Are You Worthy? Need help with campaign ideas

MooCow

First Post
I'm going to be running a campaign in which the characters will be tested to determine if they are worthy to be champions of the gods. They will have to prove themselves Morally, Physically, Intellectually, etc. Now Physical and Intelectual isn't real hard to do. What starts to stumble me is the Moral/character part.

I'm looking for good examples from TV, Movies, Literature, or even your own campaigns in which characters are put through a test in which the choices they make ultimately determine whether they are fit to be the good guys and/or which determine what role they will play in the upcoming battle (IE, someone becomes the thief, someone becomes the fighter, etc). Now I plan to make these primarily roleplaying scenes, with little to no dice rolling. I'm looking for some good examples that not only give me ideas, but help me get the feel for such a scene.

A good example of what I'm looking for would be the scene in Excalibur where one of the knights has to answer several questions before being able to take The Holy Grail. He has to show that he understands the link between The Land and The King.

Thanks for all your ideas!
 

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You mention "gods" as in plural- does this mean that there are different gods with different portfolios and interests? If so, there could be varying opinions on what's considered morally strong character. One god may want the PCs to be honest & forthright, another may not care as long as they get the job done.

I'd give them multiple tests, depending on which gods they're dealing with. Solving all the problems, while at the same time juggling the different moral constraints imposed by various gods, would make an excellent "wisdom" challenge.
 

Ever played Baldur's Gate II? In the final showdown with the evil mage in some miscellaneous lower plane, you're required to pass several tests - there are two to three ways to do each one. You can choose either evil or good, and it affects the ending and the powers you get (I think). You'd want to only allow the good choices to work, of course. Anyone remember any of these? I don't have a saved game towards the end, and I'm not going to spend 80+ hours working towards it (though it's a great game, I finished it three or four times before it started getting repetitive - amazing number of sidequests).

The little I remember:

You have to run through a gauntlet of creatures that cast various fear effects. A demon (in disguise, of course) at the beginning offers a cloak that makes you immune to fear, but he makes it out of unicorn hide.

There's one where you fight a the fallen soul of the bad guy from BG1, but your evil/good result is based on what you say to him.

......can't think of any others, sorry...
 

This is from another post...i would love to accredit the auther but i forgot where it was...sorry to whoever posted this

im not sure if this is applicable, but it seems to test moral

Part 1:
Chief honcho feeling old, needs to test suitability of daughter as
heir. A crafty sage NPC called to help.
Sage's plan: A honcho's man will pretend to turn traitor and with
PC's will kidnap daughter. (Big deal - everyone is cooperating). They
will tell daughter she is to write note saying father to come alone with
ransom. He will be bumped off by ambush and they will see daughter
confirmed as heir but she will take orders from rival evil honcho. They
have permission to scare her with anything short of real torture. She
passes test if she refuses to write or finds a way to warn, or manages an
escape. A largish group is hired as daughter normally well protected and
PC will really be acting as a guard and protect her whatever her
choices...Pretty boring easy money for players huh since all set up?

Catch:
The man chosen to play traitor really is a traitor in pay of uncle.
The opportunity to dispose of daughter and become heir is seized. The
traitor will suggest a cave in isolated area (which just happens to be
moderately fortifiable - not by design; he just likes the isolation) as
place for the hold-out and the father (anxious to be fully informed)
agrees. PCs may have a better idea but unlikely they will be in a place
unknown to the traitor or father. Traitor is a coward and won't attempt
on the life of the girl himself but will use any excuse to leave PCs with
girl. Uncle will bring large force to bear on the PCs to wipe her out.
(and them). Traitor to blame the PCs.

The daughter:
Really a good choice. Will not at first agree but will grovel and
pretend submission. Will write note but encoded to warn. If no other
opportunity has arisen, the traitor will say he will take note. If the
players later tell her its a setup (when trouble begins), she will
demonstrate fine combat skills.

Baddies:
Whatever number to test your PCs. Will (treacherously) offer free
passage if they will hand over girl. (PC's may think the daughter
worthless and be tempted to hand her over - mine were! If they do, they
will not be allowed to leave alive since they are to be blamed with it.
Dead men tell no tales. Fortunately mine remembered orders to protect no
matter what and girl will reveal the actual contents of her note when she
realises the PC are on her side). The negotiation delay will give some
time for setting up defences if it occurs to players to hedge. Too bad
if they don't.
If the PCs can hold out 2 days, a concerned father will arrive with
relieving force.
-------------------------------------------------------------------------
Part 2:
[This was an extension as players grumbled about tiny pay (it was
supposed to be an easy job) and here the sage helps.] I made an earlier
post on the net frp conference on moral dilemmas and here is the detail.

In reward for services, a sage offers this little test to a group of
PCs. This is a variation of the famous Prisoner Dilemma based on an
essay by Douglas Hofstadter in Metamagical Themas. This will work best
with a group that are really involved with their characters and have
played them for some time.
Players given a counter which is red on one side, black on the other.
They are to hand it secretly to the sage either red side up or black side
up. They will be rewarded according to how all play.

If a PC returns the piece BLACK side up he/she gets:
For every other player turning in a RED side: A Big reward.
For every other player turning in a BLACK side: Nothing or very small

If a PC returns the piece RED side up he/she gets:
For every other player turning in a RED side: A moderate reward
For every other player turning in a BLACK side: Only a small reward

It is important the player really understand the reward system before
they make the choice. It is also very important that they can't discuss
with each other what they will do and the returns are made in secret.
When I did it, I had the sage claiming (quite wrongly) he could magically
increase basic attributes and the matrix was:

BLACK choice:
For every RED piece: Attribute of choice increased by one unit.
For every BLACK piece: nothing.

RED choice:
For every RED piece: 50s in money
For every BLACK piece: 5s in money

The advantage of offering an attribute change, is that to the players
(more than the PCs) it was a very real temptation to offer BLACK. Of
course, if they all chose black, nobody would get anything. If only one
chose red, that player would be fairly annoyed while the rest get one
attribute bumped up. If you were the only player to choose black, then
you sit very pretty...the details of this dilemma are well discussed by
Hofstadter. He tried it for real money on his friends, here's your
chance to do the same. For once, the game is as interesting if the
player is trying to choose for a PC or doing it for him/herself.
Of course, all hell breaks loose when the sage reveals he is lying and
just gives each a little more than if all had chosen red.....
The GM should decide what reward matrix the game balance can handle
and whether the sage is honest, but do recommend the attribute lift as
bait.
 

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