The Grey Areas [kinda lengthy]

Orryn Emrys

Explorer
I'm examing the "grey areas" of victory and accomplishment in a campaign or story arc, and I could use a little... insight, if you will.

I recently launched a campaign with a new group in a new town, and I wanted to create adventure material that would have the potential to bind the party together with a sense of comraderie and purpose strong enough to compel the players to return enthusiastically for each gaming session despite my inexperience with their needs and interests. Consequentially, I kinda played it by ear, improvising plot twists and customizing my story to highlight the elements that they responded to with intensity. Interestingly enough, I got so caught up in the details that I hadn't taken the chance to step back and examine the feel of the game... until now. And I've noticed some relatively disturbing elements.

In my first adventure, which, because the group was newly formed and the characters undeveloped, spanned about nine or ten sessions, the heroes were confronted with an evil undead-spawning curse established by the consecration of some sort of vile artifact in a hidden underground temple near the village. These were atypical undead, in that they rose at nightfall and fell lifeless again with the rising of the sun. Even "slain" undead would rise again unless blessed by the cleric and/or hacked to pieces. And the effect began at the shrine and spread from this epicenter, reaching further every night.

While the heroes were dealing with the effects of the curse, they were forced to allow night after night to pass as they investigated the cause and healed between battles. They did eventually find the shrine and quench its unholy fires, thus putting an end to the wicked blight, but not in time to save the village. The effects of the curse had reached an old graveyard near the town, and the resultant wave of lifeless assailants had been too much for the villagers to withstand. The heroes' victory was tainted with the blood of innocents.

I hadn't actually planned it that way, and I naturally feared that it would provide a very anti-climactic finish to the adventure. But I stood behind the organic evolution of my plot and allowed it to play out... and it had an unanticipated effect. It bound them together.

The party consisted of a sort of hodgepodge of characters, a not entirely compatible bevy of personality archtypes. But the tragedy of this first adventure created a sort of bond between them that made them fiercely protective of one another and driven to catch the villain with the artifact that started the curse. And the characters were visibly shaken by the event; the more carefree personalities suffering a sort of grim reality check, the others strengthening their resolve.

So, in the second adventure, I kept myself open to the same sort of organic plot development. The heroes encountered another side-effect of the artifact's passage in the very next town. This time, a sort of infectious paranoia had gripped the locals. It had begun very subtly, then consumed the villagers with a need to protect themselves and what was theirs, while lashing out at everyone around them. By the time the party arrived in this little hamlet, many of the locals had been slain by their neighbors, and any strangers at the inn had been rounded up and locked away. Survivors had barricaded themselves in their homes, some of them grouping together with extended family, and the town militia was monitoring the streets for any suspicious activity.

This seemed a fairly straight-forward kinda scourge, requiring the characters to track down the source of the infection (if there was one) and try and reverse the effect. Of course, the lingering possibility that there would be no such cure created a sense of panic in the PCs, who realized that the villagers would eventually slaughter each other to the man. So, I gave them a source (what kind of self-respecting DM wouldn't, after all). But there was a twist.

It all started with a fifteen-year-old girl who had come into contact with the villain when he visited her father's trading post. She had been sorely abused by her father, her spirit damaged beyond repair, and she wanted him dead and wanted to take control of her life. As the infection spread, however, this girl collected many of the other children in town. By the time the heroes arrived, the girl had almost two dozen kids with her at the trading post, children who had become vicious and cunning enough to make the surviving adults unwilling to try and ferret them out.

Though in the end I supplied the party with an item given to the girl by the villain, which could then be destroyed and the curse lifted, the party first had to deal with the grim reality that they might have to fight their way through a mob of 7- to 13-year-olds to reach the source of the infection... and that they might have to actually slay the misguided youth who had started it all.

That was a tense session.

I know now that the players loved it, but I had almost feared breaking their spirit with that particular battle of conscience. Senseless or hopeless tragedy isn't fun for anyone, but there seems to be just enough hope left in the wake of these events, hope that the heroes can catch the villain and put a stop to this madness... It's fascinating, and some times a little frightening, to watch it develop. Obviously, if I had misjudged my players in the least, and discovered them unable to bounce back from such events....

Fortunately, it's been working thus far, and I'm getting to know them. The challenge will be to continue to develop this kind of edgy material without pushing too hard. I'm not intending to provide a game so fraught with tragedy that it will come to characterize the campaign, but I don't want the characters' experiences down the line seem to pale in comparison to their early adventures, and I don't want to invalidate the motivation they feel by making things easier... less "weighty". And I have to balance the tragedy with decisive victories that give them strength and focus.

This has gotten to be a lengthy post, and for that I apologize, but I was wondering whether anyone else had stories or insight to share that seemed to parallel the feel of this campaign. Success stories? Failures? Relavent experiences? Even just general advice... I'm trying to build the campaign with as clear a view of my options as possible....

Thank you for reading.
 
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The above is (IMHO) what being a "Rat Bastard" GM (which, if you're not familiar with the term, is a GOOD thing) is all about. It's putting the PC's in situations where they have to deal with tricky dilemmas with consequences if they fail. And often the most dire of consequences are not the ones that befall the PC's but instead those that effect the innocent and helpless. And sometimes there are no perfect solutions to a problem. The PC's are left with having to choose the lesser of the available evils.

I don't think that every adventure or problem should be like that at the risk of things being somewhat repetitive and the PC's becoming callous. I tend to present a lot of problems to my players that are like you describe above and I make an effort to sometimes give them what I call a "Clear Win". Sometimes they just need a situation where they just plain get to stomp a bad guy, save the damsel and get the treasure to remind them that they can at least pretend to wear the white hats.
 

Orryn Emrys said:
The challenge will be to continue to develop this kind of edgy material without pushing too hard.
Yeah. You've obviously got an excellent grasp of the issues already and you're doing a great job maintaining the balance, judging by your players' reactions.

You don't need ENWorld's advice. :)
 

Kudos to you for how well you've done thus far! :) I'd love to play in a game like that.

Since you asked for advice...

Personally, I would suggest lightening up the mood a bit for the next adventure or two. Give them a straightforward adventure to complete. Dark is nice, but too much of it can lead to boredom or frustration with the game. Not everything needs to be a life-and-death or deeply moral challenge.

Perhaps for the next some time, plan out something more straightforward - but drop in elements that, at the time the PCs encounter them, seem rather unimportant - then do another adventure like the above, and have tie-ins from that seemingly unimportant element(s) from the previous adventure. Essentially, lighten it up a bit, but foreshadow your next adventure. :)
 

Orryn Emrys said:
This has gotten to be a lengthy post, and for that I apologize, but I was wondering whether anyone else had stories or insight to share that seemed to parallel the feel of this campaign.

That second town sounds like it's right out of Dogs in the Vineyard.
 

Goddess FallenAngel said:
Perhaps for the next some time, plan out something more straightforward - but drop in elements that, at the time the PCs encounter them, seem rather unimportant - then do another adventure like the above, and have tie-ins from that seemingly unimportant element(s) from the previous adventure. Essentially, lighten it up a bit, but foreshadow your next adventure. :)
That, I dare say, is a fantastic idea. I obviously have no desire to bog my game down with hard feelings and echoes of despair in every adventure, but I don't want to back off enough that the level of emotional investment I'm seeing in my players starts to flag. By including the tiniest bit of foreshadowing, I can keep the players from relaxing completely even if the very next scenario is a clean victory. It would simultaneously screw with their expectations when the other ball failed to drop, and bolster them with a sense of faith in their heroism that could be used to inspire them to even greater heights of determination...

I bow to such a divine insight, and thank you greatly for sparing a moment to grace me with your wisdom. You have my eternal gratitude...

... unless, of course, my campaign flops... :cool:
 

Orryn Emrys said:
That, I dare say, is a fantastic idea. I obviously have no desire to bog my game down with hard feelings and echoes of despair in every adventure, but I don't want to back off enough that the level of emotional investment I'm seeing in my players starts to flag. By including the tiniest bit of foreshadowing, I can keep the players from relaxing completely even if the very next scenario is a clean victory. It would simultaneously screw with their expectations when the other ball failed to drop, and bolster them with a sense of faith in their heroism that could be used to inspire them to even greater heights of determination...

I bow to such a divine insight, and thank you greatly for sparing a moment to grace me with your wisdom. You have my eternal gratitude...

... unless, of course, my campaign flops... :cool:
Considering your description far surpasses mine, I'm not sure that I'm worthy of any praise. ;)

But glad to have helped... unless the campaign flops, in which case, sorry about that. :D
 

I think you should also read Heroes of Horror, if you haven't already. It has a lot of advice for this sort of campaign.

I ran a game that was sort of a mixture of 3.0 D&D, d20 Call of Cthulu, and the X-Files. The PCs were all members of a church order that investigated paranormal events - even though church doctrine specifically stated that all "aberrations" were destroyed one hundred years earlier with the sacrifice of The Two (gods who took part in the war against the old ones).

The game was similar to what you had, with a sense of pessimism that pervaded the whole setting - even their own churchly backers wanted to see them fail (they had to figiht against church "spin doctors"). Conspiracies were everywhere, and the game was quite paranoid in scope.

Ultimately, though, the game eventually sizzled, for some of the same reasons that have been described here - namely, there was just too much of it. The group didn't get their happy endings, and problems just kept piling up until it was decided to play something a bit more cheerful... post-apocalyptic, actually.

So, yeah, give 'em a clear victory once or twice. But even those encounters can be dark and whatnot, to fit the setting you're building up - Zombie fights, or haunted houses. Hell, you can even have people shepherding children - so long as the PCs rescue said children by the end, it's good.

because if you throw things like goblins at the PCs (in what has otherwise been a horror game) you're just derailing your own campaign. I guess I'm just saying Keep the horror theme, but every now and then, drop the moral ambiguities and go for a "we saved the world with no badsides" ending.

Also, I like how you're following the plot organically. It's always fun to do, and it's exactly what you should be doing in an RPG. I wish more GMs would do it.
 

As an example of how strong themes can succeed and fail in the same campaign....

About mid-levels, my wife's PC (the only PC), and some of her NPC allies, were capured by slavers. We roleplayed an exceptionally intense session where the slavers attempted to "break" the PC and her friends, complete with mood and theme music keyed to specific sequences. The end result, and the next session that spanned an in-game year of recovery time for the character, was one of the most memorable sessions we've ever had.

Several sessions later, my wife's PC became trapped in a nightmare realm controlled by none other than Orcus. We glossed over the specifics of how he made her live through an amplified version of every traumatic event in her life and skipped straight to her escape. The impact of that session was...blah. No, it was more like capital Blah. As in, something that should've been character shaping was...just not, and boring to boot.

So, if you want advice, mine would be to proceed with caution, getting to know your players as you go, but don't skimp on the details if you believe they should truly have an impact.
 

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