|
In 1961, Marvel published a comic
that revolutionised
an industry and launched a new era, which would come to
be known as the "silver age". Four ordinary people, on
a voyage into space, were bombarded with cosmic rays
and transformed into legends. Over the course of a
single staple-bound comic book, Marvel seamlessly
launched a story, a group, a comic-book title and an
industry. That comic was Fantastic Four #1, and those
heroes were - of course - the Fantastic Four: The Human
Torch, The Thing, The Invisible Girl and Mr Fantastic
(or as his wife calls him: "Mr Fucking Excellent!").
That's the sort of grand start we
dream of when we
start a campaign. But it doesn't always turn out like
that. In this article we take a look at some things
that have buggered up the starts of campaigns we've
played in.
#1: Unintentional Humour
What Happened
I once played in a conspiracy game
which was to start
with a journey to a bar.
All we had to do was go to this
bar, and then the
scenario would start. It was the biggest bar in town.
It was beside the harbour. It was in the town of Bar
Harbour, in the state of Maine.
It was the main bar beside the
harbour in Bar Harbour,
Maine.
It took us eight hours to get
through the briefing.
The problem was that we just
couldn't take it
seriously. We were playing Dark Conspiracy. It was
supposed to be dark. It was supposed to be gritty. It
was only supposed to take half an hour.
Player 1: "Okay, so we'll go along
to the bar---"
Player 2: "That would be the main
bar in town would
it?"
Player 1: "It would. It's the main
bar."
Player 3: "And it's beside the
harbour, isn't it?"
Player 1: "It is. It's beside the
harbour."
Player 2: "Okay, let's get in the
Humvee, and head down
the highway. Where is it we're going?"
Player 1: "It's a place called Bar
Harbour."
Player 3: "And that's in Maine, is
it?"
Player 1: "It is. In fact it's
the---"
All Players: "---main bar beside
the harbour in Bar
Harbour, Maine!"
GamesMaster: Please! Will you just
drive to the
*fucking* bar!
Then when we finally got there, we
got into some kind
of row, and got banned from the bar. That's right:
We were barred from the main bar
beside the harbour in
Bar Harbour, Maine!
The Lesson
Humour's fine, in the right places.
But if your gritty
tale of urban counter-terrorism features the players
serving in the Continental Unified National Task
Force... Well it might not be the seering,
though-provoking story you were hoping for.
#2: Tiredness (Mars Campaign Screwup, Part I)
What Happened
I once started a superhero campaign
set on Mars, in the
year 1959 (it was a Lowell style Mars, with canals and
an ancient Martian civilisation). It actually went on
to be a pretty good campaign. But the first evening
didn't go to plan, thanks to one of the four players,
who I will refer to here by the code "Aaa".
I started the session off with a
little group
visualisation (yes, I know that does sound disgustingly
hippie). I got them to lie back with their eyes closed,
and then described a scene. I started off describing a
fifties diner, the decor, the waitresses, the patrons,
then moved to the desert outside, describing the red,
rusty sand and rocks. Finally, I described the
lizard-like creatures flying beneath a pink sky.
I gave them a few moments, then
told them to open their
eyes, which they did, except for Aaa, who lay
motionless with his eyes closed.
"Aaa?" I asked. Nothing.
"Aaa?"
Then we realised he was asleep.
"AAA!"
Cue one sleepy roleplayer lifting
his head and blinking
at the light.
"Sorry," he said, "I've had some
late nights recently."
The Lesson
Try to get players who might arrive
at your game at
least half-awake.
#3: Lack Of Commitment (Mars Campaign Screwup, Part
II)
What Happened
Same player, same game, same night.
Now you must remember that I'd been
building up to the
campaign for quite a long time. This was a serious
attempt at an epic storyline. We'd spent a couple of
weeks just working on the characters, making sure that
they had detailed backgrounds and motivations.
Then we started, and the evening
had actually gone
pretty well, after the slight hiccup with the
visualisation. The four heroes had been recruited by an
all-powerful entity called the Guardian. The Guardian
had "lifted" them from wherever they had been and
transported them to somewhere else (a space somewhere,
which they couldn't identify).
Then it had taken them on a tour
through the past and
future of Mars. They had seen the glorious past of
50,000 years before. They had seen the dying, despotic
world of 8000 years before as the eco-system failed and
canals were desperately built. And finally, they had
seen Mars as it would become if nothing was done to
save it, an airless vacuum world, of dead cities and
men in space suits.
The Guardian had told them that
fates of Earth and Mars
were linked, and that only they, men of Earth, could
prevent them dying. It had told them this was their
destiny. They four had been selected to save the two
worlds. It asked them to accept their destiny.
And they did.
Well during the game, as PCs they
did.
Because after the session ended,
Aaa announced, "Oh by
the way, I won't be coming to the roleplaying any more.
This was my last evening. I won't be able to make it
any more because I'm on different shifts at work."
Something he could have told us, at
the *start* of the
evening.
The Lesson
Again, make sure you have the right
players.
We tried Star Trek...
Page 1 of 2
Copyright � 2002 Critical Miss Gaming Society
|