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[DIY] Conspiracies

Started by JongWK, April 29, 2009, 08:59:28 AM

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JongWK

I'm starting this thread with the hopes that similar ones will follow, centered around other basic campaign topics that can help GMs.

Today's topic is conspiracies: from small backroom deals in a single session, to terrifying plots that define an entire campaign.

What elements do think a conspiracy must have a in a game? And in a conspiracy-themed campaign?

How do you "dose" the conspiracy to your players? Do you handle out small clues without ever revealing too much so that they keep coming for more, drop bombshells from time to time, or something else?

How does your group handle situations when some players are "in the know" but others aren't?

What books, articles, or movies would you recommend?
"I give the gift of endless imagination."
~~Gary Gygax (1938 - 2008)


JohnnyWannabe

I only had one grand conspiracy in a lengthy campaign...It was a sci-fi campaign that spanned many years and incorporated a number of PCs, some of whom played through from the start.

The game was hardish sci-fi, set 500 years in the future. Space travel was limited, there were a few habitable worlds, and the tech level was comprehensible (not over the top). There were no aliens, but as the campaign progressed there were rumours of aliens and government cover-ups. I dropped little hints here and there. It was only near the end of the campaign that the existence of aliens was revealed. Sadly, the campaign ended shortly after the introduction of the aliens, mainly because I was burned out. While there has been some interest in returning to the campaign by the core players, our game time is limited.

The most important thing for me was pacing. I didn't want to give out too much information at once. I wanted to keep the players guessing. Most games revolved around things entirely unrelated to aliens and government cover-ups. It was just something that always played in the background.

Of course, the PCs (and their allies) played a large part in exposing the truth. And, I think that is important. If there is a conspiracy, it should be the PCs who lift the veil.
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.

David R

Quote from: JongWK;299105What elements do think a conspiracy must have a in a game? And in a conspiracy-themed campaign?

IME the "who" and the "why" are essential elements. Without these two conspiracy games tend to spin out of control and not in a good way. Now, this does not mean the who and why are static, they could change depending on what the players come up with - meaning - the GM realizes that their ideas are better, but a strong base to work from, is necessary to invoke a tone of paranoia as opposed to confusion.

QuoteHow do you "dose" the conspiracy to your players? Do you handle out small clues without ever revealing too much so that they keep coming for more, drop bombshells from time to time, or something else?

Peeling off layers of an onion to discover the rotting core. So, in small doses. It's important that the players realize that there is an endgame. Whether they manage to stop the conspiracy or are capable of stopping it, is irrelevent (well at least it's this way for my group) but what's important is that they discover the rotting "core". I think that's what so fascinating about conspiracy themed games. That the players realize that something is wrong and although they may not be able to stop it, the victory is in confirming "your worst fears".

QuoteHow does your group handle situations when some players are "in the know" but others aren't?

http://www.therpgsite.com/showthread.php?t=4152

My Hunter campaign probably set the standard (for my group) for how a conspiracy game should be run and played.

QuoteWhat books, articles, or movies would you recommend?

Roleplaying Adventures:

Shadows Over Bogenhafen
Power Behind the Throne


Films:
Z
JFK
The Usual Suspects
M
The Parallax View
The Manchurian Candidate (Original)
Spartan
Chinatown
The Conversation
Invasion of the Body Snatchers
The Wicker Man
Arlington Road
Dark City


(It's a pretty contentious list, but there are so many movies. Some just invoke a sense of paranoia, which I suppose is good for a conspiracy game....)

Article :

Here's a massive article by Svetlana Boym: Conspiracy theories and literary ethics: Umberto Eco, Danilo Kis and The Protocols of Zion

http://findarticles.com/p/articles/mi_qa3612/is_199904/ai_n8843471/?tag=content;col1

Lots of interesting stuff to consider, if you can maintain interest after the first ten pages.....

Regards,
David R

JongWK

*bump*

What? No one else has any other ideas?
"I give the gift of endless imagination."
~~Gary Gygax (1938 - 2008)


Narf the Mouse

Ideas for the big reveal of the villian:

1) Someone they never would have expected, but *should have*, in their own opinion. Maybe the janitor they kept on running into.
2) Someone they know and trust.
3) The obvious candidate they never managed to pin down...Until now.

At least one long adventure involving the good guys - Police, guards, large, respected superhero organization - After them. Not due to corruption on top, but because the PCs have been framed. This could also form an entire 'season'.

Sometimes, things are peaceful and puppies.
Sometimes, they're surounded and the enemies are closing in. Samuri Jack in the 'Graveyard' episode is an excellent example of this.

There should be one major character who's helping them for their own reasons. A villain is possible; so is a 'rebel without a cause'. Generally, they should not be heroes.

There should be at least one major betrayal and one person who sticks by them until the end. Play it right and that could be the same person.

Ok, I'm out.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.