Prophecy and Visions

Umbran

Mod Squad
Staff member
Supporter
Prophecy, visions, and other forms of foretelling the future are a staple of fantasy and science fiction stories. In novels, TV, and movies, it poses no problem, as the author doesn't have to worry about "railroading" players too strongly. For RPGs, though, they pose a major opportunity for dramatic tension (and bewilderment) as well as as risks to player freedom and generally having the thing go all askew.

So, let's discuss ways to handle Prophecy in RPGs in ways that maximize player entertainment!

A note: If what you intend to do is to reply to this thread with some variation of, "Railroading is badwrongfun for (me, you, everyone), so you can never use prophecy in games!", I ask you right now to go and find some other thread to entertain yourself with. This thread is not for you, and flat naysaying and argumentation won't be tolerated here, and I prophecy unpleasant results for you if you engage in such :) If you aren't here to be constructive, turn back now.

That said...

Here's a couple of ways I've seen prophecy used well, and both manage the problematic bits by sidestepping the issues....

1) The Bait and Switch:
This was from a 2e D&D game, but the setup works for any fantasy. Before the party forms, each PC has a short adventure in which he or she came across a distinctive magical item, that binds to them. They can't lose it if they tried. Then, the party comes together, and says, "Gee, we all have these items with this same crest on them, isn't that funny?" Soon after, they find a book in a nigh-illegible ancient language. Much game time is taken in slowly translating sections of the book, and they'll be darned if the book isn't describing *the party*, and things they are doing! Prophecy! Fate! Etc!

What the party doesn't know is that the book is retelling *history*. A past group bearing a passing resemblance to the current party saved the world, and then set up some mechanisms to pull together another group in the future if a similar threat to the world arose. Unfortunately, one long-lived enemy of this ancient group has spent the intervening centuries eradicating as much of the history as it could find. Issues with translation and the fragmentary history leave what information is available looking like prophecy. It also leaves it looking like the ancient enemy is actually an ally - when he meets the party, he poses as a mentor, and for a while uses them to further its destructive scheme. Eventually the party figures it all out, and wackiness ensues.

2) Never Aim for the Bullseye:
A Star Wars Saga game. Jedi can develop the ability to get visions of the future. In canon, this often turns out badly for the Jedi. This particular game took place in a slightly alternate past, about 5000 years before the movies, after what is known in canon as the Jedi Civil War - go look up Darth Revan if you want details. The Jedi are disgraced, and most of them are dead. In our story, one Jedi Knight drives himself to the brink of insanity exploring visions of possible futures, looking for one that ends up okay - and in that one, he gathers up a few Force-sensitive teenagers, and trains them to be Jedi. These teenagers are our PCs, and as I just noted, their Jedi Master is a bit of a crackpot.

Most of the players go for major combat abilities. One goes for being the "face", and turns out building a badass Jedi sorceress in the process. Me, I had to be different. In a game where everyone's magic powers are driven by Charisma, I use it as my dump stat, taking a Charisma of 10. I drop most of my points into Int and Wis, make myself an information and skill monkey, and look for Force powers that work well even if you can't hit a high DC. And then I see this power that can give visions - it is expensive in terms of Force points, but I can manage to hit the DC, and I am the information monkey....

So, to avoid our mentor's fate, my PC decides to make a vow. He will *never* try to disrupt the events he sees in a vision of the future. That way, quit literally, lies madness. Instead of trying to buck the fate he sees, he uses the information to prepare for the results of what he sees, or to subvert the implications. For instance, if he sees that the Republic flagship gets destroyed... we assume that happens. Can we make sure there's lots of lifeboats? Or, better yet, can we secretly evacuate the ship so that the Chancellor and crew aren't even on board when it gets destroyed? The game didn't last long enough for the GM to really test my resolve (or wit, depending) on this, but it did hold up for a while. But, by the time the game had ended, we had found some clone banks, so I was considering ways to even subvert visions where one of the PCs, including myself, were apparently killed.... :p
 

log in or register to remove this ad

I've used prophetic dreams as a warning of what would happen if the characters didn't act. Not railroading, but the seed for the adventure: if you don't recover this magic item, the lands will not be united under the High King and there won't be anyone to resist the enemy hordes. Pretty much a staple of fantasy, really.
 

3) Magic 8-Ball:

"The future is uncertain, ask again later." Prophesies are always flawed and imprecise. Any vision is open to interpretation. See also the Oracle at Delphi.

This can take many forms: visions may consist of bits and pieces that must be pulled together to form a coherent image, like a puzzle. They may rely heavily on symbolism. Or a hard fact may be known, but its timing and significance may not be- you may "see" that Bob killed Alice, but you may not know when or why...or even if the people you see interacting are actually those people.
 

I have used various forms of future-telling as a GM and received different forms as a player. Here is a sampling of the more memorable ones:

Foreshadowing large world changes
In an Ars Magica campaign set in England in the early 1000s, one of the companions had the Visions quality and started to have dreams of a the countryside being overrun with dragons – foretelling the Danish invasion (which in-game was being augmented by non-Hermetic magic). As time advanced, the players worked out something was going to happen, but decided to go all prime-directive and not get involved in the affairs of mundanes. As luck would have it, the invasion hit at the time ALL the mages had decided to go on a 6-month trip to Wales as a lark. By the time word reached them, at least half were dead from in-fighting and the campaign ended shortly thereafter.

Day-to-day fortunetelling
In a 2e campaign, my character was a skilled astrologer. Every morning, I'd draw a chart for the day. The DM would roll the days' random encounters in advance and produce a chart based on those results Most of the time I got non-committal responses. One day while traveling along a wooded road, the chart read “the dark is filled with danger, terror, and woe”. We decided to stay at the inn that day rather than to press deeper. Later, the DM let us know he rolled a high-level CE lich encounter.

In Conspiracy-X, all PCs can ask a single yes/no question about the future once a week (there is an attribute test involved; the typical success rate is ~50%). The answer has to be correct so far as the GM can tell though the system does call out that the future is malleable. The players have been using that resource (when they remember!) to help guide their investigations.

What should not be
In a Champions tourney I wrote, half the team was pulled forward in time to an post-apocalyptic version of their future. As they dealt with immediate concerns, they pieced together what happened, the proximate cause, and were prepared to prevent the event upon their return to their present.
 

I'm not sure why prophecy has to be problematic.

Someone has a vision that the king will be assassinated at the big party.

The party starts looking for assassination plots, and finds one

They seek to foil the plot, and they do.

The king has a great time at the big party.


The trick is to make the parts that need to be absolute be absolute. If the prophecy is about the king getting murdered, then the absolute truth is that somebody is trying to make that happen.

What has to be flexible is the outcome. Which if the party hadn't had the prophecy, they'd be drunk at that party and the king would be dead, as foretold.

This isn't much different than intercepting a letter discussing the plan to murder the king. The PCs have intercepted information they didn't have before, and that changes things.
 

I'm not sure why prophecy has to be problematic.

Well, the thread is about ways to make it *not* problematic, so clearly it doesn't have to be.

What has to be flexible is the outcome.

Even if you have a flexible outcome, you have an issue of perceived responsibility. If the PCs find a letter detailing a plot to murder the King, they can choose to handle it themselves, or they can hand the King the letter, and let *him* handle it. There is a potential threat, but its success is by no means certain. If the PCs have a vision of the future in which the King is murdered, that isn't usually something that can be handed off. There's a practical issue of who will believe you if you are not already a known confidant of someone near the king, if nothing else. As a practical matter, you're telling the PCs, "You handle this, or the King dies - it is in/on your hands". That's a form of railroading some folks may not like.

And then, there's the more philosophical end of it. Assume that the future is not actually fixed. People have free will, and all that. A vision of the future is merely a presentation of one possible future. Why, then, are we concerned with it? The King might be murdered, but he's a King, that's always true, isn't it? He's got security to deal with threats. Why is this one special, and why is my PC involved?

For the vision to be valuable, it must be the case that the event is likely despite a wide range of different actions of people around the event - of all the possible futures, the King being murdered is in vast majority of them. You can't just hand off the information, because that's a pretty obvious and easy thing to do - it would be in many of the possible futures, and in them the King still dies. Averting the event requires finding an uncommon future.

Then, there's the case where the future, or at least this element of it, is *fixed*, and the PCs can't change it. The Star Wars case comes up here - that universe has a hefty does of destiny to it, and there are things that you can't change. Anakin *will* bring balance to the Force, even if it takes six movies for him to get around to finishing the job!
 

Those are valid points, but the obligation issue is the same for just about any problem the GM presents to the players
"the mayor's daughter is kidnapped" pretty much means that if the PCs don't do something, then it will happen.

Same problem as "you have a vision that the king will be killed"

In my simplistic view, getting a vision is like time travel.
All the people involved will make those choices that lead to what the vision without some outside stimulus.

The outside stimulus being the information of that vision being known in the past.

I don't have a problem with that, though I can see your point that some players may have a problem of feeling like that HAVE to go save the king/princess because the GM presented it.

In my own group, we have a rule to follow the plothook, because that's what the GM cooked for the meal. We also trust the GM to cook something up that is in line with player's goals/preferences most of the time.

that also means, if the GM presents a king to be saved, odds are good, there's nothing behind door number 2 if we decide to ignore that and go visit a neighboring kingdom. The GM likely has plenty of material on investigating this threat, the actual attempt and even what happens if the attempt succeeds.

But that may be a side effect of my group and it's agreed upon structure.
 

Assume that the future is not actually fixed. People have free will, and all that.

I have all kinds of ideas about that with alt-history/time travel/prophecy stuff...

Imagine if a time traveler went back to show Adolph Hitler & his parents the consequences of his future actions and how he is remembered, a la "A Christmas Carol".

Does the vision of the future- assuming they believe what they have witnessed- change anything?
 
Last edited:

I have all kinds of ideas about that with alt-history/time travel/prophecy stuff...

Imagine if a time traveler went back to show Adolph Hitler & his parents the consequences of his future actions and how he is remembered, a la "A Christmas Carol".

Does the vision of the future- assuming they believe what they have witnessed- change anything?

If you roll high enough on your Convince Hitler skill check, sure. :)

Since it is just the GM making stuff up, and he's certainly not going to roll for every encounter young Hitler will ever have, it is simply a choice by the GM as to the outcome of your visit to the Hitler home.

His parents might whack him right after you leave.

He might be swayed by your presentation and take a completely different course

He might still go down a path to leadership (as Germany is still ripe for that opportunity) but handle the jews better.

He might be an evil little bugger and use what you told him to make his next run even more efficient and get farther in his quest for domination.

Very likely it will be whatever the GM thinks will be more interesting (aka trouble for the players). Which unfortunately might reinforce a "don't mess with time" mentality as it will very likely be worse, not better.
 

I have all kinds of ideas about that with alt-history/time travel/prophecy stuff...

Imagine if a time traveler went back to show Adolph Hitler & his parents the consequences of his future actions and how he is remembered, a la "A Christmas Carol".

Does the vision of the future- assuming they believe what they have witnessed- change anything?

Ask [MENTION=2]Piratecat[/MENTION], author of Timewatch. :)
 

Remove ads

Top