drnuncheon said:
I have always wanted to run this campaign, but I have never had the right set of players. Maybe somebody out there does.
The campaign begins in our world, with a collection of unlikely heros. Through the machinations of various persons, they are drawn into a faerie Otherworld in which they engage in various acts of heroism, eventually saving the young queen and becoming Heroes of the Realm.
Sounds like a very typical fantasy story, right? Except it doesn't stop at "happily ever after". The heros return to this world for the second part of the campaign, which is all about how the events have changed them - because you'd better believe that fighting a war in Faerie is going to change you. How are you going to react to an abusive boss when you've stared down an Ogre Lord and slew him in single combat? What happens when nothing in the real world can match what you saw or did in Faerie? Do you reject your experiences, try to forget? Look for a way back?
The third part would be thirty years later, as we see what happened to both the heros and Faerie during the intervening time, as they are called on once again.
J
I just wanted to let you know, Doc, that I managed to play in a game with a similar predication to the idea you describe. At the time it was one of the best games I had ever participated in. The basic idea was to be playing ourselves (there were 3, later 4 of us). We started by witnessing an impossible 'magical' event, and then getting hit by the repercussions of that event. I can still remember meeting the talking cat (sounds silly - at the time it was downright spooky!).
Then we slowly began to change because of our experiences, transforming into creatures out of fairytale and nightmare, though still able to hide behind a facade of the mundane if we so chose. It was interesting just how alien we became as time went by. One embraced his heritage absolutely and became a murderous killing machine. Another retreated into fairyland, living a 'normal' life. A third tried to pretend she was still innocent, whilst embodying magic that twisted the hearts and minds of those around her, as her emotions were moved. And for myself, I tried to live on as a normal person, whilst being suckered into fighting on the wrong side by a woman he fell in love with (in the end I was hated by every character in the group - and we only met up when a real crisis broke out).
Four players - four characters - four very different responses to the events that slowly swept them up. But in many ways one of the finest sessions took place early on, when we were joined by an extra player for a single session. He too played himself, except that he was
entirely normal. At the time the story revolved around a vampire (of sorts), and he was manipulated by it, and later nearly slain by it. We managed to rescue him, and he helped us defeat it. In the process, of course, we revealed our true natures to him, the first person we'd actually confessed to. And his response was great - not awe, nor wonderment. But bitterness, anger, that we were special and he wasn't. I can still vividly remember the conversation we had at the end: "I am sorry it turned out this way. If it's any consolation, none of us
chose this, and if we could undo it, we would," I told him. He replied "It's
no consolation," with real bitterness. Our characters never spoke to each other again, and it was probably the most poignant moment of 'betrayal' I'd ever felt in an RPG to that time.
Mature-themed games are doable. It just takes the right group at the right time (I say the latter, since 12 years on I still game with the same people, but none of us think we could recreate that campaign now). Still, if it
is your cup of tea, and you
can get it, then, boy, does it feel fantastic!