Showing posts with label Plots. Show all posts
Showing posts with label Plots. Show all posts

2014-09-27

Game Settings I Have Pondered

I think about melieu to run games in now and then, and I don't necessarily get to do anything with them - so I thought it might help (me, or anyone peeking at this who wants to run their own) to lay out a few of them on the blog.

A Fascist Potterverse

A mash-up of Harry Potter, Neverwhere, Misfits and others.

Secretly, all manner of supernaturals lurk in our world. Wizards are top of the heap, using their magic to enforce domination and keep the ordinary folk in line - the most benign of the wizarding community believe the mundanes must be magically lobotomised, controlled and kept quiet. The Magocracy is a priviledged elite, using the lesser supernaturals and mundanes as pawns to maintain their luxurious lives.
The player characters are low-lifes of one sort or another - petty criminals who meet through community service, perhaps - who discover they have supernatural abilities. They discover the lies of the Magocracy and decide where they stand.

Cowboys - in space!

Tales From the Star Wars Cantina / Firefly-esque Planet-of-the-week, western-style antics with Galactica-style FTL allowing for a bigger scope than a few planets and moons - all grungy tech and frontier attitude.
A fairly casual game of episodes, with an emerging overall plot drawn from players' goals.

War of Gods

The world shakes under the angry feet of the gods themselves!


These "gods" reflect the beliefs of the people - and reinforce those beliefs with superpower actions. They are in fact powerful extra-planar entities - demons, devils, archons, etc. - and unique monsters.
Their temples function as gateways to the outer plane where the god of the temple resides. Generally, each tribe or clan has its own god, but some allied clans and tribes have co-operating gods.
Tribes and clans have political priesthood and gods (generally settled), or shaman (more often in nomadic people).
Magic is a power of the gods - mortal and player character magic will be very limited.

Demikind races live in walled/fenced or hidden settlements, warring against the dangerous monsters of the wilds. There are few "civilisations" - just cities in key points, supported by agriculture, thriving due to geographic isolation.
A few nomadic peoples outside the civilisations are living in barbaric conditions, constantly struggling against monsters.


As the people of the settings have expanded and populations have grown, their lands have come into contact with each other - and their beliefs have clashed! The gods with brook no rivals! Holy war with the added terror of nuclear-war-level deities.

The player characters will be a disparate band of adventurers / outcasts who see the coming anihilation, and can try to stop it, or aid one side or another.

2014-06-14

Gods - what are they for?

In the game-settings we play with - worlds, universes, multiverses - there is almost always some reference to gods, religion, mystic forces and the like: often these are the driving forces behind the story.

Gods and religion serve many roles in games and stories. It's important that in gaming - collaborative story-telling - we all know what we can expect from the gods and their followers.

Although I'm a non-religious person, I'm quite happy to entertain myself and fellow players with religious themes, mystic visions and other tropes - but I think that the delicate topic of religion and gods in fiction (and gaming in particular) could do with some analysis.

Otherwise, how will we all end up on the same hymn sheet?

In-game reality

What is the truth of the gods? Are they proven to be real, or is their presence ambiguous? If Zeus regularly abducts lovers and begets heroes, who would doubt his existence?

Let's split the camps into two: proven and unproven. I'll deal with unproven first, as it covers the more familiar ground (for me, at least).

Unproven

The gods - if there are any - are unproven. Their existence cannot be unquestionably and concretely demonstrated.

This situation is, of course, most like our every day real world. No matter how strong the faith of any individual or group of people, no deities' existence is empirically proven. 

  • Traditions & superstition
  • The intelligensia don't consider the gods to literally be true, but their traditions and superstitions are powerful tools. No-one believes that the priest in the god-mask is actually the god incarnate, but tradition dictates that all treat him as such.
    • Manipulative priesthood: The gods are known to be false, but the priests lie. The population is deceived.
    • Symbolic priesthood: The gods are metaphors for right behaviour. The worship of the gods does not rely on their stories being actually historically true, but more that the parable of their acts teaches the population how to behave.
 
(As an aside, it ocurred to me that - SPOILERS AHEAD, KIDS! - Father Christmas is a prime example of benign manipulation. Most of the population is well aware that they are the ones buying presents for the children, but we all go along with the manipulation that there is a magical present-giving entity, who rewards the good and punishes the bad. Consider a church that works like that... Interesting, yes?)

  • Absent & subtle
  • Belief in the gods is widespread and accepted at all levels. The intelligensia have complex and often philosophical ideas about the gods, while the layfolk have straightforward faith.
    • Faith through teaching:  The priests have faith, and they preach this and enforce the will of their god or gods. No-one can show that the gods are real, but it serves the priesthood to indoctrinate people into belief. This may be benign, as with Santa, or it may be purely to perpetuate the power of the church.
    • Faith through observance: The reality of the gods is socially given, but not readily apparent. No-one questions the gods - their existence is self-evident from casual observation.
Faith through teaching is what is required when people question the power of the church, whereas faith through observance is the state enjoyed when the reported acts of the gods are not in conflict with observable reality - either because we can't observe as closely as required to notice the discrepencies, or because those acts are in accord with reality.

Proven

The gods are a fact of life, with verifiable evidence to back them up.

This situation is not like our real world. The gods are known to act in the mortal realm, to intervene on behalf of pious worshippers. Even the most cynical would respect the invocation of the gods - there will be no atheists here.

  • The "myths" are all true
  • The fantastic stories about the gods' exploits - from their creation of the multiverse, to their appearance, to their powers - are all literally true. Still the gods may have powers and interests beyond mortal ken, but as a minimum, we can trust what their scripture says to be 100% fact.
    • Gods are all-powerful, unlimited beings. Omniscient and omnipotent beings, the gods are literally able to achieve anything they desire.
    • Gods are beyond mortal power, but limited. The gods are constrained by limits of some sort - perhaps according to their station in a heirarchy, or their patron sphere

  • Gods are powerful outsiders 
  • The gods are extra dimensional beings of some sort. They are worshipped, but they may not even claim to be gods - or if they do, it is in order to exploit those who worship them. Scripture about these gods may be an imperfect record of the actual events.
    • Hero-gods and saints. Hercules, the Caesars and so on were elevated to godhood - larger than life heroes. Saints take their place in the afterlife as intercessionary being on mortals' behalf with the ruling deitiy.
    • Meddlers in mortal affairs. Ultrapowerful being seeking to interfere with the lives and development of lesser entities - Star Trek's Apollo, Q, (and others), or Star Gate's Ra.
    • Alien, unknowable entities. Incomprehensible beings whose motives are unclear. They act without explanation - Lovecraft's Cthulhu et al, 2001's monolith builders.




What is truth?

What constitutes proof of the gods in the game? You need to consider what absolute evidence is available, and what is questionable - so that you can decide how people outside the faithful circles react to that evidence.

Do you have priests who gain their magic from divine energy (and how is that demonstrably different from wizardly magic)?
Would it matter if Apollo turned out to be some errant super-being, rather than a "real" god? What is the difference?
I'll consider these questions along with Function, below.

Function

So - what is the point of gods in your setting? What story purpose do they serve? How important are religion and / or deities to your setting?

I can break this down into three functions:
  • Background flavour
  • Political groups
  • Active characters

Background flavour

The gods and their religions are simply a background flavour - something to increase verisimilitude. Throughout real human history there have been cults and churches, and it would seem unreasonable for these to be absent from a fantasy setting.

These gods and religions are not especially important, except as role-playing and story-telling props.

Political groups

Massive congregations, infalible heirarchies and divine power can make a church an absolute ruler of its culture, even above secular leaders. Historically this has been the case for real world faiths for certain periods.
On the other hand, a religion can rule along side the secular throne. Wise advisers to the emperor hold enormous political influence.
In polytheistic socieities, the various deities' priests might jocky for supremacy with the mortal rulers - who may in turn elevate the status of the deity.

These gods and religions are important because they are the motivators of political groups - orthodox or revolutionary - but it is the people who act, rather than the gods themselves.

Active characters

The gods are present in the real world in some way, like the Greek Olympian gods, living on a holy mountain top, or like the Norse gods, living in some otherworld. In either case, they are real entities who will act on the game setting in some way.

Perhaps the gods manifest themselves through influencings nature - through storms, lightning, earthquakes, sickness and other events. Rather than manifesting in some physical form, the gods manipulate the world to do their will.
This sort of god is subtle and doesn't seem to directly influence the world, moving in mysterious ways. You can use this in games to set up divine coincidences to move the story - random fate becomes divine favour.

Maybe the gods do take on physical form, as perfect immortals, or divine animals - and perhaps these forms influence their bahviours, so that they are as petty and capricious as mortal culture. Just look at the Greek gods - stealing sexy women, starting wars out of jealousy, fighting amongst themselves, cursing mortals on a whim.

Such interfering gods can be the driving force behind adventures.

Divine magic

A common trope in fantasy games is that worship of gods gains the followers magical power.

If priests gain magic from the gods, is this the only form of magic? Are there also wizards? Is there a functional difference between wizardly and priestly magic? Or is the difference only political?

You might have priestly magic concentrate on life and death, fear and morale, and so on - whereas wizardly magic might be concerned with manipulating the elements.

Or if only politics separates divine from arcane, perhaps there would be jealousy between the two styles, so that wizards are outlawed, and the church investigates any magical practice by the layity.

The presence of divine magic in a fantasy game allows for magical differences between followers of different religions - followers of the Death god gain different sapells to the followers of the Creator god, and so on.

False gods

What is the functional difference between an ultrapowerful entity claiming to be a god, and a "true" god?
Leaving aside real-world current religious answers, let's think about why Zeus (who is a god, acording to the Greek mythos) is more qualified as a god than say, Manwe (who is not a god, according to JRR Tolkien's legendarium).
Neither are all-powerful. Neither is the creator of the world. Neither is infallible.

Functionally, then, there is no difference between "true" and "false" gods, except the political implications of the claims.

Enlightenment

There are lots of ways gods can appear in fantasy fiction. Depending on the preferences of your player group, you can use any god or gods you like - but it's usually a good idea to think about whether you'll offend anyone before you use real-world religions, or churches with similar traits to real-world organisations. If in doubt, ask.

Me, I like to have multiple religions in multiple cultures in my game settings, and I tend to have deities fit into the "Powerful outsiders" and "Unproven" categories - I'm interested in the political interaction of faiths.

Whatever sort of deities you want to have in your game, understanding their role and being consistent in their portrayal is key to making the world seem real.

2013-10-22

The Tube Map Solution: from railroad to network

I picked up some adventure modules to run as filler in my campaign / mine for ideas. A few were good, but I found that far too many were railroaded to death.

Railroading is what happens when the players' choices are forced or eliminated in the name of plot. The worst cases are ridiculous - I've played in a game where the GM actually told us that a hovering slab of concrete appeared overhead, ominously looming until we turned back and played the plot he had written.
It was kind of funny at the time, but not really in keeping with the tone of the game (this was in the supposedly serious and gritty World of Darkness game setting) - and it's certainly not the best way to deal with players moving away from your prepared scenario.

The Alexandrian made a great guide to railroading - a tongue-in-cheek list of points to embrace when deliberately writing a railroad plot.
He's also written some great blog posts on how to open up scenarios and to make the plot flow more freely, from the players decisions.

This is all great advice when you're writing from scratch. But I suspect that like me, many GMs have limited time, and want to draw on pre-published material to make life easier.
So what I thought would be useful would be to use a few examples from published adventures where heavy railroading happens, and see how we can expand the choices to allow the players to choose meaningfully.

There's more then one way to get from Paddington to Liverpool Street


Fatal deviation


The renowned Dragonlance adventures have a reputation for steering the party along a pre-planned path. That may or may not be deserved - plenty of pre-published scenarios presented a linear story path, from one dungeon to the next (not all of them, but plenty enough) - but when I picked one up recently, I found a few glaring instances of serious railing.

In one part of the scenario in question, the player party is asked to aid some elves escape the bad guys - if you don't know the story, suffice to say the bad guys are very, very bad, and numerous. If the party accept, all well and good: the story continues, and the game with it.
If the heroes refuse the elves (that being the title of the section dealing with that possibility), then the GM is instructed to first beset the player characters with nasty dreams showing their death, and if that isn't enough of a hint that they've done the wrong thing, then to attack them with a horde of bad guys.

What the text then says regarding these attacks is what stunned me when I read it - it's the most blatant piece of railroading I think I've ever read in a scenario. What it says is this:
"These skirmishes will continue, one every game hour, until all the PCs are dead."
That's right - if the players don't want to play the story as written, then their characters must all be killed. It's not very much different to the ominous floating concrete slab, is it?

In situations like this, I tend to think about what the consequences of the player characters' inaction or failure might be, and then allow those things to happen. Let the game-world be changed by the decisions of the players!

Let's consider a few examples:
Luke Skywalker misses his "one in a million" shot, and the Death Star destroys the Rebel Base.
Now the game is about a dark dystopia, with a furtive and desperate resistance, instead of the relatively strong Rebellion we see in the other two films. The Jedi don't reappear - who has any faith in Luke, even if he survives? He's just a failure, along with any other survivors.
Our story focus turns to underworld connections and lowlifes, and morality becomes far greyer than the Dark and Light Sides of the Force - who is interested in that mumbo jumbo now?
There are plenty of adventures to be had as rebels: smuggling guns, assassinating Imperials, and so on - but the game has shifted away from the heroic path that was expected.

Aragorn and Co try to follow Frodo instead of Merry and Pippin.
Merry and Pippin are brought straight to Isengard and - once Saruman figures out they don't have the Ring - used as bait for Gandalf (assuming they are PCs, we'll want to keep them involved and alive). Gollum is probably either killed or at least kept on a far more close watch - since there are now several of the Fellowship to watch him.
Frodo, Sam, Aragorn and Co make a much easier route to Mordor (he's a Ranger after all) - but vast tracts of Middle Earth are destroyed by the forces of Mordor (Aragorn and Gandalf do not save Rohan and bring the Rohirrim to the Battle of Pelennor).
Does the Ring corrupt the rest of the Fellowship? Can the larger Fellowship make it through Mordor unseen? What evil forces are left occupying the lands even if the Dark Lord is destroyed? The adventure continues, but not in the way that was planned.

Those of course are big scale examples, but I'm using them to make a point.
When you look at scenarios, you need to think about what the fallout will be if the player characters don't succeed, or if they don't follow what you think is the best path. Or if the players hit on a simple short cut...


Omniscient NPCs


Years ago, when I was running a Cyberpunk 2020 game, I attacked the player team after they thought they had escaped from the street gang pursuing them. One of the players asked "What? How did they know where we went?"
I probably had some stock answer at the time ("Who are you asking?" or "You don't know"), but it made me think, and it made me improve. NPCs have to act only on the information they have available. Just as players must separate their own knowledge from their character's (just because Pete knows the abilities and weaknesses of dragons in the game doesn't mean that his character knows them too) - the GM must separate his or her knowledge from that of the NPCs.

I picked up a Living Greyhawk scenario for D&D 3.5 at the Free RPG Day one year. I understand these scenarios are quite quickly written - there's literally thousands of scenarios for the setting, which was published for just 8 years - and that administration of the many regions of the setting across the world would have been a mammoth task, so I'm prepared to cut plenty of slack for copy editing, spelling mistakes and so on. What I'm far less impressed by are the frankly bizarre NPC encounters and their behaviour.

In one encounter, the PCs are confronted by a gang of thugs who have been sent to "sound them out" (and attack them).
What puzzles me about this encounter, and no doubt would puzzle players too, is that there's no explanation given for how the thugs know about the PCs or their mission.
The PCs have literally just met with a new patron (who himself is absolutely ridiculous - he's described as having a completely empty house, if the text is to be taken literally*, and he gives the player characters no reason to trust him, but every reason to distrust him...) who has sent them off to do some job - and they are accosted by these thugs, who know who they are, who they've just been talking to, and that they are in conflict with the boss thug. (At this point, due to the somewhat scrappy writing of the scenario, it isn't necessarily particularly clear to the players that they are in conflict with this thug boss.)

The scenario says "as soon as the PCs walk outside they are accosted" [my emphasis] and that the thugs have been sent by their boss "to feel out the PCs." This implies strongly that the thugs aren't just watching the patron's house, and decide to take on the PCs as they look like a bunch of adventurers and thus mean trouble - no, they've been sent there specifically to encounter the PCs for some reason.

As if this first band of prescient NPCs wasn't enough - another one arrives in 4 rounds flat! That's less than 30 seconds later, with no explanation of why they're all suddenly converging on the players' characters' party. These new arrivals are allies, too - for some reason. They aid in the fight against the omniscient thugs, despite having never met the player characters. Neither has their boss any experience of the PCs at this point - but he clearly sends his minions to help the PCs before they actually need that help.

How do the NPC bosses know about the PCs? What if the player characters take steps to avoid being seen? What if the PCs scout out the area before leaving?

As crazy as all this seems, these are simple enough questions for a GM to think up answers to  (of course, if the scenario was properly written, you wouldn't need to). Here's how I might answer the issues:

How do the bosses know? The NPC bosses have been spying on each other, and the patron. The bosses are rivals, and this patron is clearly trying to manipulate things. When word gets to them that the patron has visitors - adventurer visitors - both bosses send their fellows round to see what's up. The allied boss's minions aid the players because they are fighting their rival's thugs.

The PCs are cautious. Instead of the patron's house being empty, there are a few unobtrusive servants. One of the servants is passing information to a spy of one or other of the bosses - and the other boss's spy is observing this leaked information. Thus once the PCs are safe inside the patron's house, the information can be smuggled out - and the various NPC groups can converge on the patron's house while the PCs are getting briefed.
If the PCs scout the area before leaving, they see the thugs scaring off the locals, ready to set on the PCs as they emerge. The PCs have the chance to try to avoid them, intervene, or whatever they wish - but the allied NPC minions arrive as scheduled, and the thugs start a fight with them. Our PC party is supposed to be a band of heroes - no evil player characters are permitted in this scenario - so hopefully they might intervene...

*Sure, I know the writer meant that there was nothing worth stealing, knowing that players tend to have their characters loot anything valuable, but that's not what the scenario said.


Dead-end maze


"Team Bravo: the first assignment" is a supposedly "mini" adventure scenario provided by Wizards of the Coast for the d20 Modern game, which immediately turned into a multi-session marathon, deviating from the original plot enormously.
It's not a bad scenario, but it's full of points where the players can easily and very rationally pursue other angles, or overlook something the scenario writers think is obvious. This isn't so much a true railroad, but a maze, full of dead ends, with only one path through it.

The plot is supposed to be essentially three encounters: one with a petty criminal who has witnessed some dinosaur killing his mate, one with the mad scientist who has cloned the dinosaurs and one of his specimens, and one with the remaining escaped dinosaurs.
However, the progression of the story hinges on a few set pieces:
  • Discovery and correct interpretation of a name tag at the scene of a crime (not too difficult)
  • Pursuit and live capture of the mad scientist after he's set a killer dinosaur on them (very difficult)
  • Discovery and correct identification of some tracking devices to pursue the escaped dinosaurs (medium difficult)
  • Facing the dinosaurs (utterly deadly)
Name tag, chase scenes and a few alternatives
Adventures need more than one path through them, or they run the risk of getting stuck. The Three Clue Rule is well established now, so I won't go over it again here.
If the players ignore or overlook the name tag in the first scene of the adventure, then there is no path to progress the plot.
To be fair, for the scientist chase, there is an alternate method provided to get the party to move on to the next part of the adventure: a set of scanners is present in the lab.

Deadly dinosaurs
The final encounter is a bloodbath, in which any of the player characters will be lucky to escape - let alone defeat the dinosaurs. Three dinos lurk in ambush in the sewer. The scenario is supposed to be written for 2nd level characters - very new adventurers. just starting out in their careers. I ran through the numbers for those dinos' attack capabilities, bearing in mind the heroes defensive stats.

Not to overwhelm this post with maths, the short version is that the average damage deal by these 6 hits is enough to immediately drop any 2nd level character in this game system, and more than enough to utterly kill most characters - and there is a third dino also in this ambush...

Also, the sewer itself is a death trap. An earlier point in the sewer has a severe undertow current, which requires a swim check to avoid submerging. The difficulty of that swim check equates to something like a 5% chance of success for an average character, or about 50% for a strong swimmer - but that's assuming the PCs are unencumbered by armour or gear. Wearing armour hugely impedes swimming chances in this game.
So, effectively, the scenario has an encounter practically designed to strip the armour off the characters, immediately before the dinosaur ambush...

Now, it's not necessarily a problem to have an overwhelmingly deadly encounter in a game - that depends on the tone. Maybe your game is supposed to end with one single survivor barely making it out alive (a horror action story, like Alien, or the Predator movie) - or maybe you expect the player characters to recognise just how deadly dangerous one of the dinos is from the earlier fight, and tool up ready for the hunt.
The scenario writers didn't plan that, though. The writing implies that defeat of the dinos is a foregone conclusion - "After the heroes defeat the deinonychuses in the sewer, they can go back and investigate ..." it says. There's no acknowledgement of the deadly nature of that encounter - nothing like "Assuming the heroes defeat..." or "...the surviving heroes can ..."
Nor is there enough time to prepare for the hunt: they're expected to rush in before they even fully investigate the lab. Okay, one can easily give the players time to prepare, but the wealth system of this game means that there's not a lot of extra equipment they can gather to help them out.

Fixing things
In running this game, I had to make several changes.
  • I added more clues - we need at least three, remember, and the writers had only given us two each time. (Two is better than most scenarios, to be fair.)
  • I gave the party time to prepare for the hunt, and more gear, and I re-arranged the encounter to remove the flanking ambush.
    • (It didn't help much, though - I still had to use a deus ex machina of some rival secret organisation to extract the nearly dead unconscious heroes, in the end. Thankfully, I'd been foreshadowing the existence of this other organisation throughout the adventure, and it also allowed me to add extra plot to the ongoing story - my players' characters were now indebted to their rivals...)
They worked at the time, but since then I've thought about it more, and I think I can do better. It still smacks of a railroad adventure: the players are pulled through a plot, each event happening on cue when they show up. Of course we need the players to be engaged by the story, but if they wander off to do something else, are the NPCs really going to sit around doing nothing?When I write adventures of my own, I like to write plans, not plots. The NPCs all have their motivations and agendas, and will carry on with them despite the PCs' actions. In the dinosaur adventure above, I'd include the dinosaurs as NPCs, too.

As written, those dinosaurs are just waiting in the sewer. Surely, they'd be more likely to get out there and attack more prey? And with more attacks - not just people, but animals too - the party might be able to find more clues.
Those clues need not lead them to the same events that the written adventure planned - can the dinos be tracked to their lair? Can the players lay a trap for the dinos?

The scientist in the scenario as written waits until the PCs come calling before he goes hunting the missing dinos. Shouldn't he be more proactive? Maybe some witnesses say they've already been interviewed, and give a description of the scientist. Maybe the PCs are tasked with investigating a missing person, when he gets eaten by his escaped creations...

Lastly, who hired the scientist? In the scenario, it's written that some secret military organisation commissioned the dinosaur project - what are they doing about all this?
In my version of the adventure, I used this complication - and it allowed me to pull my player characters out of the fire at the end of the scenario when the dinos proved to be as deadly as I've suggested above.

Mapping the tube


Ultimately, all these solutions boil down to one thing: preparation.
Read the scenario (thoroughly - don't skim it!) and make notes where it seems to be lacking depth, or is forcing the players into one railroad path.
For every railroaded scene or encounter, you should consider (and note down) the possible fall out, what the NPCs are up to while the PCs are footling around somewhere else, why the NPCs are acting the way they are written, and so on.

Plans not plots
NPCs carry on with their plans regardless of the PCs.
Consider what those plans are, and how they progress while the PCs are busy. Don't just leave scenes primed and waiting for the PCs to find them.
(Of course, you can provide a set piece scene now and then - and it'll work better because it isn't the norm.)

Fallout and consequences
Rather than the story grinding to a halt, or all the PCs being killed when they stray from the prepared plot, it pays to have an idea of how the possible outcomes will feed into the NPCs' plans.
Who will lose out, and who will benefit? Think of a few ways in which the event can play out, and note down what the consequences are. This will make sure the players feel that their actions are really important in the game, rather than just steered toward your planned plot.

Realistic and limited NPCs
Knowing how your antagonists know what they know means that you can think about what they don't know, as well. You're not trying to defeat the players, just challenge them - and that needs to be a fair challenge.
Of course, in fantasy and some sci-fi settings, some NPCs might really be omniscient. But when you  decide to legitimately used omniscient antagonists, the players will be all the more worried and alarmed because this hasn't been the norm.
And even such omniscient NPCs should have some source to their knowledge - so you can consider whether it too can be thwarted.

When I first thought of writing this post, my first instinct was to bitch about how awful those scenarios were, but it's far more karmic and constructive to show how to turn those glitches on their heads.
Hopefully, then, I've provided a few ideas on how you might use an hour or so of thought and a few notes, to take a railroaded scenario and turn it into some thing more like a choice-filled tube map.

2013-04-08

After the Heroes are Dead

What happens to your game after a total party kill?

Eventually, despite all your careful planning as a GM, the players will lose. You'll be looking round at the blank or grumpy faces of your players after a TPK, feeling maybe guilty, maybe pleased with yourself - but realising that you've just stopped the game. Dead.

So - you've killed the whole player party. Now what?

You could of course play a different game - either a wholly different game (Monopoly or poker instead of an RPG), play with different RPG rules (Traveller instead of D&D), or play in a different setting (d20 Modern instead of d20 Future).

But if you've got all the gear in place to play your preferred RPG, you probably don't want to ditch that game just yet.

Here are a few options to let your game carry on in one way or another.

New party
The traditional solution to a TPK is a new party. The players start making up new characters. This was once considered the normal thing to do, just as killing the whole party was once considered fairly normal.
Of course, early RPGs tended to have simple character creation rules, so this process often only took a few minutes. Now we have two-page character sheets as the norm, and many options for customisation, the new party solution can be more of an ordeal, less fun.

If you're creating a new party, you generally have two options for continued play:
  • New goals: a fresh game in the same setting
    • The new party is unrelated to the old party, and will pursue different stories and adventures.
    • This will take a fair bit of work on the part of the GM - depending on when in the game session your TPK happened, you may get away with having some introductory hook before you get to take a break till the next session.
  • Same goals: pick up the pieces of the previous failure
    • The new party is a rescue team, or rival explorers, following the same or similar adventure path.
Captured, not killed
The bad guys have hauled the defeated and unconscious heroes away to some stronghold, where they regain consciousness. From this situation, they can think about escape ... regaining their McGuffins (and other necessary equipment) ...

  • Means of escape: how do they get out again?
    • You'll need to think about how often guards patrol and jailers visit, how difficult the lock is to pick, and so on.
    • You'll need a layout for the dungeon or wherever it is the heroes have been incarcerated.
  • Interrogation: how do you resolve torture and questioning?
    • Do the rules you're playing with have a mechanic for interrogation, or will you have to make one up? Can you just roleplay it - letting the player decide how stoic his character is? This will depend on your players, but it's worth thinking about this before you spring such scenes on the players.
    • Careful with this topic - your players will have different levels of enthusiasm for scenes of this nature.
Capturing the heroes can of course move them deep into the enemy base - which may have been a goal of theirs all along.

The capture scenario works best if the bad guys would realistically feel the need to extract information from the heroes, hold them ransom, or similar. It's not realistic if the bad guys would gain more by killing their enemies once they were at their mercy.
Remember though - even some dumb animals may store their fresh meat for later: like the spiders in Middle Earth

A variant of the capture idea is that one of the heroes gets away.
Perhaps the sneakiest of the hero party isn't found during the imprisonment of the fallen, and comes round by herself later. This gives us a cinematic episode in which you can jump back and forth between the gloating bad guys, and the daring rescue attempt.

Undead
The heroes become ghosts or vampires and continue a shadowy existence.

  • Vile undead: the vile bad guys re-use the fallen heroes as undead! 
    • A few more vampires for the evil army are always useful.
    • The players then have the option of playing as evil undead (which can be great fun in itself) or trying to regain their lost humanity.
  • Tragic spooks: the woe of the restless dead!
    • The heroes are insubstantial ghosts, trying to influence the world to right the wrongs they left unfinished.
    • This also marries up with the vile undead version, in that some players may wish to portray their monstrous undead characters as victims rather than predators.
You'll need to make sure you have some sort of mechanical method to resolve conflicts between the vile nature of the undead, and the resisting human soul. You'll also need to decide how - if at all - the heroes can be returned to life once they've become undead.
In less fantastic settings, for "undead", you could insert "hypnotised agent" - where the players' characters are returned as evil clones, cyborg agents, or Manchurian Candidates under the control of the evil mastermind. The outcome is effectively the same.
You may find that your players differ on whether they want to play as evil, or try to return their characters to life in some way. If this seems likely, you might find the group would enjoy playing these  factions off against each other.


Afterlife
The heroes are dead, and go to their appointed place in the afterlife.

  • Resurrected: you are our only hope!
    • The heroes are returned to life by some future earthly agents, perhaps to fulfil their previous mission, or perhaps to take on a new threat. Think of King Arthur and his knights, who will supposedly return to aid Albion in its time of need. Perhaps ages have passed, and the world is utterly different - the consequences of the heroes previous failure. Or maybe only a few months or weeks or days have passed.
    • In fantasy games, magic may raise the dead. In sci-fi, maybe cloning, brain download, or cryogenics allows the heroes to live again.
  • Fight for life: the Seventh Seal effect
    • the heroes are given the chance to defeat Death in the afterlife, and must argue their case  to return to life.
You'll need some ideas about how the afterlife appears in your setting, what denizens there are, bureaucracy and rules, styles and themes. Are there different parts for heroes of different ethics and morals? Different cultures?

Dream prophesy
After the TPK, return the game to a prior point in play, and continue as though the previous deaths were some sort of vision or dream.
The morning before the massacre, with the heroes waking and preparing for the day ahead, is a good point to revert to, but you can pick any time you feel like - even just a few minute before.
One (or more) of the heroes had a dream or vision of the death of the whole party - and armed with that prophetic knowledge, they can try to avert disaster.

  • One visionary: the Final Destination effect
    • only one of the party knows about the vision / dream, and must try to convince the rest of the heroes about the danger ahead.
    • This requires the rest of the players to separate their player knowledge from character knowledge, and play their roles well. The dramatic irony of such a situation can be great fun to play with - but if your players aren't up for the challenge of role-playing ignorance, then this may fall flat. Your mileage may vary, as they say.
  • Shared dream: the whole party recalls the vision 
    • This is obviously as far more magical event, and will tend to elicit proactive cooperation to avoid the TPK.

These method work well if the party were heavily overpowered - they get a chance to plan ahead and try again.

Death in action
Planning and preparation is required for all of the suggestions above - but you can leave that preparation quite generic until you need it.
For the Captured scenario, for example, you only need to have a sketch of generic dungeon or jail, with a few notes on guards and locks - these sorts of things can be handy whether or not you kill everyone!

Of course, it's a good idea when the TPK happens to talk about what your players want to do. It's no good trying to carry on if the players aren't on board, and it's no good trying to change the tone of the game suddenly in the middle of play - making them all spectres, or going on the spirit journey through the afterlife - if the players aren't up for that.
Remember as well to be sensitive to players personal beliefs, as far as you know them. It can be helpful to reiterate that you're playing a fictional game, not exploring religious truths.