I'm contemplating starting a session in the middle of the action, probably in a fight, and working from there. I've never done it before though, and don't want to look like a total retard. A partial tard is fine, I'm used to that. :)
Got any good advice to give, or links to some useful articles or discussions on the topic?
I kind of did this with my current REIGN campaign - the first session covered the day of the revolution, when the PCs took control of their nation (the point of the campaign being how they manage the country afterwards). It was interspersed with flashbacks - but the outcome of each flashback scene had an impact on the "current" action. So, for example:
- The first flashback was set a year before the revolution, and detailed how one of the PCs - a disgruntled mascot of the palace guards - was recruited; because he was able to convince the PCs and NPCs in the revolutionaries' command cell that he was genuine, they didn't make him prove his loyalty in a public, obvious manner, which meant that the information he had on the palace's security arrangements was up-to-date, so the PCs didn't have any nasty surprises breaking in.
- The next flashback was set a month before the revolution, and covered the PCs' negotiation with a spokesman for a band of foreign mercenaries - whether or not they ended up accepting his price had an impact on whether or not they could rely on mercenary reinforcements later on in the session.
- The final flashback was set an hour before the revolution, in which the PCs had to convince the head of the city militia to order his men to stand down; because they succeeded, they met with less resistance in the final showdown with the tyrant.
Quote from: James McMurrayGot any good advice to give, or links to some useful articles or discussions on the topic?
The basic gist, of course, is to place the player characters in a situation that is already in motion, where an immediate response is required on their part. Too some, it might feel like the nefarious "railroading", but think of it this way: It
is railroading, but the characters are poised to jump off the train at any moment; which way do they jump?
A situation that leaps immediately to mind is to state that all characters have been lingering in a prison dungeon. Their cellmate has managed to lure a guard too close to the bars in the door and succeeded in strangling him to death, grabbing the keys to the cell in the process. He's making good his escape; remaining in the cell will surely bring the wrath of the guards down upon
their necks, even though it was their cellmate's doing (try to convince the guards of that!). Following their erstwhile cellmate out the door is their only immediate choice, but where they go from there is up to them to decide.
On the other end of the spectrum, the player characters are all members of or heirs to the nation's ruling cabinet, and are seated at a state dinner. Perfidy strikes in the opening scene, and an attempt is made upon the ruler's life. A desperate (if poorly equipped and organised) battle ensues, and the attackers are vanquished, the PCs emerging as heroes for the night. Masks are pulled from the downed foes and -- lo! -- one or more of the faces are those of some of the PC's best friends. A conspiracy is implied, and the PCs themselves are peripherally implicated. What do the PCs do? Do they stay to clear their names and get to the bottom of things, or do they hightail it to safety?
The essence of both scenarios is to define who the characters are in the immediate scene, forcing them, by their actions, so declare allegiances and goals. Then from there, with momentum already imparted, they can explore their roles more carefully.
!i!
Honestly, any Fafhrd and the Grey Mouser or Conan story is set IMR. How many times did F and GH wake up with their money gone, not knowing where they are at and a fight about to brew?
James Bond movies are IMR. Bond starts in the middle of something big, escapes and then we cut forward.
Star Wars, Indy Jones, etc... all start with the action flowing.
GM: "Okay, folks, ready to play?"
PLAYERS: "Yes, O GM."
GM: "'Kay. Palm fronds and vines strike your faces as you beat feet through the sand! Behind you the roar of the T-Rex booms like a cannon, and its heavy footfalls shake the gr-"
PLAYER 1: "WHOA! Wait!"
PLAYER 2: "What? T-Rex?!"
GM: "Yes! It's chasing you away from that island tomb you've just looted. One of you has the idol Mackenzie sent you after, by the way -- you (points to player 2). You've got about 100 yards to the beach and another fifteen to your boat...can I get some Dex rolls, people? Let's see, the T-Rex rolls--"
PLAYER 3: "What tomb?"
GM: "The one you're asking about instead of rolling. You're in the back, then, right? The T-Rex's breath, swampy and foul, is suddenly upon your neck -- "
PLAYER 3: "Wait, wait! My Dex is 3D+1...can I roll running?"
PLAYER 1: "I'm doubling my move!"
PLAYER 2: "I'm gonna shoot at it with my pistol while I run..."
Etcetera.
Quote from: Dr Rotwang!GM: "Okay, folks, ready to play?"
PLAYERS: "Yes, O GM."
GM: "'Kay. Palm fronds and vines strike your faces as you beat feet through the sand! Behind you the roar of the T-Rex booms like a cannon, and its heavy footfalls shake the gr-"
PLAYER 1: "WHOA! Wait!"
PLAYER 2: "What? T-Rex?!"
GM: "Yes! It's chasing you away from that island tomb you've just looted. One of you has the idol Mackenzie sent you after, by the way -- you (points to player 2). You've got about 100 yards to the beach and another fifteen to your boat...can I get some Dex rolls, people? Let's see, the T-Rex rolls--"
PLAYER 3: "What tomb?"
GM: "The one you're asking about instead of rolling. You're in the back, then, right? The T-Rex's breath, swampy and foul, is suddenly upon your neck -- "
PLAYER 3: "Wait, wait! My Dex is 3D+1...can I roll running?"
PLAYER 1: "I'm doubling my move!"
PLAYER 2: "I'm gonna shoot at it with my pistol while I run..."
Etcetera.
I want to play!
Thanks!
Eric
Quote from: James McMurrayI'm contemplating starting a session in the middle of the action, probably in a fight, and working from there.
I think there are basically three possiblities to do this. Compare:
"You walk down the street for various reasons. BOOM! A bomb explodes."
"So, you are a group of mercenaries, right? As you enter the little café a bomb explodes right next to you."
"You have just planted your bomb. You'r now ready to leave."
In the first one it doesn't matter why the characters are around. The players don't know and it's barely important. This is the standard "bringing the group together". Something is happening and all characters are expected to react first individually, then hopefully in concert.
In the second one, the thing obviously pertains directly to the PCs, but the characters do not know how. Nor do the players.
In the third one the players don't know what's happening, but the characters do. This last one is probably most sophisticated as the players need to improvise the things the PCs already know.
By the way, it's "in medias res" (into the middle things). Accusative. Prepositions do not take the basic form of nouns in almost any language when there is another form available.
Thanks everyone! Apparently I started the campaign in media res and didn't realize it. I was under the impression there needed to be action going on, so "you wake up in a cell" didn't count.
QuoteBy the way, it's "in medias res" (into the middle things). Accusative. Prepositions do not take the basic form of nouns in almost any language when there is another form available.
Several people at rpg.net pointed that out too. I think I'll stick with the incorrect form though. People know what I mean by it, it rolls off the tongue better, and every now and then I'll get the entertainment value of giving a language geek a conniption. Not that you had a conniption, but some people do. :)
Quote from: Dr Rotwang!GM: "Okay, folks, ready to play?"
PLAYERS: "Yes, O GM."
GM: "'Kay. Palm fronds and vines strike your faces as you beat feet through the sand! Behind you the roar of the T-Rex booms like a cannon, and its heavy footfalls shake the gr-"
PLAYER 1: "WHOA! Wait!"
PLAYER 2: "What? T-Rex?!"
GM: "Yes! It's chasing you away from that island tomb you've just looted. One of you has the idol Mackenzie sent you after, by the way -- you (points to player 2). You've got about 100 yards to the beach and another fifteen to your boat...can I get some Dex rolls, people? Let's see, the T-Rex rolls--"
PLAYER 3: "What tomb?"
GM: "The one you're asking about instead of rolling. You're in the back, then, right? The T-Rex's breath, swampy and foul, is suddenly upon your neck -- "
PLAYER 3: "Wait, wait! My Dex is 3D+1...can I roll running?"
PLAYER 1: "I'm doubling my move!"
PLAYER 2: "I'm gonna shoot at it with my pistol while I run..."
Etcetera.
PLAYER 4: "I don't have to out run the T-Rex, just the rest of you.":D
maybe the doctor has the solution to the beginning of every session!
Quote from: Lawbagmaybe the doctor has the solution to the beginning of every session!
Me? How so?
start every new session or campaign in the middle of something big and nasty and heading for the cliff at full-speed.
Quote from: Lawbagstart every new session or campaign in the middle of something big and nasty and heading for the cliff at full-speed.
As Raymond Chandler once said, "When in doubt, have a man come through the door with a gun in his hand."
That being said, I really like
in medias res starts to my gaming sessions. It gets the juices flowing quickly and eases the awkward transition from "hanging out, bullshitting with friends, and drinking Dr. Pepper" to "we are pretending to be elves now".
TGA
Just do anything, just to spice a game up, have something happen rather than nothing happen.
Let your players and yourself throw you curveballs.