The Henderson Scale of Plot Derailment

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Originating from a suggestion in this thread, the Henderson Scale of Plot Derailment is a handy scale used to determine just how much any action has derailed the plot of an RPG. These actions are almost always caused by either That Guy, or This Guy pretending to be That Guy to aggravate a bad GM. Very rarely, it's a noble last action by a supremely selfless Neckbeard to stop a disaster before it starts.

Made in the namesake of Old Man Henderson, so that he may be remembered as one of the greatest lolawesome derailers of all time.

The Henderson Scale of Plot Derailment[edit]

Scale Representation
Negative Henderson Scale (the Nega Hendersons)
-9(!) Hendersons The action undertaken has solved every problem in the game's universe, for every living and non-living thing in existence.
-1 Hendersons The action has immediately solved the campaign in its entire. The villain is vanquished, the disaster is averted, the maiden is saved. Gather your dice and character sheets, gg everyone.
-0.75 Hendersons The action undertaken has effectively caused the GM to have to be victorious in all plots, whatsoever. Success is only a matter of time.
-0.5 Hendersons The action undertaken has solved the current plot, and nearly solved the main subplot. It has also had a minutely positive effect on the main plot and the game universe as a whole, outside of your party.
-0.25 Hendersons The action undertaken has solved the current problem for the party in the way that was just as the GM had planned for.
Basic Henderson Scale
0 Hendersons The action undertaken has no effect on the plot whatsoever.
0.25 Hendersons The action undertaken has derailed the current trains of thought of all party members present and involved in the current plot, and derailed the most minute of current subplots, but the GM can easily reroute the party and continue to the end of the main subplot.
0.5 Hendersons The action undertaken has totally derailed the current plot, and severely screwed with the main subplot, but has only a minor effect on the main plot and universe outside of your party.
0.75 Hendersons The action undertaken has totally derailed the main subplot and any underlying subplots, and caused minor consequences to the universe as a whole, but the GM can still make it to the plot's end goal, with some finagling.
1 Full Henderson The action undertaken has effectively caused Total Plot Derailment.
Excessive Henderson Scale
1.25 Hendersons A special notch on the Henderson scale that is achieved under certain conditions and a specific reaction by the GM. The action undertaken has derailed the entire plot, and rather than trying to make a new plot, the GM has announced that Rocks fall, everyone dies.
1.5 Hendersons The action undertaken has caused a TPK.
1.75 Hendersons The action undertaken has killed the whole party, and everyone involved in the plot. It has ruined the game, and likely caused the GM to begin seizing, attempt to strangle the perpetrator, laugh uncontrollably, or just sit there in shock.
2 Full (Double) Hendersons The action undertaken has decimated the plot and universe so utterly that the entire game has to be scrapped, retconned, posted about on /tg/. The GM has to begin an entirely new game.
>2 Hendersons Near mythic levels. Unrepresentable by number in this or any scale. The action undertaken has undergone all steps above, except possibly the last one. Either way, the game somehow refuses to go away and die. Maybe the GM initiated The Scratch, but the game remains in some form, screwing with the players. Only one person, to our knowledge, managed to actually do it.

See Also[edit]