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Vicious circle campaigns

vegascat

SOC-13
What is the strangest or nastiest trick you tried on your gaming group to kick start a campaign?

To make things interesting in a pre 5th Frontier War campaign, I had each player draw a random card from a deck for special bonuses, then took each into another room to tell them what that card meant. The deck was a gag deck with 51 ace of spades and the king of hearts. I had a sheet premade detailing the results for each card of a normal deck. No one drew the King.
The ace of spades meant the character was a Zhodani deep cover mole. The instructions were to not blow their cover, wait for activation, and find exploitable flaws in the Imp defense force.
They each hid their traitorous intents from each other until the third night when they discovered that they were the victims of a real Zhodani agent that implanted a suggestion in each of their minds. Kind of like throwing a lit match in a powder magazine.
 
Originally posted by vegascat:
What is the strangest or nastiest trick you tried on your gaming group to kick start a campaign?

To make things interesting in a pre 5th Frontier War campaign, I had each player draw a random card from a deck for special bonuses, then took each into another room to tell them what that card meant. The deck was a gag deck with 51 ace of spades and the king of hearts. I had a sheet premade detailing the results for each card of a normal deck. No one drew the King.
The ace of spades meant the character was a Zhodani deep cover mole. The instructions were to not blow their cover, wait for activation, and find exploitable flaws in the Imp defense force.
They each hid their traitorous intents from each other until the third night when they discovered that they were the victims of a real Zhodani agent that implanted a suggestion in each of their minds. Kind of like throwing a lit match in a powder magazine.
:eek:
That . . . that . . . is sheer evil genius!
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I may have to try that some time.
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vegascat wrote:
What have you done to start off a campaign with a twist?
The only twist beginning I ever pulled on my players was for my Mission:Impossible style campaign. I initially let the players know it was to be a criminal campaign, and to generate characters outside the law. I had a bunch of really great roleplayers in my game at the time, and they gleefully detailed their character's criminal records, up to and including their last jobs. Imagine their surprise when they got picked up by what appeared to be police, and sat in a dark room, to be confronted with their complete dossier, all the nasty things they had ever done, and told if they didn't go to work for "them", whoever they were, all that information would go to the police.

Made for an interesting campaign...

As always, YMMV
John Hamill
jwdh71@yahoo.com
 
I started by having the criminal scum Deported from Hiver-Controlled Space, as they represented a threat to the docile, stable culture that they wished to control.

The next batch faired little better, a married Vargr couple (on their honeymoon, no less) booked passage on a luxury liner, which soon came under attack by K'Kree raiders. The luckless couple escaped in a damaged lifeboat, and crash landed on a cold, bleak, satellite of a high emission Gas Giant, where they remained with very limited resources for 60 days... until rescued (actually pressed into service on a Pirate Cruiser) by the other PCs... but are they freind or foe?

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Two examples:
Ex 1:
Your part of a platoon of Imperial Marines. You're dropping in to scout a new planet on the fringes of Imperial Space. Your stick leads the drop. Boonk-boonk-boonk out go your drop pods. After the last PCs drop pod is out... BOOM. The ship explodes from some sort of massive energy strike. You were only going on a small scouting mission on an uninhabited (you thought) planet. Now how do you survive and get home? And who shot up your ship? And why?

Ex 2:
The party all make up T2K characters which are themselves a few years older and in the military (this was us in the mid 1990s). They start an adventure as part of the Twilight War (alternate version) that takes them to North Korea. They end up in a shrine in a small valley fighting a heated battle against the Chinese. They retreat into a cave, their is a collapse. They make their way through a maze and some old ruins. They emerge on the other side of the mountain range. Only things don't look quite right, and who are those guys on horseback... and are they wearing some sort of metalic armour? And are they pointing sharpened.... lances... at the PCs? It turned out to be a way to bring PC knowledge and 'themselves' into a fantasty world. An interesting beginning. Pretty soon all modern weapons were out of ammo or traded off for equipment and training.... but not until after a nasty firefight with an invading zombie army!
 
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I had a player group start off in a modified Fartrader that was set up with some slightly illigeal modifications to start with. They jumped into a new system, to encounter a pitched battle between a Smuggler, Armed Merchantman, and a Systems Defense Boat.

Now both the Smuggler and Armed Merchantman were slugging it out and the Systems Defense Boat was baddly damaged and slightly firring on the Armed Merchantman.

So when the players get within Weapons range, the Systems Defense Boat explodes causing damage to the Smuggler. Now the queastion, is both ships each broadcast a Mayday and ask for assistance of the PCs ship. What should they do, when both ships keep firing one each other and ask for the PC's ship to aid them. Each one claims to be working for the LAW.

Many many questions for this...BUT in this case, the Merchantman is a really a Imperial Bounty Hunter on Imperial Secret business, and the Systems's Defense boat was true Local Authorities, and the Smuggler was a local Corp. Defense ship.

So who do you help, damned regardless of whom you aid, because the Secret Imperial Bounty hunter kidnapped a local Government official wanted for some crime. The situation was set up so the players could get involved on either side of this issue, I just love Plots within Plots within Plots.
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!!!
 
I imposed a form of ST's 'Prime Directive' by misjumping a merchantman and its crew into orbit around a red zoned planet. The ship itself still had power and maneuverability, but the jump drive required several replacement parts.

The global gummint was a religious dictatorship that considered any technology to be sinful, especially any form of tech that would make slavery obsolete (slave trade being the church's primary medium of exchange...).

There was an underground movement that developed tech on the sly, and most of it's members were well-schooled in TL5/6 science. Spurious radio signals, in the form of CW code, could be detected globally.

To openly approach the gummint for help risked the crew's freedom (Heretics from the stars!).

To openly approach the rebels risked their freedom (You landed a WHAT in my cornfield?!).

To interfere in any way with the status quo risked global insurrection, as both sides were looking for a clear advantage over the other. The gummint wanted means to track down all rebel research centers, and the rebels wanted a better means of communication. Both sides wanted better weapons.

(Ain't it amazing how weapons appeal to everybody, regardless of their other belefs? Especially as long as 'My weapons are bigger than theirs!')

It worked far better than it sounds.
 
I can't believe that I just recommended a similar idea to the one above for a possible new Traveller scenario. I promise I hadn't read this thread until after that post.


Pappy
 
I'm currently running a D&D campaign using the Dynasties & Demagogues poltiical maneuvering rules (very nice BTW). The PCs are in a Power Campaign, where they basically all try to get as much power as they can (one is running for sheriff, another is being assessed as family rep to parliament, the third is being considered heir to a barony).

The twist is that as soon as they are comfortably ensconced in their positions of power I intend to invade the whole world with a nasty bunch of mind-controlled drow riding fiendish silver dragons, placing life as they know it under threat! (OK, so I'm sick)

I want them to play out pulling the world's nations together (both good and evil) in order to fight off the outside threat, but I realised they needed to have 'bought in' to the status quo before I could do that.
 
My group wanted to make some quick cash and put out the word that a fast ship was for hire.

After about a week of burning cash on booze and entertainment, they were contacted by some corporate types representing an asteroid mining company. The shirts want a load of highly illegal stimulants smuggled past Imperial patrols to a contact at the mining site. If the crew can come up with only 10% of the street value as collateral, the corporates will triple it upon delivery. The rub; these guys are trying make a little extra by shorting the local crime boss his cut.

Right before take off, with the drugs already onboard, a couple of toughs show up at the docking bay and ask for a private meeting, if ya know what I mean. They explain that the local boss knows about the shipment and is willing to look the other way for an amount slightly greater than what the group expects to make. If he doesn't get the money before they take off, "he's gonna make it like, difficult for 'em".

So with a hold full of illegal narcotics and no way to get rid of it without losing their shirts or their ship, the crew decides to double cross the corporates and manages to convince the good fellas to buy the drugs, but at a considerable discount. Although they barely make back their investments, this does gets the mob off their back. Then the corporates show up, with a few mercenaries in tow, looking for their drugs.
 
One that I've used in a couple different games, but originally d&d, goes as follows:

I was dealing with a player group that was a little too "shoot first, ask questions later", so I decided to teach them a lesson.

They were all good characters, though not necessarily lawful. Anyway, they were hired to hunt down a priest of Seth who had murdered this Caliph's children. The priest had gone into the desert to escape the Caliph's vengeance.

So, the group begins following his trail, but he has some considerable lead time. His sacrifices to his god often take the form of making good people fall to evil ways. So, knowing that there are people on his trail, he repeatedly creates situations where good people are pitted against the characters, whether by misinformation tricked into fighting them, or by magic, or whatever.

The characters first kill a group of local soldiers trying to protect their village from what they think are criminal rapists/murderers.

Next the group comes upon the ruins of a manor in the desert. They encamp there, and at night, the manor seems to become brand new, with women moving about, weeping the fate of their master. The mistress of the house explains to the characters that their lord had been enslaved, and is held prisoner at a keep one days ride away.

The characters figure out that these folk are all ghosts of some form.

The next day, they set out, trying to gain time on the priest of Seth. After a day, they come upon the keep, and find fresh tracks matching the priest's entering the keep, but not leaving. They enter the keep, where the "lord" of the manor they left the day before, who, as it turns out, is also long dead, is essentially trapped in undead flesh, like a skeleton warrior, but still inately good. The priest, who has the object where the lord's soul is held prisoner, commands the undead knight to attack the group, and while they are dealing with the knight, he escapes.

At the end of the combat, the characters destroys the lord, who let out a shriek that fills the air all around the keep. Little do they know that not only have they killed a good man(and they would have known had they listened), but that his death shriek broke the spirits of the women that waited at his manor for him, who then became banshees.

They didn't discover that little fact until the next night, when they were trying to catch up to the priest, and had a number of banshees fall on them, nearly killing the group.

So at that point, the "good" characters, because of immediately attacking and doing little else, had killed local guards trying to protect their village, killed a lord trapped in undead form, and caused by this action the corruption of a number of benign ghosts, who they then killed with their spirits thus sullied.

Needless to say, their cleric was incapable of healing the injured group for a long time, their paladin lost his abilities, and the group learned to be much more cautious and role play a little more. In fact, it turned into a very good role play all around.

For the traveller game I'm getting ready to run, the basis right now is a system that has one higher tech planet(not precursor, just higher tech), and one present day earth tech level planet. The lower tech planet actually has some very valuable resources, and so the higher tech planet does what it can to maintain control without risking civil unrest, which they do by utilizing political puppets.

Anyway, the characters are from the higher tech planet, and are sent to assist one of those political puppets where needed, while reporting to their homeworld on his conduct. Aside from this, they are also collecting intelligence about resistance groups, and are ordered to seek out and question a man they do not know except by photo.

Little do they know the man they are supposed to question is also from the higher tech world, only her has ties with the resistance. They will not discover this until they are mid mission, on an op they organized where their hirelings are attempting to assassinate a leader whose power base threatens the puppet leader they represent. In the vehicle with this leader will be the man, and they will have to choose whether to give the go ahead on the assassination and risk failing their mission from their homeworld, or cancel the assassination attempt, hope there is another chance, but otherwise risk their puppet losing his usefulness, leaving them stuck on this world without proper support.
 
Nice plot line, but you could add in a twist having the players having to end up working for the resistance and that whole plaot line too!
 
I had considered that option, and that option will be there, but I tend to run a loose game, relying on my ability to improvise rather than strict storylining or using plot elements to keep the characters on tasks I want them on. So which side they may choose is their choice.

I create a loose plot, several concrete missions that the players can go on, and use the way those missions play out to develop the storyline further, usually within a theme.

As an example why:

Say you run a mission that is simple enough, and intend to follow it with a second mission of minor importance. Now say that in the first mission the group messes up and attracts the attention of the authorities. Dealing with that situation should eclipse the importance of the second mission, and become the logical next step for the plot. It could also make the next mission entirely different in difficulty and tone.

While this way does have its moments where I may have to call the day's gaming over while I consider how the story develops from the latest interaction(usually having a fallback game like mordheim can help, as the players can kill each other for a while while I think), it also enables the story to develop in a more organic way.

If you can't tell, I usually only use modules for the maps they contain and the supplements to the system they often hold.

For me, storylining is the part of GMing I like, because if the players have real input, you will never know where the game will go. Player input meaning them actually doing clever things or in character things that change my conception of events, and not meaning them doing big power plays that would not work in life(you know, players thinking "wow, I can just kill all these people here and take this great ship without the rest of the fleet that this ship undoubtedly belongs to finding and prosecuting me!")

Another thing I do is purposefully shaft players who use knowledge of the game system to come out on top of the game. The cliche is D&D players who can quote monster stats and how to kill said monster, and use this knowledge with characters who should have no such knowledge. First off, I penalize them experience for not role playing, as their character doesn't know the info they acted on(in D&D, people have lost levels this way).

Second, I've usually got a few such things that are custom made for my world(in the example above, a skeleton warrior with a good alignment is outside of the letter of the rules). This forces such players to pay attention to the story and be tenser, never thinking "oh, one of those- we can kill it easy, no need to deal with it any other way". A good game is a hell of a lot more fun than simply killing another adversary. That's what I hear, anyway.

The advantage of traveller(I have only played classic, haven't done d20 at this point) is that there should be little power playing that isn't prefaced with the thought "this will probably get me killed if I don't do it just right". And in my experience, the vast majority of games are less than they could be because the thirst for power is much more refined than the thirst for story, and so even if power is gained, it seems more and more illusory for the lack of a world worth talking about in four hour stretches of the players' and GM's time. So by having a loose story line, the players can feel some power in the actual creation of the world, the GM can free up his or her power being used to constantly guide the group, and a real role play can develop.

If you would like the concise version of this post, I believe I have it in a pdf format. You might want to clear off your hard drive first.
 
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