Do your players recognize the influences of an adventure during play?

Wizbang, well, its been a long time since I created it. Almost 5 years ago methinks. It was pretty simple and done mostly free form. Each level had a puzzle that had something to do with the sin that the level was based around. The players had to solve the puzzle in order to get through the gate to enter the level.

For example: the gate to the second circle (lust) was a riddle or puzzle that had something to do with sex or adultry. Once through the gate the dungeon level was full of random monsters and things that flew about aimlessly and violently. Even at times the players would be lifted off the ground and possibly tossed into another room, in which case the other players would be forced to follow if they didnt' want to lose thier ally. They were given saves every once in a while to prevent them from being blown around. Think DnD's plane of chaos. If you read the Inferno this would make sense to you. However if you haven't it might not be so clear, at first.


Also, on each layer they met some one who communicated with them who was there being
punished for a sin they commited which had to do with the theme of the layer/circle.

For example: Meeting Franscesca in the second layer/circle. She tells the PC's about how she cheated on her husband with his brother. Then was later killed violently by the husband. The husband was later seen in the Seventh circle in the Outer Ring emersed in the river of boiling blood.

Once they made it through the level or cirlcle, they would then find themselfs at the next gate with another puzzle that had to do with the next level or circle they were about to deal with.

Later when they started to catch on, in stead of allowing them to make knowledge rolls or spellcraft or anything like that I kept a copy of the Divine Comedy out on the table with the Inferno section dogeared. If they wanted help they could do the research themselfs. What kept it from being too complicated was that copy I had had foot notes and was pretty dummy proof.

The reason they were there in the first place was to rescue an ally. They made a deal with a paticular diety that if they traveled all the way throuth the 7 layers and faced all the sins of man, and defeated the "Demon with the three heads" on the last layer/circle they would be given back thier ally, from a previous game that was killed and taken to the deepest depths of the Inferno. What they didn't know was that the diety, was going to take over the inferno, once the PC's have gone through and eliminated the gate guardians and defeated the "three headed demon" whom ruled the inferno.

Overall the game was real interesting but alot of it was based soley on shock value and it really only works good with a mature group who can handle horrible crimes like murder, and rape. The more disturbing I made each layer/circle the more the PC's showed interest.
 

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When I was young, we would create adventures to perfectly mimic whatever movie we'd just seen, and the influences were comically obvious.

With just the slightest effort to shave off the serial numbers though, you can probably take your players through Keep on the Borderlands and they wouldn't know it.
 

Heck, half the time I don't even notice when I'm riffing off of stuff I've read or watched. ;)

I have seen, however, frequent INCORRECT associations. Someone accused me of stealing from the Macross saga without me ever having read it. More aggravatingly, due to Dragonlance IP-backwash (sorry, DL fans), at one time I couldn't run a game with Death Knights or the Orbs of Dragonkind without players associating it with DL.
 

Psion said:
More aggravatingly, due to Dragonlance IP-backwash (sorry, DL fans), at one time I couldn't run a game with Death Knights or the Orbs of Dragonkind without players associating it with DL.

That's when you bring out your 1st edition DMG, open it to the page where Orbs of Dragonkind are listed as artifacts, and then swat them across the head.
 

Geological epochs ago, I read an article in Dragon that said a good GM should be an "omnivorous vaccuum clearner", taking inspiration from all the history and entertainment media he or she knows. The expression has stuck with me ever since.

Remathilis said:
I've been stealing Doctor Who plots for a year or so now and none of my players who watch it have caught on.
Aw, man, I'd love to see how that works. I can imagine a lot of awesome stuff could be done with plots like The Brain of Morbius or The Claws of Axos. And a fantasy version of the Daleks--one that's conceptually similar, but visually original--is a really interesting idea (I'm picturing some kind of rolling, golem-like stone sphere, with a brain-like creature encased inside, or maybe some kind of blind, degenerate goblinoid).
 


Way back in the day I ran an entire Top Secret campaign based on Tintin plots. Of course, I don't think any of my players had a clue who Tinitin was.
 


As a player I'll usually catch on to an influence/inspiration pretty quickly as long as it's something I'm familiar with.

I have one GM whose adventures are always based on some book or tv show or movie. But he's fairly obvious about his influences. He usually wants us to know what the adventure was based on.
 

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