Adventures where you've already lost

Obryn

Hero
On the off-chance that any of my players read this, please don't!


Anyway, I run a sporadic Call of Cthulhu d20 game in-between my 4e games, and I think I've finally found some inspiration for a new session. I'm becoming bored with the game's status-quo, so I'm going to un-status the hell out of the quo.

I've given a lot of thought to creating a feeling of hopeless dread in an RPG, and I've found that it's rather difficult. It's easy to get to an "Oh, crap, how are we getting out of this?" moment, but much harder to get to the slow build and revelation that a situation that seemed in-hand or at least manageable is, in fact, utterly hopeless. What's more, when it's possible, it's not always fun. So, I would like your advice on whether or not you think this idea is workable from a DMing standpoint, and what you'd think as a player.

The basic idea is that the PCs, through their organization and a series of dreams from their party's psychically sensitive character, get hints of a Deep One ritual to sink Chicago - the party's home base - into Lake Michigan. They're familiar with the Deep Ones; the first adventure of this "series" had them as a major nemesis, but they've been in the background since then. There will be a lot of investigation, some good shooty-bits, and quite possibly a few good senses of accomplishment as various cultists are rooted out and "foiled." But over time, they'll get more and more hints that the ritual is, in fact, already complete - and that there's no way to reverse it. They might be able to take out some of the ones responsible, but they've been too late since before they even started the investigation.

Also, this flips the whole "Investigators stop a cult from completing an evil ritual" boilerplate CoC adventure on its head. That kinda appeals to me, too.

I have some pretty good experience with running Call of Cthulhu - I've run it on and off for years - and this fits right in with what I'd expect out of a good adventure hook. However, I've never run an adventure where the ending is basically pre-ordained.

As a GM, do you think this is workable without it feeling like a huge railroad? It's quite literally already over before the adventure starts - but within the context, the players will still have a ton of freedom and choice. And they'll have a lot of decisions to make once the big reveal is settled.

As a player - keeping in mind that this is Call of Cthulhu - how would you react to a revelation like this?

-O
 

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I personally would react much better if it were some small, relatively unknown village or slum rather than a huge landmark like all of Chicago.

It's probably more of a verisimilitude issue, but I could easily see the former being covered up by the forces that be, while the latter is just too big for a snowjob.

If Chicago really did go under, my Investigator would run for high office on a platform of armed resistance against the alien menace, because their cover is blown. If it was just a small town, we'd all angst briefly and then return to covert counter-operations.

Cheers, -- N
 


As a player - keeping in mind that this is Call of Cthulhu - how would you react to a revelation like this?

The game, I suspect, would quickly shift from prevention to damage control...

In the short term, the goal of the PCs is no longer "Can we stop the ritual?", but "Can we save the population of Chicago?"

Later, the question becomes, "How do we stop it from happening again?"
 


My reaction as a player is

a) can the ritual be reversed (most players are going to explore this avenue because until it goes boom, most people will try everything to stop or mitigate it.)?

Be aware that most players are NOT likely to accept the 'you can't do anything to stop this' until Chicago swirls down the drain and the reality hits. That is because in cinema and books, there is 'always' some way to pull the plug on doomsday and most players are going to try to find it, even if it doesn't appear to exist.

b) save what you can or go for retribution - depending on the time remaining, what are my options - who can I save and how many? Or write everyone off and go for the destruction of those who initiated the ritual. It is unlikely there is time to do both.

The campaign is going to be different (at least until the big 'flush') depending on what the players think their priority is. As for me, I will opt to save as many as I can then look for payback afterwards.

The success is dependent on your players. For me, I am not a big fan of 'you can't win' type campaigns, which is why despite liking the system, I could never get into the Midnight campaign setting, because the default assumption is that the ultimate BBEG can't be defeated, only delayed.

I could get behind this campaign because it is one city out of many being lost and you can't win them all. It is quite a different thing if you were to say that the ritual to summon Cthulhu was successful and the big guy is coming and nothing can be done and the campaign is about how the party is going to spend the last days - then no, not interested.
 

Thanks, folks!

Whew; I'm glad that the reaction so far is generally positive rather than, "WTF?!"

I personally would react much better if it were some small, relatively unknown village or slum rather than a huge landmark like all of Chicago.
Well, I thought about that. But when it comes down to it, I want my players to be stunned by the enormity of it all. I don't mind world-shaking events, and like I said, I think the game needs a shake-up. Also, it's their home base and a city that all of us are familiar with... So maybe it will hit closer to home.

It's probably more of a verisimilitude issue, but I could easily see the former being covered up by the forces that be, while the latter is just too big for a snowjob.
Naah, it's global warming. :angel:

The game, I suspect, would quickly shift from prevention to damage control...

In the short term, the goal of the PCs is no longer "Can we stop the ritual?", but "Can we save the population of Chicago?"

Later, the question becomes, "How do we stop it from happening again?"
You see, I'm wondering if my players would react that way or not. It's one of the branching decision points I'm seeing. I think it's likely that their organization will just head for the hills, and I'm interested to know if my players would, too, or not.

My reaction as a player is

a) can the ritual be reversed (most players are going to explore this avenue because until it goes boom, most people will try everything to stop or mitigate it.)?

Be aware that most players are NOT likely to accept the 'you can't do anything to stop this' until Chicago swirls down the drain and the reality hits. That is because in cinema and books, there is 'always' some way to pull the plug on doomsday and most players are going to try to find it, even if it doesn't appear to exist.
And I'm prepared to let them look!

The success is dependent on your players. For me, I am not a big fan of 'you can't win' type campaigns, which is why despite liking the system, I could never get into the Midnight campaign setting, because the default assumption is that the ultimate BBEG can't be defeated, only delayed.

I could get behind this campaign because it is one city out of many being lost and you can't win them all. It is quite a different thing if you were to say that the ritual to summon Cthulhu was successful and the big guy is coming and nothing can be done and the campaign is about how the party is going to spend the last days - then no, not interested.
Oh yeah - this is only the start of more stuff to come. There's another ongoing plotline with the Mi-Go. This would basically be the half-forgotten B-plot taking over the series out of left field.

-O
 


Another place to look for inspiration might be the Star Trek reboot from last year. The unstoppable planetary destruction in that movie emulate your scenario quite nicely.



Oh, and also... I can't remember what time period you're running your game, but if it's anytime after the 70s, you have a government-run laboratory not far outside the city that makes antimatter with particles accelerators and collides it at high energies in order to emulate the conditions of the Big Bang.

For decades, conspiracy theorists have been worried that we'll create a miniature black hole.
 

I haven't played CoC since its original Chaosium days, so I'm a little out of touch with the game.

My main concern would be making sure there is some kind of success the PCs can pull out from this. I don't have any issue with the PCs being unable to stop the ritual, I think that can lead to some great stuff, but at the same time, there has to be something the PCs can look to as a success. Perhaps rescuing people, maybe limiting the extent of the ritual (e.g. the Deep Ones only manage to sink the downtown area and the tops of taller towers still rise out of Lake Michigan), but something to give the PCs a feeling other than complete hopelessness.

If you don't give them some kind of success to cling to, my concern would be a level of hopelessness so intense, they just give up. Basically, I would want the PCs to realize that while perhaps they cannot always save the world, they can make a difference in it.
 

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