No Good Choices

I'd like to make a case for taking your game to the darkest places you can imagine. Not just with violence or carnage but the sort of horror that makes you question everything. This might sound complicated but it's actually very simple. You give your player characters no good choices.

I'd like to make a case for taking your game to the darkest places you can imagine. Not just with violence or carnage but the sort of horror that makes you question everything. This might sound complicated but it's actually very simple. You give your player characters no good choices.

choices.jpg

Picture courtesy of Pixabay.

I should start by saying if you are thinking of running something exceptionally dark or intense, make sure the whole group are on the same page with this. There are plenty of safety tools out there these days, so use them. Seriously. You might think you know your group pretty well, but you might not know them as well as you think. If the purpose of the game is going to the places most people will be uncomfortable with, make damn sure everyone is willing to go there and what their limits are.

So what am I talking about? Put simply I mean moral choices with no good answer. In a game like this players are constantly faced with situations where they have to make a decision between two options they'd never contemplate, and where doing nothing is just as bad. They might have to kill a friend to close a portal, otherwise demons will tear the world apart. They might have to decide who doesn't get to eat so there is enough food for everyone, and where sharing equally means everyone will die. If someone has to be sacrificed, will they lay down their life or choose someone else? Every path leads to something they will have trouble living with. There won't be an opportunity for them to kill a stranger or the bad guy to save the world, its going to have to be a friend, of someone who wants to live and has so much to live for. When faced with these choices, what is the right answer, and what bad things will they contemplate to find a different one?

Filling your game with these sort of no win situations might not sound fun, and that's understandable. But this level of horror can lead to very intense gaming sessions. You will get to see your characters at their absolute worse, and possibly their best, and in this way they live all the more. By uncovering the deepest and darkest parts of your character you will get to know them far better than if they just went down a dungeon. Putting a character through the wringer emotionally is often far more painful than doing so physically and far more revealing. It also allows players to consider some terrible choices in a safe environment. What would you do in that situation? Do you think you could choose more wisely?

Dark moral choices force a story to move in a very different direction. Usually, when faced with two bad options the protagonists insist they will find a third, better option. They are held up as heroes for not backing down, believing that if they just keep going and avoid making the choice they will be vindicated. But you can argue there is a certain cowardice to this, a refusal to accept the truth of a situation and face it. But what if they are wrong and (as they were told) there is no third option. Everything comes crashing down because they couldn't make a decision. Are their actions still laudable and heroic?

It can be a hard lesson for player characters to learn that they can do the best they can, and possibly achieve their goal, but not be hailed as heroes. You may have closed the portal to the demon realm and saved the Earth, but Richard isn't coming back, and neither is his family. It is hard to call it a win when your character may spend the rest of their lives wondering if they could have done something, anything, that would have turned out better. How long this haunts them, and how much will add layers to them, and create new dynamics in a character group. It's been a few months, but Bob still has nightmares, but why has Sarah seemed to forget about it, and where does Carl go at night and why won't he talk about it?

These choices need not always be big ones. Stories are full of people who did something they knew was bad, but didn't seem that bad, and it paid them well or got their mum the medicine she needed. The mysterious package that just needs delivering, or the door that they just have to leave unlocked seem no big deal. The money is too good to not do something so minor. But they know that no one would offer so much if it really wasn't that important. When the package turns out to spread a terrible virus, or the open door allows a killer to go on a rampage its already too late. But your mum got her meds, or you could pay off your brother's gambling debts before the mob killed him. So everything's ok, isn't it?

This sort of game isn't for everyone, or every game. It works best in horror and modern games, such as zombie apocalypse style games or cold war spy drama. You may like to keep your games heroic, and that's fine. But it can make for some very intense role playing sessions and truly memorable games. It is fun to play a heroes, but heroes aren't really that real. Real life offers hard choices, and making player characters face those choices makes them seem all the more real.
 

log in or register to remove this ad

Andrew Peregrine

Andrew Peregrine

Zardnaar

Legend
I try not to pull many betrayals out of my hat when I run a campaign, because when a trusted npc suddenly turns around and betrays the players, it undermines their trust in every npc henceforth. It also stretches believability. It can start to feel nonsensical if you're not careful. It can quickly create a feeling that the DM is merely throwing betrayals into the plot to create traps for the players, rather than to move the plot in a logical direction.
Instead, I tend to clearly establish trustworthy and untrustworthy characters, so that a betrayal doesn't come out of nowhere. It has to be properly set up, feel earned and it has to make sense. A loyal friend to the party wouldn't suddenly turn around and betray them, no matter the reason.

I haven't done it for a long time.

Over did it when younger. Newbitis.
 

log in or register to remove this ad

Over did it when younger. Newbitis.

I think it is definitely a beginner DM trap. It takes effort to make your players trust and like your characters. But once your players distrust a character, it is very difficult to regain their trust in anyone ever again. So it is definitely a tool in the DM's toolbox that should be used carefully and with restraint.
 

Zardnaar

Legend
I think it is definitely a beginner DM trap. It takes effort to make your players trust and like your characters. But once your players distrust a character, it is very difficult to regain their trust in anyone ever again. So it is definitely a tool in the DM's toolbox that should be used carefully and with restraint.

I was 17 or so.
 

Orius

Legend
Right now? With the world the way it is? No thanks.

Agreed. I don't like this kind of thing even in the best of times.

And safety tools? I'm the kind of player who tends to rebel in game instead and lash out in ways I can't get away with IRL. So out comes the derailing murderhobo.
 

Schmoe

Adventurer
I think a few of these types of conundrums, of small scope, definitely spice up the game. But the consequences should be small, otherwise you really do see the worst of your players.

I don't want to see my players at their worst, and I don't think my players want me to bring out the worst in them.
 

Oofta

Legend
If a DM consistently made me choose between two bad choices with no other option I'd find a different game. I hate modules that make you choose between a devil and a demon. In my experience all it leads to is everybody playing PCs that are self-centered with no morals.

It's like those movies where no matter what the protagonist does, everyone dies at the end. Might be fun twist in a movie on an extremely rare basis but it is so over used.

So sue me. It's a game and I want to play a hero who somehow overcomes the odds and wins in the end - even if that means personal sacrifice. As others have said, what works in a story doesn't necessarily work in a game, life is stressful enough as it is sometimes I just want to escape reality.

If you enjoy that style, have at it. Just be up front about it because then I'll know to look elsewhere.
 

Ovinomancer

No flips for you!
Hard choices can often be some of the best moments of play, but I think there's a huge difference between a hard choice that occurs through play and a hard choice the GM imposes. The former is the result of how play turns out -- things get put at risk, consequences build on each other, and you end up in a situation of the player's making that results in a challenging choice. Some games encourage this through mechanics by having strong consequence layering at part of the system (PbtA does this very well). But, ultimately, the players can trace how they got into this position throughout play, so it feels earned, and therefore meaningful.

On the other hand, if the GM is planning to impose a hard choice, like a villain presenting a kind of Sophie's Choice, then it feels forced, and many players are going to be resentful of the GM pushing this kind of choice on the player.
 


Blue Orange

Gone to Texas
Right, they sometimes call this a Sophie's Choice (after the book and movie where a main character is forced to pick which of her kids the Nazis will kill--as you can see, this is a very dark trope). Another example is in the recent Dark Knight movie where Batman has to decide whether to save his girlfriend or the DA.

I think these sorts of choices could be a very powerful roleplaying experience with the right group, but would turn off a lot of people. Even in a horror game this might upset a lot of people.
 

Right now? With the world the way it is? No thanks.
And this is why, with a great Fate-based campaign based on Morning Glories in my back pocket, brimming with death, evil and dark themes, I find myself running a Savage Worlds Flash Gordon campaign every friday night, with everyone having a ton of fun!
 

Remove ads

Remove ads

Top