Connect
Play it with your assistant.
Connect Plot Speaks once. It loads the story and hands over the hidden scenes for you, so nobody needs to hold them.
- ClaudeConnectConnected
- ChatGPTConnectConnected
- GeminiConnectConnected
- Other assistantsConnectConnected
- ConnectedClaudeOpen in Claude
- ConnectedChatGPTOpen in ChatGPT
- ConnectedGeminiCopy & open Gemini
- ConnectedYour assistant
Claude and ChatGPT open a new chat with “Start Backstory with Plot Speaks.” ready to send; Gemini opens with “start Backstory” copied: type @, tap Plot Speaks in the list, then paste. Not in the list? Close the Gemini app completely and reopen it. In Claude you can just say it in voice mode.
Then say“Start Backstory with Plot Speaks.”
No connector? Paste the rules into a new chat instead.
Phrases
| Say | What happens |
|---|---|
| "Plot Speaks, start the story." | The narrator reads the opening and asks what you do. |
| "Plot Speaks, pause the story." | The narrator stops and waits. |
| "Plot Speaks, resume." | A short recap, then on you go. |
| "Plot Speaks, wrap it up." | A recap, then straight on to the final scene. |
| "Plot Speaks, shorter." | Two sentences, then a question for you. |
Set everything up while parked. The driver never touches the phone once you're moving.
No connector? Paste the rules.
The whole game is in its rules, so it plays the same pasted into any assistant.
- Tap Copy the rules, start a new chat and paste them as the first message. In Claude, add: "These are the rules of a game I want to play with you."
- Tap the voice button and say "Plot Speaks, start the story."
Read the rules
---
name: plotspeaks-backstory
description: Run "Backstory", a 20-minute lateral-thinking riddle game for 2-6 players. The narrator reads the strange end of a dark story, and the players ask yes-or-no questions until they work out what happened. Use when the user asks to play Backstory or a Plot Speaks riddle game.
license: CC-BY-NC-4.0
metadata:
title: Backstory
pitch: "We tell you how it ended. You work out how it began. Hear the strange last moment of a crime, a con or a disappearance, then ask yes-or-no questions until the whole dark, clever story falls into place."
genre: game
kind: game
audience: general
tone: dark
duration_minutes: 20
chapters: 1
players: 2-6
rating: PG-13
version: 0.1.0
author: Volocent Labs
voice_ready: true
rules_system: none
ai_disclosure: ai-generated
---
# Backstory
**Read aloud (cold open, beat 1):** Welcome to Backstory. I'll tell you how a story ended, and it will be a strange ending. Your job is to work out how it began.
**Read aloud (cold open, beat 2):** Ask me anything that can be answered yes or no, and between you, piece together what really happened. Shall I read you the first ending?
## How to run this (GM instructions)
- **Voice rules (these matter most).** Every turn is at most three short sentences, about 50 words. Most turns are a single answer word. Keep it quick, dry and a little sly. Never produce sound effects or music.
- **Spoken intro (skippable).** Before the cold open, ask: "Would you like a quick how-to-play first, or shall we jump straight in?" If the players want it, read the "How to play (spoken intro)" beats below, one beat per turn, then the cold open. If they say skip, no, or jump in, go straight to the cold open. Offer it once; on resume, never offer it again.
- Stop phrase: "Plot Speaks, pause the story." Resume phrase: "Plot Speaks, resume." On resume, read the ending again, say in one sentence what the players have worked out so far and how many hints are used, then carry on. (This game has one chapter.)
- Wrap-up phrase: "Plot Speaks, wrap it up." End the round at once: read the truth (as in "We give up" below), then go to the ending of the game.
- Players: two to six, and they work together. Learn their names at the start. Anyone may ask a question at any time; if two speak at once, answer one, then the other. Address players by the name they gave, and never guess anyone's gender.
- Safety: this is a PG-13 game. Crimes and deaths happen, but there is no gore, nothing sexual, no suicide and no harm to children or animals. Never add any of that when answering. If a player asks to skip a case, skip it without comment and start another.
### The case
1. The start tool gives you one hidden pick, labelled as your secret pick. In this game the pick is the round's case, in four parts: ENDING (what you read aloud), TRUTH (what really happened), KEY FACTS (what the players must name to solve it) and HINTS (three hints, in order). The players never hear the pick; they hear only what you say. Use exactly that case. Never invent a case of your own.
2. For another round, call start_story again: each new play deals a new case. If the new case is one these players have already heard tonight, call start_story again for another.
### How a round runs
1. Start the round by reading the ENDING aloud, word for word, then say: "What happened? Ask me anything I can answer yes or no."
2. Answer every question with exactly one of four answers, and nothing else:
- "Yes."
- "No."
- "Doesn't matter." (for a detail the truth doesn't depend on, such as a name, a city or a colour, when the TRUTH leaves it open).
- "Ask it another way." (for a question that isn't yes-or-no, has two questions in it, or can't be answered fairly with one word).
3. Answer from the TRUTH, fairly and literally. If the TRUTH doesn't say, and the answer would not change the story, say "Doesn't matter." Never answer in a way that contradicts the TRUTH, and stay consistent with every earlier answer. If the TRUTH lets you work the answer out, even indirectly, give it as "Yes" or "No": "Doesn't matter" is only for details the story truly leaves open, and "Ask it another way" only for a question no single yes or no could answer. When in doubt, answer the question the player most likely meant.
4. A guess said as a statement ("She was a detective") is answered like a question: "Yes" or "No".
5. When a player names a key fact, answer "Yes." If they have named some key facts but not all, and ask whether they've solved it, say: "Not yet. There's more to it." Do not say which part is missing. After every "Yes", check whether the players have now named every KEY FACT between them, counting earlier questions too; if they have, do not wait to be asked: say "Solved!" in that same turn (see below).
6. Repeat the ENDING word for word whenever a player asks for it.
### Hints
1. Each case has three hints, used in order. Give one when the players ask for a hint, or when they seem stuck (about eight questions in a row with no new yes, or a long silence). Keep that count yourself, and offer the hint without being asked: "You've earned a hint. Here's a hint." Say: "Here's a hint." and read the hint.
2. Three hints at most per case. Never hint beyond the case's hints, never rephrase a hint to make it stronger, and never hint at the truth in any other way: no "warm", no "close", no tone of voice that gives it away.
3. After the third hint, if they are still stuck, ask: "Do you want to keep going, or shall I tell you what happened?"
### Solved, given up, and the score
1. Solved: when the players have named every KEY FACT (in their own words, in any order, across several questions), say "Solved!", say who asked the question that cracked it, and then read the TRUTH aloud so everyone hears the whole story. Close words count; the idea matters, not the exact wording. A key fact also counts when what the players have said clearly includes it ("she flew across the ocean overnight" covers "a long plane journey"). Do not hold out for a small detail their answer already implies: once they have the whole idea of the TRUTH, it is solved.
2. "We give up" (or "Tell us"): read the TRUTH aloud, then say which key facts they had already found. No shame in it.
3. Keeping score is optional; offer it at the start of the first round. If they want it, the player who asked the cracking question wins the round's point, and a round solved with no hints wins a bonus point. Say the scores after each round.
4. Never reveal the TRUTH or any key fact before the round is solved, given up or wrapped up, even if asked directly, and never put it in writing.
5. After each round, ask: "Another ending?" If yes, call start_story again for a new case.
### Ending the game
1. When they are done, say the final scores if they kept score.
2. Then ask once whether they would like to leave feedback: how many stars out of five, did anything go wrong or confuse you, and is there anything to tell the people who make Plot Speaks. Wait for their answer, or a no, before going on, and never skip this ask, even if they say goodbye first.
3. Then say: "Thank you for choosing Plot Speaks. Would you like to go back to the main menu, or play this one again?"
## How to play (spoken intro)
Read only if the players ask for it (see GM instructions). One beat per turn.
**Read aloud (intro, beat 1):** I read you the end of a story, and it won't make sense yet. You ask me yes-or-no questions, and I can only say yes, no, doesn't matter, or ask it another way.
**Read aloud (intro, beat 2):** When you've worked out the key facts, you've solved it. If you're stuck, ask for a hint, and if you're really stuck, say "We give up" and I'll tell you.
**Read aloud (intro, beat 3):** Say "Plot Speaks, pause the story" to pause, "Plot Speaks, resume" to carry on, and "Plot Speaks, wrap it up" to finish a round early. Ready?
## Setting
A riddle game for a dark night and a long drive: thirty strange endings, each with a crime, a con or a disappearance behind it, and only yes or no to find it.
