects. The first is the WW1 TTRPG and slice of Canadian History called Ross Rifles: https://www.dundaswestgames.com
And the second, is the very exciting Nazi Dracula Must Die! An alt history 5e campaign setting! Which is launching on Kickstarter soon here: https://www.kickstarter.com/projects/nazidracula/nazi-dracula-must-die-campaign-setting-for-dnd-5e

