Supplement Four
Mongoose
Something flatscan wrote in another thread addresses a campaign I am prepping. Central to the first scene of the game is an extreme moral choice that the PCs will be forced into.
I've been thinking of putting together a new game, and I thought about this very aspect. I like to put some real-world horrors into the heroic action the characters experience, to reinforce their suspension of disbelief and make 'em believe that they're playing real people in a real world.
For example, the campaign I'm thinking of starts in Aquilonia on the edge of the Pictish wilderness. The characters are all young, boys aged around 15, give or take a year. All of them 1st level characters.
As the campaign progresses, I plan on playing out different scenes. There'd be this scene. Then, we'd skip, add a level to the PCs, and play another scene. Not unlike reading Conan short stories. I thought I'd have a scene per level, skipping time in between (so, the campaign wouldn't be continuous, and I could move the game all over the map, if I wanted).
Well, this first scenario would be the "origin" scene. The PCs are children, coming of age, in an Aquilonian border village. Everybody has their place during a Pict attack. Everybody is trained on what to do. The players, just young boys, have a position to defend the women and children--the last line of defense if the Picts get through the grizzled warriors on the wall.
Well, the game would begin. Travellers from afar would arrive--a gypsy-like seer in a covered wagon pass through the village. The first scene would be whether or not the players go see this gypsy-like character, the old woman. If they do, one of them will be told a riddle that foretells the Pict attack and their escape and the dark deeds that they will have to do to pay for their lives.
Later that night, as everyone sleeps, the bell is rung. Picts swarm the village. It's a an all-out attack.
The PCs know their duty. They grab their gear and get to the women and children, collecting them all in one spot, with the PCs guarding the entrances.
All this time, I'll be (the GM) describing the fight on walls. The fires as they start. The sounds. The strange shadows. The men dying. The Picts scaling the walls.
One will get through, and the first action of the game will be the players, at 1st level, fighting a single Pict. I'll either make this a high level, but wounded, Pict, or a younger, lower level, Pict that the players can defeat (unless he gets lucky and kills one of the PCs).
After this, things don't look good for the village. Too many Picts. It's obvious that the Aquilonians are losing. Fire burns on one side of the wall. The men up near the gate are dying, outnumbered as the Picts swarm through the main gate. To the left, a few picts are damn close, looking through cabins for things to steal and women to rape.
But, of course, all the women are with the PCs. The head mother comes out to the PCs. She's been on the frontier all her life. She can see what's happening.
She tells the PCs: "The Cimmerians have a duty they perform when the situation turns dire. They, themselves, kill their women folk and their young to spare them what will happen if the Picts get their hands on them." She looks around. The fight is lost. It's just not over yet. And, there's no where to run. They are hemmed in because the village walls while Picts pour into the front gates. The matron looks at the PCs. "There's no escape. If we run, we'll be caught. The group of us, with the babies, are too slow. We must follow the Cimmerians."
"Come," she says, opening the door to where the women and children are huddled, "do your duty. Then, stand your ground with the rest of the men."
This is the first moral point I'll put to the players. They don't have a lot of time. There really is no where to run. Picts may be on them at any moment.
What will they do?
Assuming that they do their bloody duty, we'll move on with the story. You never know, though, what players are going to pull out of their buttocks. Creative players will bring to the table things I'd never think of if I had years to ponder.
I assume, after the deed, that the players will feel defeated, dirty, maybe already dead and suicidal.
If they hesitate, I'll throw another Pict after them or two, maybe even kill a PC (at first level, this won't be hard to do..and I won't plan it...I'll just let it happen when it does). And, I can have the matron starting the bloody work that the PCs are hesitant to do.
The PCs will have family members in there. A mother. Some sisters. Maybe a baby brother. Who will kill them? The related PC or will he have his friend do that for him?
I'll make this a real horror by having the little kids look up at their older siblings, saying, "No brother! Don't! Why!? I love you! Don't hurt me!"
It will be a real experience.
Afterwards, I'm sure the PCs will take their place with the men, to fight the fight on the "line" with the rest of the village warriors.
But, as they pass the fortuneteller's camp, I'll point out that the wagon is on a bit of a hill, not too far from where the wall is burning. If one were to give the wagon a push, then escape might be possible. Push the wagon, hanging onto it. It rolls down the incline, smashes into the wall, and makes a hole. Then, the PCs can run for their lives.
Some players may be so torn up by what their previous duty that they may refuse to have their characters run. I'll let the players who want to go try and talk some sense into them. And, I'll tell them that they start to see the men on the line route, with Picts chasing them down, scraping off their scalps and pulling out their teeth for jewelry and trophies.
If that doesn't work, they get their wish and face some more Picts, maybe even killing another PC.
Either way, at least one player, hopefully, will run for the wagon, push it, and crash through the wall, running for his life to the forest edge. Hopefully, the others will follow.
It will be a mad dash through the field and into the forest. Picts will start to chase them. It's dark, and they have no idea where they're going.
I want it to be a harrowing night, with maybe the PCs hiding from the Picts searching the wood for survivors.
The PCs sneak off.
The next day, they get as far away from the village as possible. They get their bearings. And, I plan on doing some low-level stuff, like hunting and fending off forest predators in the next day or three.
The players will come up with a plan, and that will lead them in a direction. Whatever that is, is where I'll take the game next. It will be the next "scene".
Those who survive the night earn level 2.
flatscan said:One of my favorite aspects of the Conan game is some of the moral ambiguity it involves and the choices that leads to.
I've been thinking of putting together a new game, and I thought about this very aspect. I like to put some real-world horrors into the heroic action the characters experience, to reinforce their suspension of disbelief and make 'em believe that they're playing real people in a real world.
For example, the campaign I'm thinking of starts in Aquilonia on the edge of the Pictish wilderness. The characters are all young, boys aged around 15, give or take a year. All of them 1st level characters.
As the campaign progresses, I plan on playing out different scenes. There'd be this scene. Then, we'd skip, add a level to the PCs, and play another scene. Not unlike reading Conan short stories. I thought I'd have a scene per level, skipping time in between (so, the campaign wouldn't be continuous, and I could move the game all over the map, if I wanted).
Well, this first scenario would be the "origin" scene. The PCs are children, coming of age, in an Aquilonian border village. Everybody has their place during a Pict attack. Everybody is trained on what to do. The players, just young boys, have a position to defend the women and children--the last line of defense if the Picts get through the grizzled warriors on the wall.
Well, the game would begin. Travellers from afar would arrive--a gypsy-like seer in a covered wagon pass through the village. The first scene would be whether or not the players go see this gypsy-like character, the old woman. If they do, one of them will be told a riddle that foretells the Pict attack and their escape and the dark deeds that they will have to do to pay for their lives.
Later that night, as everyone sleeps, the bell is rung. Picts swarm the village. It's a an all-out attack.
The PCs know their duty. They grab their gear and get to the women and children, collecting them all in one spot, with the PCs guarding the entrances.
All this time, I'll be (the GM) describing the fight on walls. The fires as they start. The sounds. The strange shadows. The men dying. The Picts scaling the walls.
One will get through, and the first action of the game will be the players, at 1st level, fighting a single Pict. I'll either make this a high level, but wounded, Pict, or a younger, lower level, Pict that the players can defeat (unless he gets lucky and kills one of the PCs).
After this, things don't look good for the village. Too many Picts. It's obvious that the Aquilonians are losing. Fire burns on one side of the wall. The men up near the gate are dying, outnumbered as the Picts swarm through the main gate. To the left, a few picts are damn close, looking through cabins for things to steal and women to rape.
But, of course, all the women are with the PCs. The head mother comes out to the PCs. She's been on the frontier all her life. She can see what's happening.
She tells the PCs: "The Cimmerians have a duty they perform when the situation turns dire. They, themselves, kill their women folk and their young to spare them what will happen if the Picts get their hands on them." She looks around. The fight is lost. It's just not over yet. And, there's no where to run. They are hemmed in because the village walls while Picts pour into the front gates. The matron looks at the PCs. "There's no escape. If we run, we'll be caught. The group of us, with the babies, are too slow. We must follow the Cimmerians."
"Come," she says, opening the door to where the women and children are huddled, "do your duty. Then, stand your ground with the rest of the men."
This is the first moral point I'll put to the players. They don't have a lot of time. There really is no where to run. Picts may be on them at any moment.
What will they do?
Assuming that they do their bloody duty, we'll move on with the story. You never know, though, what players are going to pull out of their buttocks. Creative players will bring to the table things I'd never think of if I had years to ponder.
I assume, after the deed, that the players will feel defeated, dirty, maybe already dead and suicidal.
If they hesitate, I'll throw another Pict after them or two, maybe even kill a PC (at first level, this won't be hard to do..and I won't plan it...I'll just let it happen when it does). And, I can have the matron starting the bloody work that the PCs are hesitant to do.
The PCs will have family members in there. A mother. Some sisters. Maybe a baby brother. Who will kill them? The related PC or will he have his friend do that for him?
I'll make this a real horror by having the little kids look up at their older siblings, saying, "No brother! Don't! Why!? I love you! Don't hurt me!"
It will be a real experience.
Afterwards, I'm sure the PCs will take their place with the men, to fight the fight on the "line" with the rest of the village warriors.
But, as they pass the fortuneteller's camp, I'll point out that the wagon is on a bit of a hill, not too far from where the wall is burning. If one were to give the wagon a push, then escape might be possible. Push the wagon, hanging onto it. It rolls down the incline, smashes into the wall, and makes a hole. Then, the PCs can run for their lives.
Some players may be so torn up by what their previous duty that they may refuse to have their characters run. I'll let the players who want to go try and talk some sense into them. And, I'll tell them that they start to see the men on the line route, with Picts chasing them down, scraping off their scalps and pulling out their teeth for jewelry and trophies.
If that doesn't work, they get their wish and face some more Picts, maybe even killing another PC.
Either way, at least one player, hopefully, will run for the wagon, push it, and crash through the wall, running for his life to the forest edge. Hopefully, the others will follow.
It will be a mad dash through the field and into the forest. Picts will start to chase them. It's dark, and they have no idea where they're going.
I want it to be a harrowing night, with maybe the PCs hiding from the Picts searching the wood for survivors.
The PCs sneak off.
The next day, they get as far away from the village as possible. They get their bearings. And, I plan on doing some low-level stuff, like hunting and fending off forest predators in the next day or three.
The players will come up with a plan, and that will lead them in a direction. Whatever that is, is where I'll take the game next. It will be the next "scene".
Those who survive the night earn level 2.