Conspiracy Arc
Conspiracy Arc
AX.GHW.14.02.02
Best for: Groups who want sustained investigation, political complexity, organizations as ongoing players, escalating personal stakes
Power level fit: Regional (9D) through National (12D)
Session count: Typically 10–20 sessions per arc; can run multiple arcs in sequence
How It Works
The Conspiracy Arc is built around a single underlying truth that the characters are uncovering. The truth is hidden, by an organization, by a threat, by the structure of the hidden world itself. The characters encounter its effects repeatedly before understanding the cause. Uncovering the truth constitutes the arc's climax.
The "conspiracy" is not necessarily a sinister cabal plotting in secret, though it can be. It is any situation where the truth is obscured and the characters are the ones who uncover it. The truth might be: - An organization has been protecting a threat it should have destroyed (and has reasons) - A Necromancer has been operating under cover inside a legitimate organization for years - A series of apparently unconnected incidents are being managed by a single hidden party - The open design notes in the hidden world (vampire bloodlines, Hollow entity involvement frameworks) have become relevant in a specific way that someone is trying to prevent from becoming known
Arc Structure
Act 1, Symptoms (Sessions 1–4): The characters encounter the effects of the conspiracy without understanding the cause. Each scenario presents a discrete problem that appears unconnected to the others. The GM seeds each scenario with one piece of information that connects to the underlying truth, recognizable in retrospect, not necessarily on first encounter. Establish the key organizations and relationships. At least one organization should be involved in concealing the truth (not necessarily maliciously).
Act 2, Pattern (Sessions 5–10): The characters begin to recognize the pattern. A connection becomes undeniable. The concealing party becomes aware that the characters are getting close, this is when the first active opposition begins. The opposition is not yet direct confrontation; it is information suppression, misdirection, and leveraging of organizational resources to redirect the investigation.
This is the arc's tension peak. The characters know something is being hidden but cannot prove it yet. The concealing party is applying pressure that is plausibly deniable. Every session in Act 2 should make the truth feel closer and further away at the same time.
Act 3, Confrontation (Sessions 11–16): The truth is uncovered. This creates a crisis, for the concealing organization, for the characters' relationships within the hidden world, and potentially for The Veil itself. The confrontation is not necessarily violent; the most interesting Conspiracy Arc resolutions involve the characters making a choice about what to do with the truth, not just stopping the bad thing. Destroying the conspiracy may destabilize something that was held together by it. Exposing it may create consequences no one intended.
Running the Concealing Party
The organization or party concealing the truth is the arc's primary antagonist, but they should not be a cartoon villain. They have reasons. The reasons are probably even understandable, the conspiracy exists because someone made a pragmatic decision that seemed justified at the time and became entrenched. The BUA classified the Breach because acknowledging it would have required resources they didn't have. The Grimoire Compact suppressed the research because publishing it would have destabilized fragile community relationships.
The concealing party should be at least partially right. The truth they're hiding has real costs if it comes out. The characters uncovering it should face a genuine choice: expose the truth at cost, negotiate a different path forward, or accept that sometimes the pragmatic choice is the uncomfortable one. Conspiracy Arcs that end with a clear villain being defeated and everything returning to normal miss the genre's most interesting note.
Information Drip Rate
The conspiracy's underlying truth should be parceled out across the arc in a way that feels revelatory without feeling arbitrary. Use this as a guide:
- Act 1: 1 piece of connecting information per scenario, presented without emphasis (part of the scene's natural evidence, not highlighted as "important")
- Act 2, early: 1 piece per scenario, now with potential connection visible to the characters if they've been paying attention
- Act 2, late: 1 piece per scenario that directly implicates the concealing party; the characters now know something specific is being hidden
- Act 3: The confirming evidence arrives; the truth can be fully articulated; the confrontation is about what to do with it