http://www.io.com/~sjohn/plots.htm Another source of plot twists is writers' prompts--they're meant to inspire ideas, after all. Again, print out lists and cut them into scraps, or open a book of prompts at random, or number them and roll dice. Here are a few online sources for writers' prompts (we also have a small handful in the writers' resources section of the Burning Void site); you can find more with a google search for "writer" and "prompt" (it also helps to add something like "spark," I found, to make the results more relevant): Writer's Digest's daily prompt: http://www.writersdigest.com/writingprompts.asp Writing Fix's Random Daily Prompt Generator: http://writingfix.com/dailypromptgenerator.htm FictionAddiction.Net's daily writing prompt: http://www.fictionaddiction.net/prompt.html A Quick List To Get You Started This is the quick list I put together for myself recently when I wanted it. It's skewed for a mission-oriented science-fiction game and for some of my plot preferences, but it's adaptable; change plot points and percentages as desired. It comes with numbers for a percentile (or d100) die-roll in case you want some randomly-gerated inspiration: [1-2] The PCs' destination (planet, dimension, country, whatever) possesses exotic conditions that could make life complicated or interesting (exotic plant life, animal life, atmosphere, gravity, temperature, weather conditions, past man-made disasters such as extreme pollution or nuclear war, etc.). [3-5] The population at the PCs' destination has been affected by unexpected conditions (religious wars, political upheaval, seclusion or segregation, invasion by outside forces, disease, starvation, etc.). [6-15] Something happens to change the mission into a totally different type of mission. Choose a new plot. If you use a standard plot generation chart, use it again to determine the new mission. Otherwise, print out a plot list, cut it up or number it, and choose a plot at random. [16-24] Something happens to add a new mission onto the characters' responsibilities. See the previous item for methods to determine this new mission. [25-26] The enemy has fewer or greater resources than expected. [27] A non-player character (NPC) expected to be absent is present, or vice versa. [28-29] An unexpected sacrifice must be made in order for the mission to succeed, or for the characters to survive or return home. [30-32] The characters find their way home barred, removed, destroyed or otherwise compromised. [33-34] The characters lose communication with their forces, allies or commanders. [35-43] The characters come across someone (individual, group or civilization) in need of rescue or aid. [44] The characters stumble across a situation that is easy to misunderstand, and thus they may act inappropriately to the circumstances. [45-47] The characters' headquarters, home base, families, or whatever are under attack, taken over or otherwise placed in danger. [48] The characters' forces have been infiltrated. [49-52] The characters are exposed to something dangerous--radiation, poison, disease, a drug, etc. [53-57] The team is stalked or attacked (this could be the equivalent of a random encounter, or it could be a part of the plot). [58] The characters stumble across unexpected guards or sentries and stand a chance of alerting them. [59] A player character (PC) or major NPC ends up in a hallucinatory, hypnotic, feverish, or similarly altered state of mind. [60-64] Equipment or information important to the mission is destroyed, stolen, or captured. [65-68] A location important to the mission has been overrun or occupied by hostile forces or dangerous creatures. [69] A natural cataclysm has changed the landscape and somehow interfered with the planned mission. [70-74] Someone important to the mission dies, gets captured, or becomes injured. [75-77] The team stumbles into someone else's problems and gets caught up in them. [78-83] The team uncovers evidence of hostile activity beyond the scope of their original mission. (For additional complication: due to lack of communication, other events or time pressures they cannot call home to get new orders or aid and must act on their own.) [84-85] Someone isn't who or what he says he is. [86] An NPC disappears or leaves without explanation. [87] Someone is being coerced or co-opted (blackmail, threats, seduction, mind-control, etc.). [88] Exotic plot twist--a one-of-a-kind alien encounter, a major character develops amnesia, the team finds out they're trapped in a virtual reality device, a major character disappears or retires, or something of that level. This slot is reserved for those plot twists you can probably use only once. [89] The team discovers that missing or presumed dead allies are being held captive. [90-91] The characters were misled about details of the mission. [92-93] A supposedly safe or innocuous location has been compromised. Its location is known, it's been bugged, there are troops waiting in ambush there, etc. [94] The mission (or some portion thereof) is a ruse intended to capture the characters, get information from them, or something similar. [95-96] Someone is attempting to use the characters for their own ends. [97] Someone believed dead turns out to be alive. (This might deserve a second complication layered on top, such as that person having new allegiances, not remembering who they are, being captured by the enemy, having new resources if they're a villain, having been off doing something interesting, etc.) [98] A natural disaster occurs, is about to occur, or has just occurred (volcano, flood, tornado, hurricane, earthquake...). [99] Someone ambushes, betrays, or gives away the characters (intentionally or by accident). [100] An enemy turns out to be an ally (or at least a potential partner), or vice versa, either temporarily due to specific circumstances or more permanently.