This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Odd idea for a campaign start

Started by James McMurray, August 29, 2007, 09:21:40 PM

Previous topic - Next topic

Warthur

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.)
I am no longer posting here or reading this forum because Pundit has regularly claimed credit for keeping this community active. I am sick of his bullshit for reasons I explain here and I don\'t want to contribute to anything he considers to be a personal success on his part.

I recommend The RPG Pub as a friendly place where RPGs can be discussed and where the guiding principles of moderation are "be kind to each other" and "no politics". It\'s pretty chill so far.

Hackmaster

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.
 

ancientgamer

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.
It is unbecoming for young men to utter maxims.

Aristotle

http://agesgaming.bravehost.com

Divinity - an RPG where players become Gods and have to actually worry about pleasing their followers.

If you want to look at another journal, go here.

rcsample

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/
 

James McMurray

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.

VBWyrde

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.
* Aspire to Inspire *
Elthos RPG

James McMurray

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.