OK,
admittedly, I’ve only done this once, but I really like the concept. Here it is:
Most of us hate exposition. OK,
the first time you see the history of the universe scroll in front of you from
a 70mm projector, it is really cool, but after however many years, it’s
dull. Unless you get James Earl Jones or
some other phenomenal voice to read you all the history stuff, it’s
boring. Let’s be clear, when one of us
as GM reads the history to the players, it’s dull!
So
- the goal is to avoid the exposition - the monologue that most GMs need to
read aloud at the start of most campaigns (and most missions). So here’s what we do - You play a mission
that gives clues to the history of the world and/or this campaign. I like to think of it like the start of a Bond
movie. Ever notice that Bond movies
always start with some fantastic action scene?
Does that scene set up the movie?
Sometimes. Sometimes not. This would be one of the “sometimes”. But nobody cares about the why and who and
the motivation during those action scenes; they just love the stunts!
That’s
what we’re going for here! Here’s a good
example: Everybody is told to pick one
of the stock characters out of the pile.
All the characters are rather basic soldiers, though there are humans,
halflings and centaurs. No healers, no
mages. (This would be a great way to
teach the rules to new players, too!)
The mission start exposition is this:
Do you all have a character sheet now?
OK, It’s dusk. You are soldiers
protecting the city of Villai. The
warning horns have just sounded and your city is under surprise attack by the
Latvich army from Garnock. You are fully
armed and armored. You walk out of your
barracks and you see a squad of Latvich soldiers running towards you. Initiative.
Really
- that’s it. Where is Villai? you don’t care. Who are the Lats and why are they
attacking? you don’t care, and you don’t
know. How come none of us cast
magic? Because you’re grunt soldiers - roll
initiative or I’m going to attack you.
But what does my character want to accomplish, what’s my history? you don’t care. You want to accomplish survival.
But
you won’t. Massive battle is going on
and you as GM just throw them right into the middle of it. You could have this be a couple of gaming
sessions if you want to! They could
connect up with more senior officers and bigger units. They could protect a family home from looters. They could get chased down the streets by
chariots with archers and only be able to stay ahead of them by quickly ducking
around corners that the chariots cannot manage.
They could take to the roofs and try to be snipers only to have a
company of soldiers working their way up the stairs to the roofs to kill them.
HUGE
action! No role-playing, but huge action
and fun! During this massive melee, the
party sees two halflings being chased by three enemies. They intercept the bad guys and save the two
halflings, who promptly run off hopefully to safety. But just before the halflings turn a corner,
the one looks back as says, “Thanks buddy.
Go cover my retreat, OK?” Does
this matter? Not at the time, no. This is a one shot mission and the party is
going to die before dawn breaks -You’ve stacked the odds completely against
them.
Then
you start a new campaign and the party is based in Villai 25 years later. The city has been mostly rebuilt and life
goes on - standard adventuring stuff.
Eventually they get caught up in the whole issue of who stole the crown
jewels of Garnock and why did that cause Garnock to burn Villai 25 years ago. That was the battle they were fighting. Now it makes sense, sort of. They run into the same units; not the same
people, but the same armor, weaponry, etc.
So it sort of seems familiar, because they were exposed to it
before. Oh, and the “retreating
halfling”? Yeah - he actually had the
crown jewels on him. Their seemingly
unimportant characters who died before anyone knew what they did, saved the
life of one of the conspirators and thereby prevented the crown jewels from
being recovered by Garnock. Had they
failed to save the halflings in that first fight, Garnock would not have burned
the city. By saving the burglars, they
doomed their own city. OK, I think
that’s pretty cool, even if it takes you a dozen game sessions to get to that
reveal.
I
said I did this once before. We had a
May convention - local, small, but we felt we had to go. They wanted me to run some relatively big
Legend Quest games. OK, I can do
that. But my eyes were on GENCON in
August. I was planning to run The
Endless Siege, a game that would fill every slot at the world’s biggest
(arguably) gaming convention and a spiritual sequel to The Endless Dungeon we
ran in 1991. So here’s what I did: The May convention mission was for a team of
adventurers (sort of a special ops unit) to destroy the Flying Fortress - an
actual flying building (not that big, but big) that was to serve for the bad
guys’ HQ at the Endless Siege. If they
succeeded, there would be no Flying Fortress at GENCON, but if they failed, it
would become a focal point of the 60 hour mission.
They
failed - The Flying Fortress was the focal point of the Endless Siege, and
truly the most fun we had during the event.
But that was cool! The folks at
GENCON knew that the May team(s) had failed and therefore it was the fault of
some other gamers that they now had to contend with this thing.
I
know you will still have to do exposition!
But running a prequel mission that helps to set up the action in the
actual campaign can help to jump right into the action without everyone
starting to get bored. Honestly, I like
the idea of fighting the Sack of Villai before basing a campaign there, even
though the retreating halfling seems a bit overdone, and unlikely to be
memorable enough to be the “big” link. I
think having the party play through the destruction of their city and then
jumping 25 years forward will help root them in pride in their city and a
hatred for the Latvich forces. Passion
is a tough thing to generate in a role-playing game, but it is awesome if you
can get there!
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