Inception Needs to be an RPG

Just saw Inception last night - what a fantastic movie. I heartily recommend it (Chris Nolan is quite the talent, isn't he?).

As for games, by the end of the film, I'd decided that Dread is the perfect system to host a "game of the film" one-shot, and have started mental preparations accordingly. :) The tower as analogue to the shakiness of the dream just seems too perfect.
 

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Tangent:

Of course, you'd also be looking at cracking the heist movie RPG nut: The heist genre is driven by incredibly clever protagonists putting together incredibly clever plans and the enjoyment we get when "a good plan comes together". Is there a way to duplicate that despite the fact that your players probably aren't strategic geniuses? (Narrative retcon mechanics would probably help, so that players can launch cleverly conceived counter-strategies with the benefit of 20/20 hindsight.) Is there a way to make the planning itself game-able?

The narrative retcon mechanic sounds like the perfect way to handle the heist-in-RPGs problem. Usually a movie heist involves tricking the audience into thinking the protagonists have screwed by getting caught somehow. A heist essentially is a railroad laid down by the players. In this manner giving each player an "Action Point" that could be spent doing a retcon would allow the players to fool the GM when they have screwed up. The question is how far can the player unravel the story to get back on track.

Unfortunately, even this does not solve the real problem of a heist: you need to detail everything at the location of the heist and you need to detail every single person remotely involved in the location of the heist. And you need some way to convey this information to the group without boring everyone to tears. Reading long dossiers is not conducive to fun.
 

I have to say that I did run one campaign arc in which what happened was not really what happened...dice were thrown at me.

Perhaps I should have included Susan Pleshette...

It sounds like more a setting than a stand-alone RPG- bet you could run it fairly easily in HERO or M&M. And it might even work in something like Everway or even Primal Order.
It's got that whole fully conceptualized world-scape thing going on, kind of like Shadowrun. The setting, and story behind it, are what really draw me to the whole thing, but I think there are just too many specific elements I'd need or want rules for that I'd have to spend a lot of time doing in a system not already designed for it.

Well, HERO & M&M are so flexible, they'd probably still work...but I understand what you're saying.

But Everway and Primal Order, by their very nature, may have the kind of mechanics you're looking for, generally speaking, since both deal with multiple planes of existence, some with their own rules.

Of course, not having seen the movie- just the trailers- I could be wrong.
 

Unfortunately, even this does not solve the real problem of a heist: you need to detail everything at the location of the heist and you need to detail every single person remotely involved in the location of the heist. And you need some way to convey this information to the group without boring everyone to tears. Reading long dossiers is not conducive to fun.

It's definitely a tricky balance.

Doing this in a storytelling game is much easier: Instead of planning everything out in detail, your create mechanics that allow the players to define the specifics of the mission as they're playing it.

But I'm reminded of the Three Clue Rule, where Justin Alexander writes: "But while it may result in a game session which superficially follows the structure of a mystery story, I think it fails because it doesn't particularly feel as if you're playing a mystery." Similarly, while this can create the structure of a heist story, it fails because it doesn't actually feel as if you're playing the role of Danny Ocean.

Unlike the mystery story -- where I feel the Three Clue Rule gives you a viable structure in which you can play a competent detective -- I'm not sure that the heist story is a soluble one. The enjoyment we derive from a mystery (wondering what the solution is) maps to the protagonist (who also wants to solve the mystery). But the enjoyment we derive from a heist movie (puzzling out what the con is) doesn't map to the protagonist at all (who's actually planning out the con).

IOW, playing Danny Ocean or Thomas Crown doesn't scratch the same itch as watching Danny Ocean or Thomas Crown in action scratches.

With that being said, the angle I would explore would be to keep the play-generated content of the storytelling game but hide it behind the GM screen while simultaneously making the creation of the plan into part of the mechanics of the system.

To be truly effective, I think this would need some meaningful and fairly unique structure. But the basic idea would be that the GM would start with only the broadest outline of an idea ("there's a hotel") and that idea would be fleshed out in response to player investigation ("we need a way in", "gimme a scout check", "25", "there's access to the central cooling shafts through the air conditioning plant on the roof").

It would probably be useful within that structure for most or all failures to be taken off the table. So if you fail on your check, you don't fail to find a way into the building. Instead, the way into the building is complicated ("you find a cooling shaft, but it's been rigged with motion-detction lasers").

A few more interesting design points:

(1) You want to avoid leaving each scenario so broad that the players are essentially painting on a blank canvas each time. OTOH, you don't want so much specificity that they bog down in dossiers or need to be railroaded to the GM's predetermined plan for the heist. Where exactly is that happy medium?

(2) Would it be possible to classify each type of common con, figure out the common denominators, and then design scenarios so that any con can work as long as its planned right? (Without turning prep into a nightmare.) Maybe if we can find enough common denominators.

You know how con movies always have people referring to different cons by nicknames? I've always wanted to track down a list of all the classic cons, but never had any luck. Anybody know of a resource for that?
 

Of course, you'd also be looking at cracking the heist movie RPG nut: The heist genre is driven by incredibly clever protagonists putting together incredibly clever plans and the enjoyment we get when "a good plan comes together". Is there a way to duplicate that despite the fact that your players probably aren't strategic geniuses? (Narrative retcon mechanics would probably help, so that players can launch cleverly conceived counter-strategies with the benefit of 20/20 hindsight.) Is there a way to make the planning itself game-able?.

I don't really agree this is something you'd NEED in the game... Sure, it was part of this particular story, but I don't think it's an essential part of the world itself.

The setting seems like it could hold any number of different tales... That's what draws me to it in the first place.

A simple break in, steal the important info, and get out of the dream undetected would be a workable adventure itself.

Sure- it's not going to be a critically acclaimed scenario... but then again I'd be willing to bet most of our D&D games aren't really as well written/captivating as LoTR... They're still fun though!
 

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