Remathilis said:
Midnight, Ravenloft, etc.
DMs: How do you make a game that is defined as hopless or very un-PC friendly. How do you keep up PC spirits? What challenges do you give them? How do you handle increases in power, and how do you keep it fresh?
Players: How do you handle a game you can't "win"? What do you do for character goals, motivations, and keeping yourself alived?
Basically, what do you do to make it fun in a protentially depressing setting?
well, the unhelpful answer is that I don't. :\ If the game is defined as hopeless, its not going to be fun for me as a player or a DM.
On the other hand, if the game is commonly perceived as hopeless, but there is wiggle room, that a whole other ballgame... the solo game I'm running for my hubby right now could be considered hopeless. His character (a second string prince) was awoken inthe middle of the night by a King's Companion and had to flee his home ahead of a bloody coup, almost dying at the hands of 4 or 5 low level lackeys of the boss villain (they were a small number of his followers, per the leadership feat.) after fleeing the city he found the outlying temple of his god had been desecrated and the priests killed by the userper on his way into town. Over the next couple of days he found that his father and older brother were both dead, along with just about everyone else he cared about, his kingdom was in the possesion of a force of extremely powerful evil, and the extremely powerful evil had a legitiamate succession claim from several centuries back which would give the neighboring kingdoms an excuse not to lift a finger to help.
So, pretty bad. the whole point of the campaign however is that the situation is not hopeless, but rather will require small steps, subtlety and alliance building on a massive scale. Hubby knows that the point of this campaign is for him to gain power, cohorts and allies and eventually come back in wrath and glory. This is the plot, and even if his character doesn't know it, he does. This allows him to act heroicly and make the first steps in this process. And here is the important part - if he didn't know this, if I said "this is a hopeless campaign world where you have been cast out by an unstopable evil which you will never gain the power to challange" he would have been well within reason to get his character as far as the temple of his god in the next kingdom over, seek asylum, don the hat of disguise he has and say "my character lives out his life as a mid level priest and stays out of the way."
so the way I would deal with hopeless settings as a DM is to not make them truely hopeless. let the players know what the potentials for gain and improvement are and play it out. If you really want the setting to be without hope of the characters ever doing anything but surviving a while longer before they are snuffed out by the overwhelming weight of the evil which pervades their world... *shrug* can't help ya.
Kahuna Burger