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Advice on running an amnesia storyline
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<blockquote data-quote="Steverooo" data-source="post: 1825171" data-attributes="member: 9410"><p><strong>I have run this adventure, before...</strong></p><p></p><p>Yep! I ran the very same thing... I even have a version of it (for the <u>2300AD</u> Sci-Fi RPG) on my web site, in the "Adventures" Section... See "The Mind-Wipe Facility"!</p><p></p><p>I think you'll find that you HAVE to use pre-generated characters, as otherwise, the GM won't know what the PCs can remember, how many skill points they have, etc. Not even what their saves are... Just pre-gen one of each PC Class, and go from there. The better you know your players and their preferences, the easier that'll be...</p><p></p><p>Then, ask the players what they want to play, and pass them the character sheets with just "Fighter", "Ranger", "Wizard", etc., on them. You have all the rest of the info handy.</p><p></p><p>What I did was to start everyone off naked, strapped down to a table, with a needle in their arm, and described what little they could see (you'll need three descriptions, for this: Normal, Low-Light Vision, and Darkvision). After the description is read, I ask what they want to do. From there, everything else is a task.</p><p></p><p>Most want to get free. I ask them what they do. Breaking the straps is DC:20 STR, one-shot, only. rocking the tables doesn't work, as they're part of the structure. Slipping free is DC:Whatever, DEX, and can be retried.</p><p></p><p>As PCs try to do various things, "The hands remember what the hands have done, Weedhopper!" They get a Memory Task (let's say DC:20 INT) to recall whatever ability they're using. Success on the Memory Task when trying to break the straps gives them their Strength score and modifier, and success in the MT when trying to slip free reveals DEX.</p><p></p><p>Once free, PCs will search the room, find little, and start looking for a way out. Some will want to know what they were drugged with... You can make tasks for all these skills. Any ATTEMPTED task (whether successful or not) allows a MT for the skill used.</p><p></p><p>Once the PCs (or ONE PC) gets out into the hall, they can free the rest, and compare notes. From there, they go looking for answers, and stuff (usually clothed in bed sheets, and unarmed).</p><p></p><p>In my scenario, opening doors to rooms could lead to other Mind-Wiped NPCs, my 2300 version of a Succubus, or one other conscious NPC of no import. Also on this level was a guard station with two guards, and a storage room where all the PCs' stuff was...</p><p></p><p>Seeing their gear also allowed the PCs to make MTs. A Ranger with Heal skill could roll to remember upon seeing a Healer's Kit, for example, while a Rogue might remember trapping upon seeing a roll of Snare Wire. Since a lot of NPCs have been Mind-Wiped, down here, there were over 300 boxes of gear, in my game... Plenty of tools also usable as weapons, as well as all the PCs' stuff!</p><p></p><p>Sooner or later, though, the PCs would either wander into (or be wandered into by) the two guards on this level. These two Warrior types were armed with non-lethal weapons, and would simply lock the PCs back up... Since the PCs outnumbered them, however, as long as they were quiet, the two guards were no problem. Other than that, they could bungle around on this level for as long as they needed to, in order to get equipped, and learn something about their combat abilities...</p><p></p><p>Once the guards were done for, the PCs remaining conscious could try to open the doors to the shaft leading up (which required tools), then climb a smooth wall, using a corner (which only one PC was likely to be able to do). Then he would have to climb around the elevator car in the shaft, get on top, open the trapdoor, and find a way to get the other PCs up there... Then they could explore level two, encounter more guards, and perhaps learn more about what was going on...</p><p></p><p>The "Succubus" was my safety valve, as she had a host of powers, and immunity to Toxins, so the Mind-Wipe had had no effect on her. She was also there to hassle any male PCs who were hassling any female PCs, during the first part of the adventure. If the combat was too tough, she could also help out, but otherwise just hung out and followed along, until she could escape. (in 3.xe, don't use a real Succubus... Maybe a Sorceress, instead).</p><p></p><p>Anyway, even though the version online isn't 3.xe, you can get some ideas from it. Just figure out who's doing what to cause the amnesia, why, leave clues, and then make sure the PCs have the skills required to escape, get the clues, and figure out who did what.</p><p></p><p>I made the first level of my facility almost impossible to get killed in. By the time the PCs had opened the doors, they would have HAD to recovered their gear, and would be ready for the tougher challenges of level two, where REAL combat could occur. You could do something similar, if you wanted to...</p></blockquote><p></p>
[QUOTE="Steverooo, post: 1825171, member: 9410"] [b]I have run this adventure, before...[/b] Yep! I ran the very same thing... I even have a version of it (for the [U]2300AD[/U] Sci-Fi RPG) on my web site, in the "Adventures" Section... See "The Mind-Wipe Facility"! I think you'll find that you HAVE to use pre-generated characters, as otherwise, the GM won't know what the PCs can remember, how many skill points they have, etc. Not even what their saves are... Just pre-gen one of each PC Class, and go from there. The better you know your players and their preferences, the easier that'll be... Then, ask the players what they want to play, and pass them the character sheets with just "Fighter", "Ranger", "Wizard", etc., on them. You have all the rest of the info handy. What I did was to start everyone off naked, strapped down to a table, with a needle in their arm, and described what little they could see (you'll need three descriptions, for this: Normal, Low-Light Vision, and Darkvision). After the description is read, I ask what they want to do. From there, everything else is a task. Most want to get free. I ask them what they do. Breaking the straps is DC:20 STR, one-shot, only. rocking the tables doesn't work, as they're part of the structure. Slipping free is DC:Whatever, DEX, and can be retried. As PCs try to do various things, "The hands remember what the hands have done, Weedhopper!" They get a Memory Task (let's say DC:20 INT) to recall whatever ability they're using. Success on the Memory Task when trying to break the straps gives them their Strength score and modifier, and success in the MT when trying to slip free reveals DEX. Once free, PCs will search the room, find little, and start looking for a way out. Some will want to know what they were drugged with... You can make tasks for all these skills. Any ATTEMPTED task (whether successful or not) allows a MT for the skill used. Once the PCs (or ONE PC) gets out into the hall, they can free the rest, and compare notes. From there, they go looking for answers, and stuff (usually clothed in bed sheets, and unarmed). In my scenario, opening doors to rooms could lead to other Mind-Wiped NPCs, my 2300 version of a Succubus, or one other conscious NPC of no import. Also on this level was a guard station with two guards, and a storage room where all the PCs' stuff was... Seeing their gear also allowed the PCs to make MTs. A Ranger with Heal skill could roll to remember upon seeing a Healer's Kit, for example, while a Rogue might remember trapping upon seeing a roll of Snare Wire. Since a lot of NPCs have been Mind-Wiped, down here, there were over 300 boxes of gear, in my game... Plenty of tools also usable as weapons, as well as all the PCs' stuff! Sooner or later, though, the PCs would either wander into (or be wandered into by) the two guards on this level. These two Warrior types were armed with non-lethal weapons, and would simply lock the PCs back up... Since the PCs outnumbered them, however, as long as they were quiet, the two guards were no problem. Other than that, they could bungle around on this level for as long as they needed to, in order to get equipped, and learn something about their combat abilities... Once the guards were done for, the PCs remaining conscious could try to open the doors to the shaft leading up (which required tools), then climb a smooth wall, using a corner (which only one PC was likely to be able to do). Then he would have to climb around the elevator car in the shaft, get on top, open the trapdoor, and find a way to get the other PCs up there... Then they could explore level two, encounter more guards, and perhaps learn more about what was going on... The "Succubus" was my safety valve, as she had a host of powers, and immunity to Toxins, so the Mind-Wipe had had no effect on her. She was also there to hassle any male PCs who were hassling any female PCs, during the first part of the adventure. If the combat was too tough, she could also help out, but otherwise just hung out and followed along, until she could escape. (in 3.xe, don't use a real Succubus... Maybe a Sorceress, instead). Anyway, even though the version online isn't 3.xe, you can get some ideas from it. Just figure out who's doing what to cause the amnesia, why, leave clues, and then make sure the PCs have the skills required to escape, get the clues, and figure out who did what. I made the first level of my facility almost impossible to get killed in. By the time the PCs had opened the doors, they would have HAD to recovered their gear, and would be ready for the tougher challenges of level two, where REAL combat could occur. You could do something similar, if you wanted to... [/QUOTE]
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