Ever run a serious/emotional/dramatic game?

Hannibal King

First Post
For ages now I've been dying to run a serious, emotional, dramatic game - in effect a mature game. Part of the problem is I don't think some my players could handle it (they're 30 something year old players but can be a bit childish at times) and I'm trying to find a good idea to run with.

Anyone out there successfully run a mature game? (And I don't mean one with lots of sex!)
HK
 

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For the last 15yrs or more, this is the only game I like to run. As a DM I get to create compelling stories where the NPCs are like real people and the players get the opportunity to get involved in epic high fantasy with a gritty underbelly for lack of a better term. My players love this and because their characters seem more real to them. Because they are all at least 28yrs old they are mature enough to handle any themes I throw at them without getting weird of uncomfortable.

For example:

  • IMC a paladin may be immune to the effects of fear but she still feels it and may ask her god for help dealing with it when alone while putting on a brave face to inspire her comrades.
  • A noble priest may fall for a festhall girl and be torn between the duties of his station and class and love for this "inappropriate" lady.
  • Warriors sometimes start with a true relish for battle but after a decent number of levels may start becoming haunted by all the lived they've taken even in a just cause.
  • When the PCs are involved in a war they may have to deal harshly with men under their command who participated in rape or the killing of prisoners.
  • Fiends are fiendish and wholly evil to the point where most mortal minds cannot comprhend their depravity.
  • Raiders enslave and rape and pillage the way they did and do in our own world.
  • When a city falls to orcs....you really don't want to be a woman, child or male non-combatant. Sometimes defenders will kill their own wives and children before letting them fall into the hands of orcs and other humanoids because there are no illusions as to their fate.
  • War, violence and evil are vividly real and have real consequences. There is no rollicking slaughter in my games. Evil isn't sexy even though it pretends to be.

Now as heavy as all of the above is, there are great rewards. The PCs, if heroic will be loved by those they help and can find love amongst their admirers. For example when I was running a FR campaign I had Storm (The Chosen of Mystra) fall in love with a PC because he was a hell of a guy. The PCs can get recognition and lands and power and become the true movers and shakers of the world. The PCs will have earned what they have not only in battle but in achievements of all kinds.

Character development is rewarded by increased XP and because I don't usually run more than one heavy combat encounter per session I give liberal experience points for role-playing (at least if you try your best) and penalize metagaming. Some sessions there is no combat and intrigues and other sorts of adventure come to the forefront.

Mature games value atmosphere, depth and moral complexity. Heroes are heroes but they are still mortals with doubts, fears, regrets, loves, losses, etc. They are 3-dimensional characters.

I have had a player get teary eyed at the loss of his character's wife (a longstanding adventuring NPC in the group who had retired when she found herself pregnant) and child at the hands of a major villian that he failed to kill when he had the opportunity. He consigned himself to wreak bloody handed vengeance upon the villain and did so even though it cost him his life. The player was happy with that end for him because he knew that the character couldn't go on after that loss.

Mature games have mature themes but they are rewarding because they engage the player's emotions in a way that light and fluffy games cannot.

Don't get me wrong I don't mind playing in an irregularly scheduled beer and pretzels game from time to time where its more a chance to laugh, socialize and play around in a way I usually cannot in my normal game because it would be too disruptive. Mature DMing can be taxing because I find that like an author, I can really get into the NPCs and situations. Sometimes those situations can be very serious and sobering. Sometimes a lighthearted game of D&D or a video game is a great prescripton to counted the heaviness of mature, dramatic gaming.

Hanging out with my son and playing with his wrestling guys is probably the best antidote to the heaviness, at least for me. :)


Chris
 
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One of the best adventures I've run was very emotional. I even got a little chocked up myself describing the scene.

At the climax, a long-time NPCs ended up giving his life to save the party. It was sudden and tragic. Heh, one of my players pretended that he had something in his eye ;)

I wonder how many other DMs have had players cry at the table? :)
 

Man, there are few things more satisfying as a DM as when players immerse themselves so much in both their characters and the setting that they have real emotional responses to what happens.

Emotions like elation via victory or anger via defeat are easy.....an initiate DM could do that, but it takes a master of the art to weave the elements of RPing, the setting and the game together into a whole that evokes real sadness, introspection, affection, happiness (outside of that gained by getting a new magic item), satisfaction, etc. I don't mean that the player merely feels his or her own satisfaction, but that they get a sense of their character's satisfaction....very different things. ;)

For these players the game takes on a deeper dimension than otherwise possible. My players and I still talk about characters they had 10yrs or more ago as if they were real people they knew.

Ah, the real rewards of being a DM.....I love this game.


Chris
 

My games are mature the way Farscape or Firefly is mature. Meaning that we have a good time, but occasionally we buckle down and face some hard issues and tough decisions. Of course, that is usually followed by bad-ass fight scenes.

I don't have a group that would enjoy entirely dramatic gaming. We usually reserve that for Halloween.
 

RangerWickett said:
My games are mature the way Farscape or Firefly is mature. Meaning that we have a good time, but occasionally we buckle down and face some hard issues and tough decisions. Of course, that is usually followed by bad-ass fight scenes.

I don't have a group that would enjoy entirely dramatic gaming. We usually reserve that for Halloween.

I should add as well, that mature/dramatic gaming isn't something that requires all sessions to be either mature or dramatic. There is comic relief, laughter and whatnot of course but I think the difference in a mature/dramatic game there is the potential for real drama, emotional involvement and mature themes where appropriate.

Lest someone think that mature/dramatic gaming is all angst, pathos, tragedy and introspection....it isn't. Just like in a good movie or story, these things come into play where they are necessary.


Chris
 

I would have to say no, which isn't the same as saying I've never *meant* to. I think you need a long-term group with high player-DM trust, absolute player-DM compatibility, smooth group dynamics, and perhaps most importantly, regular and consistent gaming time to achieve such a campaign. Without the latter, all the character nuances you're trying to build just get washed away in the downtime between adventures, and you have to resort to a slightly broader brush. My current d20M group is starting to tick all the right boxes, but I'm still finding it hard to drop out of my regular style and into something a little more 'serious/dramatic/emotional'. Time will tell.
 

Yes. In fact, some of our games have been spent role-playing without rolling a single die for anything.

In our most recent game, one of the NPCs was killed by a giant machine. The PC hero visited each NPC and talked about the death and how it affected everyone. At the same time, he learned that he had to deal with the possibility of the passing of his own adoptive father, which would then make him the new King of a fractured community in a New World.
 

I've longed for it, but never experienced it in all my 20+ years because none of the other players wanted it. Much like horror gaming, dramatic gaming works only when the players become effected by the circumstances of gameplay; just as you have to scare players to make horror work, you must engage them to make drama work- and you may well have to fight your way through some serious opposition to make that happen.
 

caudor said:
I wonder how many other DMs have had players cry at the table? :)

I've had that happen. But it's very rare. I would love to run a "mature" game, but my players actually want to kick back and relax. Playing in that kind of atmosphere would run counter to their expectations.

So I've found that occasionally, when you least expect and plan for it, a session can become intensely, wonderfully real. Treasure those moments. :)
 

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