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Plot device

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A plot device is an element introduced into a story solely to advance or resolve the plot of the
story. In the hands of a skilled writer, the reader or viewer will not notice that the device is a
construction of the author; it will seem to follow naturally from the setting or characters in
the story. A poorly-written story, on the other hand, may have such awkward or contrived plot
devices that the reader has serious trouble maintaining suspension of disbelief.
Calling an element of a work a 'plot device' is generally derogatory, implying a lack of
complexity in the work. Judging something as a plot device is always subjective, and depends
on the degree to which the 'item' serves other purposes or is well-integrated into the tale. For
example the 'magic item' which the protagonists of a fantasy novel have to find or destroy is
often a plot device; however one might hesitate to apply the term to the Ring of The Lord of
the Rings, since it also serves many other purposes in the book.
[edit] MacGuffins and related matters
One of the most common plot devices is the MacGuffin (a term popularized by Alfred
Hitchcock). A MacGuffin is an object (or character) which drives the actions of the
characters, but whose actual nature is not important to the story; another object would work
just as well, if the characters treated it with the same importance. Hitchcock said that "in a
thriller the MacGuffin is usually 'the necklace'; in a spy story it is 'the papers'".
MacGuffins are frequently found in 'quest' fantasy stories; the magic artifact which the hero
must recover in order to save his village, world or family is a MacGuffin (unless, like
Tolkien's Ring, its nature is a significant part of the story). The labours of Hercules might
well qualify.
MacGuffins are sometimes referred to as "plot coupons" (especially if multiple ones are
required) as the protagonist only needs to "collect enough plot coupons and trade them in for
a denouement". The term was coined by Nick Lowe.
Another common form of plot device is the object, typically given to the protagonist shortly
before, that allows them to escape from a situation that would be otherwise impossible. Nick
Lowe coined the term 'plot voucher' for these, as the protagonist needs to "save the voucher
and cash it in at the appropriate time". Examples of this might include the object given to a
character which later deflects an otherwise fatal bullet. Most of the devices given to James
Bond by Q could fall into this category. The gifts given to Perseus could also count, as could
the sacrifice Harry Potter's mother made shortly before Voldemort's attempt on his life, since
it saved him.
Other plot devices are simply one-offs to get the protagonist to the next scene of the story.
The enemy spy, who suddenly appears, defects, reveals the location of the secret headquarters
and is never heard of again, would be an extreme example. Without this 'device' the hero
would never find the headquarters and be unable to reach the climactic scene; however the
character becomes less of a plot device if the author gives them a back-story and a plausible
motivation for defecting, and makes them an interesting character in their own right.
Many video games rely hugely on plot devices; lesser games are sometimes entirely centred
around characters performing arbitrary tasks in order to 'win' the game. Even relatively well-
plotted games often involve the protagonist in a series of relatively unconnected and
unjustified tasks.
Some other plot devices include:
• Deathtrap — overly complicated method of killing a character, used solely to provide
a means of escape
• Deus ex machina — artificial or improbable means of resolving a story, such as
having it turn out to be a dream
• Quest — complicated search for capture or return of an object or person
• Quibble — following the exact terms of an agreement to escape what would normally
be expected
• Red herring — a person, event or object which deflects attention from the real thing
• Stupidity — a character wilfully ignores an obvious and convenient solution to a
problem
In humor-themed forms of entertainment, particularly those that break the fourth wall in
pursuit of comedy, plot devices or the concept itself may be deliberately pointed out to the
audience for a joke. For example, in the one-shot DC comic book Blasters, written by Peter
David, one of the protagonists is shown installing a device, made by an alien race known as
the "Plaht", into her spacecraft that will allow herself and her companion to locate the other
protagonists, which was required to forward the plot of the story. Her companion then
seemingly turned to face the reader and said, "Oh, I get it. It's a Plaht device." (In this case,
the "Plaht device" would be considered a deus ex machina.) The animated series Sheep in the
Big City even featured a robot character actually named "Plot Device", who apparently
worked for the antagonists and served no other purpose than to advance the plot when it
arrived at an apparent standstill (usually by coming up with ridiculous plans to capture
Sheep).
The popular card game munchkin contains a literal "plot device" that dramatically turns the
tide of a game.

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