Roleplaying Tips Weekly E-Zine Issue #331
Interesting Combats With Themed Skirmish Groups, Part 1
Contents:
This Week's Tips Summarized
Interesting Combats With Themed Skirmish Groups, Part 1
- Craft Unique, Distinct, And Interactive Themes
- Choose An Interesting Game Mechanic For A Skirmish Theme
- What Is Your Goal?
- Determine Your Budget
- Reconfigure Not Invalidate
- Force Interesting Solutions
Readers' Tips Summarized
- Non-Random Random Encounters
From: Trev Talman
- Microbes - The GM's Friend
From: David Shaw
New Releases For 1 on 1 Adventures
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and Sixth Cavalier (bard or rogue level 9-11).
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Return to Contents
A Brief Word From Johnn
Lunchtime Games
I recently sent in a question to the Durham 3 podcast team:
what's a good lunch RPG that's campaign based, has character
development, and is easy to setup and break-down?
You can listen to their answer here:
Durham 3 News Feed Link
Great Book Series
I have to agree with this reader's e-mail:
Have you read Steven Erikson's Tales from the Malazan Book
of the Fallen series? It's a stunning literary attempt to
portray a serious RPG type world in which high level
characters wreak havoc according to their own agendas.
Highly recommended.
Steven is Canadian, to boot!
Steven Erikson
Monster Manual IV Thumbs Up
re: A Brief Word From Johnn, Issue 321
After using MMIV now for a couple of sessions and for a lot
of session planning, I give it a thumbs up. While it's not
an encyclopedic reference like previous monster manuals,
it's a useful and useable GM tool that cuts down on planning
time. Check it out at your local game store, Amazon, or at
the Roleplaying Tips discount RPG store.
I'll be using it some more in my campaign soon, as many of
the critters in it are perfect for scaling the Forge of Fury
module up to the level of my current group. The PCs should
be entering the Forge of Fury in a session or two.
Get some gaming done this week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to Contents
Wolfgang Baur's Private Design
Wolfgang Baur is writing another adventure by commission.
His patrons choose and influence the project from the start!
The project is open to new patrons for a limited time, and
the participants from the first round were both "impressed"
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Learn how the TSR, Paizo, and WotC designer behind
Dark*Matter and Frostburn plans and executes world-class
work, as Baur describes the process every step of the way.
Visit the Open Design site to sign up today!
Return to Contents
Interesting Combats With Themed Skirmish Groups, Part 1
Interesting Combats With Themed Skirmish Groups, Part 1
By Johnn Four
Themed skirmish groups are a great way to make combats
interesting. Players love it when they encounter new,
unexpected, and unusual opponents. Choosing a special theme
and building a group of foes around it is also a good way to
corral your preparation time, because it gives your planning
focus and purpose. The result is a strong hook to game with,
and a distinct foe players and characters will remember.
Skirmish group theming also adds fun to preparation. It's a
game within the game for GMs where you try out different
ideas, puzzle out good optimization, and add imaginative
roleplaying details to make encounters even better.
By skirmish group, I mean a unit of several foes. You could
use the tips in this article to tweak individual critters
and villains, but the tips are geared toward groups of three
or more.
The chief aim here is to transform repetitive, standard, and
boring encounters, such as with a dozen orcs, a pack of city
rogues, or a unit of town guards, into lively and
challenging events for you and your players.
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1. Craft Unique, Distinct, And Interactive Themes
All too often in my game sessions, a typical battle involves
a small group of humanoids with standard equipment,
predictable tactics, and boring behaviours.
If this is you too, then join me in making unique foes that
are challenging to game with. Break the mould the next time
your PCs face what would normally be a cookie cutter foe.
A challenge with building unique game elements is prep time.
We use standard opponents because we're familiar with them
and they don't take much time to get ready.
As you'll see, themed skirmish groups save you time over the
long haul, and can save time in the short run as well. For
example, they often centre around a specific game rule,
serving as a useful tool for mastering the game rules, which
makes you a faster, more confident GM.
A themed skirmish group also helps you build several NPCs at
once, and actually gives you a template to help design more
NPCs of the same theme, as needed, in a snap. Even if you
don't plan on using the NPCs for combat right away, you
still end up with a cool design to layer onto NPCs - you'll
just need to add a personality each time.
For example, zombies are standard fodder in fantasy games.
They're weak opponents, ideal for low level or low point
PCs. More campaigns start than end, by a huge ratio, so
fantasy players have high chances of meeting a lot of
zombies during the life of their RPG hobby. :)
Let's spruce our zombies up with a theme to surprise our
players next game. Perhaps they are particularly good at
spreading disease. In D&D, at least, disease is not
considered a chief weapon of zombies.
Zombies don't think for themselves much, so to facilitate a
themed skirmish group of zombies, let's add a zombie master.
We now have a villain. Our villain wants to add extra oomph
to his minions and make those crappy heroes who interfere
all the time hesitate before they draw steel and chop his
work down without a second thought.
He decides to arm the creatures with chunks of diseased meat
to throw at foes.
From a GM's perspective, this gives them a cheap distance
weapon, it makes the monsters more interesting and
challenging to fight, and you haven't pulled this kind of
trick before, so you hope you're players will have fun with
it.
Distinct vs. Unique
Note there's a difference between unique and distinct. It's
important that themed groups have their own identity, their
own recognizability, and are distinct from other foes fought
in the campaign.
For example, consider player reactions to pair of orc packs,
with the only difference being one group wields longswords,
and the other group uses short swords. It's a difference,
but not an exciting one, and not a difference that I'd say
makes each pack distinct and interesting.
Now consider another pair of orc packs. The first has green,
light armour, buckler shields, and spears. They are swinging
spiked nets over their heads, and have fang-shaped tattoos
inked with blood on their cheeks and arms. Pack number two
has red plate mail, two-handed, giant, orc axes, and their
noses have been split and sharp bones inserted, pointy ends
outward.
Each pack makes a distinct impression that hopefully stirs
imaginations, not to mention changes gameplay up a bit.
Unique is great, but if you ever have to pick between being
unique or distinct, opt with distinct.
Interaction
It's critical your designs impact gameplay. RPGs are about
player choices and decisions, and character actions. When
designing themed skirmish groups, it's not enough to just
change a tabard colour or foe name.
Each design must somehow make gameplay a little different
from the other designs. They must present different problems
or offer different opportunities for players to ponder.
I remember reading Dragonlance for the first time and was
amazed to learn that some draconians turn to stone when
killed, trapping weapons and petrifying belongings, while
others exploded after the death blow, causing great damage
and lots of light and noise. Not only were these cool
monster hooks, they also forced the heroes to change their
tactics.
Many players are happy with simple variation. Change up
scimitars for rapiers, and they are pleased even if damage
dealt by their foes, or foe capabilities, remain nearly
identical. Switch blue hats for green hats, give the NPCs a
different culture name, and some players are satisfied.
This makes accomplishing your goal easier, but I encourage
you to make it a regular practice to change up interaction
as well. It's a good GMing skill to develop, and if you are
changing up interaction then you are guaranteed to be
pleasing this type of player at the same time.
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2. Choose An Interesting Game Mechanic For A Skirmish Theme
Crafting your skirmish group theme around a specific game
mechanic is not an absolute requirement. A key goal is
interactivity - you want to make your skirmish group
interesting, in a game sense, to the players and their
characters.
Focusing on a game mechanic though, such as a special weapon
type, a certain skill, or a specific social interaction
rule, is an easy way to accomplish this.
In addition, you still need to maintain game balance and
consistency. Your skirmish group can't be universally
awesome. Ironically, the more things a skirmish group is
good at, the less distinct and interesting it becomes.
Therefore, picking a single game mechanic as the design
kernel keeps your games better balanced.
Some example game mechanics to design skirmish units around,
drawn from D&D:
- A tanglefoot bag unit
- A poison unit
- A thunderstone unit
- A bull rushing unit
- A tripping unit
- A bluffing unit
- A diplomacy unit
- An invisibility unit
- A monster summoning unit
- A lightning bolt unit
Remember, a skirmish unit is just a general label or
concept, and it doesn't mean only combat. If your game
involves a lot of roleplaying, for example, then a well-
designed diplomacy group could cause your players a lot
conflict and fun challenges.
Note, NPC social skills versus PCs is a tricky situation. If
your game system or GMing style is such that players decide
how their PCs are influenced by their rivals and foes and
not the dice, then consider how nasty a diplomacy skirmish
group could be if it succeeds in influencing important NPCs
in your game, such as employers, patrons, allies, merchants,
and law enforcement officials. NPC-to-NPC influence should
be fair game. ;)
If you are looking for inspiration, mull over the following
categories (and examples), with your game system and
campaign in mind, to spark some ideas:
Roleplaying:
- Influence, persuade
- Coerce, intimidate
- Deceive, mislead
- Contacts, social network
- Honor
- Prestige
- Combat:
- Melee
- Ranged
- Grapple, wrestle
- Attack
- Damage
- Defense
- Resistance
- Health, vitality
- Manoeuvre
Skill:
- Social
- Technical
- Combat
- Craft
- Perform
- Knowledge
Ability:
- Strength
- Stamina
- Intellect
- Charm
- Speed
- Agility
- Toughness
Magic:
- Spells
- Powers
- Resistance
- Items
Monster:
- Pet
- Summoning
- Familiar
- Captured
Technology:
- Faster personal movement
- Superior communication
- Better senses and detection
Special Abilities (varies by game system):
- Feats
- Advantages
- Quirks
- Supernatural powers
- Class abilities
- Racial abilities
Write down a few ideas and add to the list when inspiration
strikes. Some ideas will be stronger than others, so feel
free to start with those. However, ideas that seem weak at
first can have amazing subtleties when tinkered with, played
around with, stretched, and moulded.
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3. What Is Your Goal?
Early on in the process, you should have a clear idea of
what you want to accomplish with any particular skirmish
group build. You can have more than one goal, but defining
up front what you want to accomplish sets specific
expectations. This helps you measure success later on, and
it keeps stress levels down and the fun factor up.
For example, your main goal in building a skirmish group of
diseased-meat throwing zombies might be to learn the rules
about ranged combat with improvised weapons and the rules
for disease. During the session, if the zombies get smashed
to pieces without the PCs breaking a sweat, you shouldn't
feel bad - you learned the rules, so that's a goal
accomplished!
Here are some example goals:
- GM learn the rules
- Players learn the rules
- A fun, weird game element
- A surprise
- A tough encounter
- TPK (joking!)
- To get better at design
- To hook an encounter or adventure
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4. Determine Your Budget
In terms of game resources and elements, your themed
skirmish group will always have a budget of some sort. A lot
depends on your game system, but there are a few meta-game
limits as well.
Time Budget
- Design and preparation time
- Session time
- Between session maintenance time
You will almost always spend time on this type of thing. For
planning and preparation, time required depends on your
mastery of the game rules, clarity of concept, and goals.
For session time, you have a limited budget: session length.
Your skirmish group might require more than a usual amount
of GM time because of its complexity. For example, a group
with 40 members active in an encounter means you have to
control 40 NPCs.
- How much GM time will you need to invest in gaming this
thing?
- Is that time requirement ok?
Another factor of session time is the players. Skirmish
groups that require difficult decisions will slow game
sessions as players discuss and debate. Skirmish groups that
require lots of rules knowledge and factoring on the
players' part might also impact game time expense.
Between sessions, will you need to perform any updates to
keep the skirmish group relevant and ready for an encounter?
For example, in D&D, if the skirmish group doesn't enter the
game at its anticipated time, then you might need to scale
the group up to challenge PCs of a higher level than
initially designed for.
Before you begin designing your skirmish group, decide on a
time budget: planning time, in-game time, and maintenance
time. Use this budget to narrow or broaden the scope of your
design accordingly.
For example, you might want a themed skirmish group to make
an adventure climax encounter memorable. You're prepared for
the encounter to take a whole session, because it's the end
of the adventure one way or another. With this in mind, you
reason it's ok if it takes you two whole nights to design
the group, and you also figure you'd have the in-game budget
to facilitate changing the initial design from orcs to
spell-slinging giants to make the content suitable for a
climactic event.
Challenge Level Budget
Speaking of PC levels, how great of a challenge do you want
the skirmish group to be? Chances are, you'll have an
encounter level, build points, resource points, or challenge
rating type of budget to allocate and spend.
Wealth Budget
Your game might hinge on wealth. Thematic choices are often
limited by what the skirmish group can afford. GM fiat lets
you piece anything together, of course, but sometimes it's
fun to stay within certain constraints - boundaries
encourage imaginative problem solving and ingenuity.
Reward Budget
This one is quite important in systems and campaigns with a
fine game balance. If the PCs are victorious, what are the
potential rewards? Sometimes, you'll want to establish a
reward budget up front and work backwards from there.
For example, you decide on a group of flamethrowers. What if
the PCs are clever or lucky and knock out the skirmish group
right away? Would it be ok if the player characters got
their hands on a bunch of fully fueled flamethrowers? You
ponder this and decide that could upset game balance for
future encounters, so you tweak the group to be Molotov
Cocktail throwers instead.
Remember that reward consists of equipment and possessions
as well as treasure piles, information, increased status,
new or better contacts, and more privileges.
Establish a reward budget and try not to break it.
Combat Budget
Combat, in general, has several currencies. A typical combat
economy consists of:
- For health: required damage amount to overcome the foes
- PC health: maximum damage to the PCs possible that allows
them to still survive
- Offence: amount and type(s) of offensive capabilities
required to penetrate and overcome defender's defences
- Defence: the amount and type(s) of defensive capabilities
required to repel or absorb attacks
- Survival, losses, gains: strategic and tactical victory
conditions
Example
Suppose you dream up an evil dwarf, high constitution,
masterwork full plate mail and steel shield unit. While kind
of bland in concept, these bad boys have been conditioned
all their lives and trained well, giving them above average
hit points. Their tough armour and shields give them a great
defence. In addition, with their ability to see in the dark,
a favourite tactic of theirs is to sunder or kill all light
sources, making it even tougher for normal vision folk to
hit them.
In theory, this is an interesting foe. Add some armour
colours and crazy battle chants, and you have a fun game
element. However, with the jacked up hit points, they are
going to last longer than your average opponent, drawing out
the length of combat. Furthermore, their strong defence is
hard to penetrate, making combats longer still. In addition,
if the PCs are victorious, the dwarves will leave behind
some valuable equipment for immediate use or future sale.
In this case, you should evaluate the challenge budget, time
budget, and reward budget for such an encounter to determine
if it's a good fit for your campaign.
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5. Reconfigure Not Invalidate
In your quest for opponent optimization to make your
skirmish groups challenging and interesting enough, you
might consider the abilities of the PCs and tailor
encounters accordingly. You might have designed an awesome
skirmish group on paper, but during sessions, it might not
be fun to play against. You are better off tarnishing
perfection and tweaking for higher fun factor.
It's important the end result of your themed skirmish group
design is to make players think and choose tactics based on
the interesting challenges you've set before them.
The guiding principle for accomplishing this is:
Avoid cancelling out character abilities.
Reconfigure not invalidate.
Removing options and choices is great to encourage thinking,
but not if characters are now unable to use their cherished
abilities. It is good to deny abilities from time to time to
encourage players to dream up new strategies, tactics,
plans, and action. However, if you are using this article as
a design process and set of best practices, then make it a
habit to not deny character abilities.
For example, if a PC has just been rewarded with the magic
hammer, Frost Doom, then it's bad form to make the next
encounter with a skirmish group immune to cold.
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6. Force Interesting Solutions
Present challenges with distinct solutions. A worst case
scenario of your hard work is the PCs come up with a
universal solution for overcoming your themed skirmish group
that any group of characters could manage. This invalidates
all the current character development, not to mention the
themed aspect of your creation. If any PCs can do this,
what's the point?
For example, you build a sinister cult of yuan-ti sorcerers
who excel at mind-influencing magic. They've hidden in the
catacombs underneath a city and are building up a network of
agents. The PCs learn of this powerful conspiracy, find the
location of the creatures' subterranean headquarters, and
storm the place. After a tough battle, they kill the leaders
and avert the threat.
That sounds like a fun plot. However, you could substitute
"yuan-ti sorcerers" with many other types of foes and
situations, and the adventure would play out the same. Any
group with some muscle could claim victory. If that's true,
then why bother designing the themed yuan-ti skirmish group?
Save time, plunk in other foes that take less time to craft,
and you're done.
Determine Strengths and Weaknesses
The solution is to build skirmish groups that challenge the
PCs and require the PCs' special abilities. Do this by
considering the strengths and weaknesses of the skirmish
group and the PCs, and then performing an interesting match-
up of each.
- Give the skirmish group strengths that do not invalidate
the PCs' special abilities but do invalidate other
solutions.
- Make the PCs' special abilities key to victory.
- Make other kinds of special abilities ineffective or
inefficient.
This creates a logical need for the PCs to get involved in
the adventure, and establishes a good explanation of why
other agencies require help or do not solve things
themselves (though those agencies could still be involved
and interfering, helping, or opposing the PCs).
Another trick is to provide the same treatment, but for the
skirmish group's weaknesses. Make it so that few other game
elements, such as governments, rivals, and foes of the
skirmish group, have the special abilities or resources the
PCs possess that are particularly effective against the
skirmish group's weaknesses.
Note: the term special abilities of the PCs refers to
whatever game, character, or player elements the group has
that makes them different, interesting, and distinct. It
could be their array of magic items, catalogue of special
powers, network of contacts, power levels (i.e. character
points or class levels), a way with words, or superior
cooperation and tactics the game region currently lacks.
Craft An Abilities Chart
A great way to make this task manageable is to craft a chart
or list of the PCs' abilities. This becomes a design
checklist for your skirmish groups. PC abilities either
become points of skirmish group weakness, or points of
strength where the PCs have an edge somehow.
The checklist also lets you know how you can make the
campaign or game world region deficient so the characters
are the essential solution.
Next, turn to the list of categories in Tip 2: Choose An
Interesting Game Mechanic For A Skirmish Theme. Note what
categories the PCs don't excel in, and consider making some
of these strengths for the skirmish group.
While minor skirmish groups don't require this treatment,
using the strengths and weaknesses technique will make any
theme more viable and force interesting solutions.
You can also consider skipping this step if you're in a
hurry, and trust your instincts to craft a challenging
problem. Note that, once you have the PCs' abilities mapped
out, you can re-use that map for all future skirmish group
designs with minor updates required as the campaign
advances. This makes such a tool a good investment - craft
once, re-use often.
Example
Let's say your group enjoys roleplaying and the PCs have a
mix of combat and social abilities. A strengths and
weaknesses analysis reveals that, like the normal populace,
some PCs are not good at resisting mind-influencing magic.
They'll be easy targets for the yuan-ti sorcerers mentioned
above. A couple of the PCs have solid resistance abilities
though, giving the party an edge.
The PCs also have strong network of friends, patrons, and
contacts. This is a strength, but the informed yuan-ti also
know it is a weakness - the sorcerers can turn the NPCs
against the heroes and force the PCs to fight their friends
and associates! Accordingly, you tweak your skirmish group
design to give them access to the same social network the
PCs are a part of.
The yuan-ti also know the hero PCs are some of the most
powerful individuals in the area. That can also be turned
into a weakness. You immediately have the yuan-ti start
questing for some form of mirroring type magic that would
create clones of the PCs. You decide to game this out to
provide session material, and to give the players a chance
at stopping this plot. If successful, the yuan-ti will use
their powers to control the clones to make life difficult
for the PCs - either by framing them for misdeeds, or
through a direct battle.
Another design tweak you make is to split the yuan-ti up
into three themed skirmish groups. One group specializes in
politics, another in commerce, and another in military
command. This prevents the PCs (and anyone else) from
storming a single location and wiping the yuan-ti out. If
one of the three headquarters is attacked, the other two can
retaliate, creating a dilemma for the PCs.
Thanks to the make-up of the party though - with a bit of
tactical knowledge, a network of contacts, and strong
overall social skills - the PCs are in a unique position to
lead the struggle against the yuan-ti because no other
organization has this spectrum of ability. The PCs could
work to learn which NPCs are under the control of the yuan-
ti, capture them until the magic has worn off or ended, and
then strike the three yuan-ti headquarters without much
threat of retaliation.
This is a simplified example because we haven't specified
the full range of PC abilities, strengths, and weaknesses to
design for. However, even at a conceptual level, hopefully
you can see how such steps enrich plotting and adventure
design.
* * *
Stay tuned for next week's issue:
Interesting Combats With Themed Skirmish Groups, Part 2
- Build The Skirmish Unit
- Craft An Identity
- Craft A Tactics Sheet
- Prepare For The Encounter
- GM It And Tweak
Return to Contents
Expedition to Castle Ravenloft
The master of Ravenloft is having guests for dinner...and
you are invited.
A dark shape emerges from the shadow of Castle Ravenloft. A
flash of lightning reveals the sneering countenance of Count
Strahd von Zarovich. His eyes burn with eternal hunger and
contempt for life. From a narrow balcony, he peers out into
the drizzling twilight at the few sad lights of the village
below and mutters a single name:
"Ireena..."
Expedition to Castle Ravenloft is a Dungeons & Dragons
deluxe adventure that updates the original 1st Edition
Ravenloft module, retaining the Gothic flavor and familiar
elements while expanding and reimagining some of the
locations to create a deeper, richer adventure experience.
This campaign arc adventure is designed for characters of
levels 6-10 and features a new, easy-to-use combat encounter
format. This book also presents new magic items, feats, and
prestige classes for player characters.
Expedition to Castle Ravenloft at RPG Shop
Readers' Tips Of The Week:
1. Non-Random Random Encounters
From: Trev Talman
When conducting a random encounter is any thought ever given
to what it was doing there in the first place? Or do we
roll up gelatinous cube and plonk it down in the middle of a
field of flowers and roll initiative? I think we have all
sighed at the random encounter table and wondered, "How the
heck can I make that fit?"
This is where your ability to wing it comes into to play.
And surprisingly, the off the cuff adventures and encounters
can be the best, as every twist and turn is new for you as
well as the players.
Taking the above example of a gelatinous cube in a field,
why is it there?
- Is a dungeon or crypt entrance right next to gelatinous
cube, and as part of its clearing travels it just happened
to pop out to the surface?
- Is there more than one? Could this be part of a
previously unheard of gelatinous cube migration?
- Is the gelatinous cube being chased?
- Did the gelatinous cube just fall off something in the sky
above?
- Is the gelatinous cube a poor soul that is victim of a
polymorph other spell?
Having basic themes in place can help make that random
encounter easier to implement. Several possible reasons why
a creature is out and about:
- Has exited its lair - A bear roaming out from it's cave.
- Forced out - Bulette forced out of the hills by a dragon,
the old food chain problem.
- Abandoned to time - The party discover half the head and
shoulder of an iron golem sticking out of the ground.
- Fleeing - A group of orcs looks like they are charging the
party when in fact they are fleeing from something else.
- Advanced Scouts - Just coming over the hill near a farm
is a few kobolds on the backs of boars. They are scouting
the area for a food and cow raid.
- Looking for treasure - A dragon has decided to collect
animals for its own private zoo. The party can either help
locate creatures or become part of the exhibit.
- What the? - A vampire is roaming around in the middle of
the day. He's part of an experiment by a Lich. The vampire
is particularly chatty, mostly about how nice it is to feel
the sun again.
- Injured and needing aid - A cloud giant fell from his
home while drunk, and now needs help getting back.
- Summoned - A type of baatezu or tanari has been summoned;
however the spell has gone astray and it ended up leagues
away from the mage that cast the gate. Now it has to commit
three selfless acts of kindness to return to the planes. The
road to hell is paved with good intentions.
- Being transported - A group of ogres are in the back of a
cage, they are being collected for fights in a gladiatorial
arena.
Return to Contents
2. Microbes - The GM's Friend
From: David Shaw
Here's a tip for generating tension in the group. First, let
me go through the setup, then I'll explain what was going
on.
I was running a Traveller campaign set in the New Era with
my players running round the galaxy following a trail of
clues to some great but unspecified prize. The party lands
on a planet run by a technologically elevated dictator and
they decide to tread very carefully. Eventually, via a long
and torturous route, they find the person who has the
information they need. It is decided that one of the
characters will go to see this person, while the others stay
back at the ship.
While visiting this person, the character is offered a cup
of 'tea'. Shortly after drinking this, he suddenly becomes
very dizzy and faints. The first the other characters know
of this is when their ship is surrounded by a military
cordon and heavily armed men in NBC suits come aboard and
take them off to the local hospital's isolation ward, where
they find their friend, still unconscious.
The doctors in the hospital start to run tests on the
characters, taking all sorts of samples and sticking needles
in every part of their bodies. On the television, news
stories appear about a strange new disease that has appeared
that is nearly 100% fatal. Everyone the characters have met
and talked to has died from the disease.
Instant paranoia.
The characters start to search the ward for hidden bugs -the
more they don't find any, the more convinced they become
that they are there. One of the players (note: *player* not
character) stops talking and writes down everything instead
- including out of character and off-topic stuff - then he
eats the pieces of paper!
Eventually, the characters are told they are free to go.
Fearing an attack on the way back to their ship, they take
the most roundabout route imaginable. Once at their ship,
they make a thorough check for explosive devices and tracers
and then, with all guns powered up and manned, they blast
off. For weeks and weeks (game time) after, they conduct
sweeps of the ship - and themselves - trying to find out
what the hell the dictator has had done to them, but they
never find a thing.
So, what was going on? Well, the character who collapsed
had, on a previous world, contracted a viral infection. This
was closely related to a virus he had immunity to, so he
wasn't affected. However, on-board ship, the virus mutated
with another into a deadly killer. As the characters had
partial immunity, they were OK, but the locals on the planet
had no immunity whatsoever. Of course, the people they had
had close contact with were amongst the first to die!
When I finally let my players in on the secret - at the end
of the campaign - I thought one of them was going to hit me
- but they all agreed that that one puzzle had left them
more confused, tense, and ultimately satisfied than any
other part of the campaign.
OK, so this was used in a sci-fi setting, but imagine what
might happen if your fantasy characters sailed across the
seas to unknown lands - and took the common cold with them,
to which the locals had no immunity. Or your Cthulhu (or
similar) investigators open some long-closed tomb. Or a
cyberpunk scientist 'accidentally' creates some virulent
disease. Or...well, I'm sure you can think up lots of other
ideas.
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