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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: James McMurray on August 29, 2007, 09:21:40 PM

Title: Odd idea for a campaign start
Post by: James McMurray on August 29, 2007, 09:21:40 PM
The characters wake up somewhere as amnesiac captives. The "somewhere" depends on the genre, and doesn't really affect the underlying idea. Basically, in the course of escaping and finding out who they are, the PCs will probably exhibit some tendencies. For instance, one character may immediately try to con the gaurd into letting them out. Another may fashion a makeshift lockpick. This would be read in game as the character subconsciously trying what feels most comfortable first.

Whatever they do, that's what their skills are. Each character would have a set number of point buy points that the GM would assign every time an action is taken, until they're out of points. Preferably the escape scenario is setup to give everyone plenty of opportunities, and a chance to find files about themselves, represented out of game by the character sheets.

Has anyone tried something like this before?
Title: Odd idea for a campaign start
Post by: ColonelHardisson on August 29, 2007, 09:25:37 PM
It sounds vaguely like the first Fez module from Mayfair/Role Aids.

As for my own campaigns, I've never tried something quite like that. It sounds like it could be fun.
Title: Odd idea for a campaign start
Post by: KenHR on August 29, 2007, 09:29:37 PM
It's a great idea.  Never run or played anything like it, myself.  I think there were some AD&D 0-level modules that took a sort of similar approach, but it didn't read anywhere near as cool as the way you've presented your idea.
Title: Odd idea for a campaign start
Post by: Serious Paul on August 29, 2007, 09:33:49 PM
I've run something similar, where in in A Shadowrun game we had one player choose the Amnesiac flaw.

So he picked the basics-race, height, weight, and I did the rest. The first game had him waking up in alley way remembering nothing. He had a blank character sheet for a while, until he filled in the blanks.

I made the character itself, and there were clues through out the campaign as to who he was, and how he ended up this way. Until he did something he didn't know if he could or couldn't do it. (And sometimes with defaults and good rolls he was a little over confident for a while.)

That was one character in one of my longest campaigns ever-we ran the same PC's for 4 years straight, gaming once a week minimum.
Title: Odd idea for a campaign start
Post by: Hackmaster on August 29, 2007, 10:03:18 PM
I tried it and it failed horribly. It was a Serenity game. The players woke up in a crashed ship without any memories of their identities. They retained skill knowledge, although they had to "discover" what they were skilled in.

The backstory was they were victims of an experiment by a large drug corporation and managed to escape or were left for dead.

The overall campaign arc was supposed to be finding out what happened to them, who they were etc.

The thing is, nobody cared. They just fixed up the ship and then started looking for odd jobs. It never occurred to them to find out anything about their past.

I still think the idea has a lot of potential, I just don't know how to pitch it properly to get people really into the mystery of it all.
Title: Odd idea for a campaign start
Post by: Serious Paul on August 29, 2007, 10:10:06 PM
Quote from: GoOrangeThe thing is, nobody cared.

This is one of the hardest things to deal with, and I've been there myself. You bust monkey balls making a cool idea and setting, and working up back story and everyone just shits on it, and says who cares? Or worse don't even acknowledge it!

It happens, it sucks, but it happens.
Title: Odd idea for a campaign start
Post by: Zachary The First on August 29, 2007, 10:13:38 PM
It's an interesting idea.  In theory, you should have players get characters they want based on their dispositions towards certain actions/skill attempts, right?  I'm curious how it'd pan out with one of my groups.
Title: Odd idea for a campaign start
Post by: ancientgamer on August 29, 2007, 10:19:11 PM
It sounds like a potentially cool idea to me.  I think there should be threads or things that continue to affect the characters even if they don't want to find out who they are.  Perhaps strangers start attacking them for no reason or they talk to them like old pals and they have no idea of who they are or if they should be trusted.
Title: Odd idea for a campaign start
Post by: dar on August 29, 2007, 10:32:27 PM
Quote from: GoOrangeThe thing is, nobody cared. They just fixed up the ship and then started looking for odd jobs. It never occurred to them to find out anything about their past.

I wonder if it would work to MAKE them care.

Some NPC baddies show up screaming about what the players owe them and they're gonna bust em up if they don't cough up. If they can get away, and the bad guys are still upset, they might want to find out wtf in a hurry.

Or have the police start shooting as soon as they are spotted, that would make me keenly interested in what was going on.

Or have somebody run into them, first afraid and startled, then upon recognizing they were amnesiacs, excuse them selfs in a hurry talking about how they're gonna be rich!

Or have them constantly followed by somebody or something that gives them the high end of the creepy crawlies. An entity they can't capture, lose, or even get a good look at. Maybe something they can sense is hungry and only staying back because it knows who they are, if it ever found out they were 'absent minded', they would be in deep trouble.

Edit: oops, sorry ancientgamer, I just read your post, consider mine a vamp on your theme.
Title: Odd idea for a campaign start
Post by: flyingmice on August 29, 2007, 10:40:05 PM
Quote from: GoOrangeI tried it and it failed horribly. It was a Serenity game. The players woke up in a crashed ship without any memories of their identities. They retained skill knowledge, although they had to "discover" what they were skilled in.

The backstory was they were victims of an experiment by a large drug corporation and managed to escape or were left for dead.

The overall campaign arc was supposed to be finding out what happened to them, who they were etc.

The thing is, nobody cared. They just fixed up the ship and then started looking for odd jobs. It never occurred to them to find out anything about their past.

I still think the idea has a lot of potential, I just don't know how to pitch it properly to get people really into the mystery of it all.

Sounds like the players never bought into the startup, or maybe never knew. I'm diagnosing at second hand here, but that's what it sounded like, GoOrange. This kinda thing always needs player buy-in to work right.

-clash
Title: Odd idea for a campaign start
Post by: Serious Paul on August 29, 2007, 10:42:39 PM
It's a thin line between rail-roading and plot hook, so walk it carefully. It's certainly not that I think it can't be done-just that doing it will require a bit more work than the average campaign.

A suggestion that I have, that I just started using, is post some things-situations, scenarios in game, what not-where your players can't see them or where they'll agree not t look and seek input from others. Put them in the players shoes, and try to get some ideas of where they'll go. It's worked pretty good for me so far.
Title: Odd idea for a campaign start
Post by: Haffrung on August 29, 2007, 10:48:15 PM
Quote from: James McMurrayThe characters wake up somewhere as amnesiac captives. The "somewhere" depends on the genre, and doesn't really affect the underlying idea. Basically, in the course of escaping and finding out who they are, the PCs will probably exhibit some tendencies. For instance, one character may immediately try to con the gaurd into letting them out. Another may fashion a makeshift lockpick. This would be read in game as the character subconsciously trying what feels most comfortable first.

Whatever they do, that's what their skills are. Each character would have a set number of point buy points that the GM would assign every time an action is taken, until they're out of points. Preferably the escape scenario is setup to give everyone plenty of opportunities, and a chance to find files about themselves, represented out of game by the character sheets.

Has anyone tried something like this before?

I came across a Warhammer FRP scenario a few weeks ago with exactly this premise. It was explained in the setting as one of those weird WFRP insanities, and the place the PCs had to escape from was a wizard's laboratory, in a city overrun with mutants and zombies. If I ever get an WFRP game going, I'm definitely going to start it with that scenario.
Title: Odd idea for a campaign start
Post by: James McMurray on August 29, 2007, 11:37:44 PM
Quote from: flyingmiceSounds like the players never bought into the startup, or maybe never knew. I'm diagnosing at second hand here, but that's what it sounded like, GoOrange. This kinda thing always needs player buy-in to work right.

-clash

That's about what I was going to say. It seems to me that the only way to really get buy-in for a game about amnesiacs looking for their identities is to start off with "I'm thinking about a campaign that involves amnesiacs who are looking for their identities. Does that sound cool to you guys?" If you start it up and that's not what they're after, trying to force them to want what you want will probably end wrong, but if they're looking forward to it from the start you should be alright (assuming your idea of what their identities should be is close to their idea).

Another question: should the players know that their early choices will affect their final character sheets, or should they think they're working with something that's already built and trying to discover it? I can see reasons for doing either.

QuoteIt's a thin line between rail-roading and plot hook, so walk it carefully. It's certainly not that I think it can't be done-just that doing it will require a bit more work than the average campaign.

I can't see how the first encounters can't help but be at least somewhat railroaded. If you're using reactions to stimuli to generate a sheet, you need a wide variety of stimuli. You could try to nudge things around while the sheets are still moving target so that you get non railroaded setups that you need, but that could be more trouble than its worth, especially if your players don't mind knowing that the first session or two will be fairly linear, after which they're free to go buck wild.

QuoteA suggestion that I have, that I just started using, is post some things-situations, scenarios in game, what not-where your players can't see them or where they'll agree not t look and seek input from others. Put them in the players shoes, and try to get some ideas of where they'll go. It's worked pretty good for me so far.

That's what I've got you guys for. ;)

Actually, that's a damn fine idea. I frequently post ideas I've had, but from a higher level view. I don't think I've ever said "what would you, as a player, do with this situation? Thanks!
Title: Odd idea for a campaign start
Post by: Cab on August 30, 2007, 05:27:34 AM
The idea of an amnesia start reminds me of Nine Princes in Amber, the first of Amber chronicles by Roger Zelazny. Great reading for any gamer, expecially planning to run this kind of campaign.
Title: Odd idea for a campaign start
Post by: Dirk Remmecke on August 30, 2007, 06:39:44 AM
Quote from: KenHRI think there were some AD&D 0-level modules that took a sort of similar approach, but it didn't read anywhere near as cool as the way you've presented your idea.
Yes, this one (http://home.flash.net/~brenfrow/dd1/n4.htm).
I remember thumbing through it at a game store back then, several times even, and I found it incredibly boring.

There's an adventure module for the German game Midgard that has a nice twist to the amnesia idea (but it is clearly not meant as a starting point for a campaign):
The characters wake up deep in a dungeon in a partly collapsed room. They find equipment on them that they don't remember having bought (or found), one of which is a written note from a mage. It dawns on them that they were on a quest by order of that mage, that they were supposed to find something or someone called the Feathered Angel, and that something went horribly wrong.

They have to backtrack their steps and explore the dungeon a "second time".
Title: Odd idea for a campaign start
Post by: Warthur on August 30, 2007, 06:47:41 AM
When I did the amnesia thing with my A|State campaign I let my players come up with the skills and ideas for their characters - partially because I wanted them to feel that the characters were "theirs" from the get-go, to help them empathise with these backgroundless cyphers, and partially so I could write notes for them from their pre-amnesiac selves explaining why they'd deliberately wiped their memories. (And to remind them not to lose the memory-wiping device... which was missing when they woke up.)
Title: Odd idea for a campaign start
Post by: Hackmaster on August 30, 2007, 07:11:28 AM
In my instance, the players definitely just didn't buy into the whole concept to begin with. I should have layed out the situation better at the beginning. Maybe starting the campaign with a flashback or two to set the scene and give a hint of past events. Something to make the characters want to care about their history.

While I didn't want to railroad too heavily, I did drop in hints about their past and had them accosted by the big bad corporation once or twice, but for the most part they were just eager to get back to being free traders.
Title: Odd idea for a campaign start
Post by: ancientgamer on August 30, 2007, 12:27:39 PM
Hi Dar,

Don't worry about it...consider it an expansion on my initial thoughts about this thread.  GoOrange's later comments illuminated more of the situition for me.  I thought there was some sort of interest that faded out during play rather than more of a surprise.  I certainly agree the players need to know something about the direction of a campaign or adventure...such as asking if mysteries are cool or they want straightforward scenerios.
Title: Odd idea for a campaign start
Post by: rcsample on September 04, 2007, 12:47:22 PM
You should look for the old Chameleon Eclectic game, Psychosis...sounds similar to what you are trying to do...albeit with different mechanics most likely...

Here's some info on it:

http://www.eldritch.org/erskin/psychosis/ (http://www.eldritch.org/erskin/psychosis/)
Title: Odd idea for a campaign start
Post by: James McMurray on September 04, 2007, 01:53:14 PM
Thanks! It's hard to tell if the system is what I'm looking for, but the Gordian Knot module looks pretty cool. Even if I never find the rules for it, I may swipe it for a future game night.
Title: Odd idea for a campaign start
Post by: VBWyrde on September 04, 2007, 02:00:20 PM
Quote from: Serious PaulThis is one of the hardest things to deal with, and I've been there myself. You bust monkey balls making a cool idea and setting, and working up back story and everyone just shits on it, and says who cares? Or worse don't even acknowledge it!

It happens, it sucks, but it happens.

Well, perhaps one thing that might make them care is if there's something in their past that then comes stalking after them.   In which case it then becomes paramount for them to follow whatever clues they can to find out wtf is going on, before they all get snuffed... ?

You'd have to have a little finesse to avoid making this too pat, but with a little bit of subtlety it might work.
Title: Odd idea for a campaign start
Post by: James McMurray on September 04, 2007, 02:09:30 PM
Wouldn't it be better just to ask them in advance to care? Let them know you want to run a game about finding the PCs' identity and see if they're on board for it?

It seems to me like it's a setup that can be really cool or fall completely flat on its face, depending on how well the players get sucked in by it.