General tips for preparing convoluted twists/whole conspiracy plot lines?
>>50054973
Don't expect the players to care.
>>50054973
Don't drop them as blocks of exposition.
Have the characters stumble upon all of them, but don't outright state what is happening.
>>50054973
Flowcharts
Evidently, TSR's Top Secret had a pretty nifty system for this
http://hillcantons.blogspot.co.nz/2011/04/character-based-sandbox-campaigns.html
>>50054983
Pretty much this.
Expect them to basically sit there mouthing 'what the fuck' until over half of the secrets have come to light and then suddenly get a quarter of it, latch onto that, and ignore the rest.
>>50054973
If you want to do it well, and have a shot of the PCs caring...
1. Make a fuckload of distinct NPCs. Make surface details, especially mannerisms, minimal backstory if any.
2. Encourage the PCs to make NPCs. "Do you know anyone here?" or Circles rolls if the system supports it. Record meticulously.
3. Plan nothing, just assume every NPC that's interesting is part of the cospiracy somehow. Any NPC the players give a damn about should be placed on a list.
4. Start filling in the organizational details once you have a bunch of good NPCs that you and the players like. Leave lots of gaps.
5. Start leaving weird hints of stuff. Include an arc villain as a major conspiracy agent. (This is your Revolver Ocelot, if he's a decent villain. This is also your 'Hail Hydra' moment.)
6. From then on, link everything you want into the conspiracy. If the PCs don't care, the conspiracy should make it personal - kill NPCs or hurt them in any way a villain normally would.
>>50054973
1. Plan and seed it a long time ahead.
2. Make it important.
3. Make sure that there have been enough hints / obvious connections to the conspiracy / twist during the game that the players will actually realise the conspiracy for what it is.
You want the players to go "Oh, so that's why x happened back then." They need to be able to connect the dots. If this does not happen, you might as well not reveal a twist.