The Alexandrian

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The Strange: Strange Revelations - Bruce CordellAs I mentioned way back in GM Don’t List #1, I am generally anonymizing the examples I give in these essays. I’m not looking to shame specific Game Masters, and I’m not interested in punching down. My goal is not to initiate some sort of witch hunt; it’s to educate and discuss.

This essay, however, is an exception. The problems I had this time ultimately originated with a published product, and a published product is fair game.

The book in question is Strange Revelations, an adventure supplement for The Strange. When I reviewed Strange Revelations, I mentioned that I would be using at least 8-9 of the ten scenarios in the book at my gaming table.

The tenth scenario was “Venom Rising”.

SPOILERS AHEAD FOR VENOM RISING

“Venom Rising” is a hot mess of a scenario.

The premise is that an NPC has been framed for blowing up several industrial facilities and the PCs need to clear her name. So why is everyone convinced she did it? What’s the evidence that she’s guilty?

There isn’t any.

So right there you have a broken premise, right? It’s the equivalent of a D&D adventure where you’re supposed to kill the ogre that’s been harassing the village and, when you ask where he is, the mayor says, “That’s his corpse in the corner there.”

Which brings us to the scenario itself, which consists of the PCs visiting the suspect’s living quarters and each of the industrial sites that were blown up. These scenes play out in one of two ways:

  • The PCs show up, fight 4-5 bad guys, search the location, and find no clues.
  • The PCs show up, search the location, find no clues, and then fight 4-5 bad guys.

And here’s how the scenario premise is supposed to resolve itself:

  • The PCs see a picture of the suspect and realize that she has a third arm.
  • They do the equivalent of an internet search, find the publicly broadcast video feed from one of the attacks, and note that the masked terrorist who blew up the facility doesn’t have three arms.

So when I said that there wasn’t any evidence incriminating the suspect, that was inaccurate: It’s not just that there’s no evidence incriminating her; it’s that the evidence which is publicly available before the PCs begin their investigation indicates that someone else did the crime.

The Strange: Strange Revelations - Bruce CordellExcept it’s even worse than that because the suspect’s robotic third arm is pictured as detachable. Which means that the evidence which is supposed to be “exculpatory” isn’t actually exculpatory.

Ultimately, the module tells the GM to resolve the situation by having the person actually responsible for the bombings simply show up and do something egregiously guilty-looking directly in front of the PCs for no particular reason.

Simply reading through the scenario it was obvious how it would play out at the table: The PCs would go from one location to the next. They would never be able to accomplish anything (because there was nothing to accomplish), and would thus grow slowly more and more aggravated with their frustrated investigations. Then the bad guy would arbitrarily show up and the scenario would end with a final, relieved whimper.

In short, the scenario was completely unsalvageable. I metaphorically tossed it to one side, focused my attention elsewhere, and basically never thought about it again.

… which proved to be a mistake. Because when Gen Con rolled around last month, I wanted to play The Strange. Because I had literally forgotten all about “Venom Rising”, I didn’t recognize the title and, therefore, didn’t realize that Monte Cook Games was running a scenario from Strange Revelations. In fact, I was over an hour into the session before I realized what was happening.

And the scenario did, in fact, play out exactly the way I thought it would: In frustrating irrelevance with an unsatisfying whimper.

(Although to the credit of both creative play and the actual GM who was running the session, it wrapped up in a memorable fashion with the PCs ultimately sympathizing with the “bad” guy’s political manifesto and making arrangements to hook him up with freedom fighters who could help him achieve his political goals. As one of the players put it: “It was the first time in a decade of roleplaying that convincing the villain to use better PR has solved the problem!”)

TRIAGE AT THE TABLE

Such a result (usually minus the memorable moment) is, in fact, inevitable when the GM creates a mystery with no clues.

You wouldn’t expect this to be a particularly common phenomena, but I’ve encountered it with a surprising regularity over the thirty years I’ve been gaming. It usually doesn’t manifest itself with the utter purity demonstrated by “Venom Rising”, but it often crops up in less severe forms or within certain sections of a large scenario.

I suspect the problem is born from a fundamentally inverted understanding of how mystery scenarios are structured: We think of mystery stories as being defined by the lack of information (because they are stories of finding something which is unknown), which erroneously leads us to design scenarios which lack information.

The primary solution, of course, is understanding that mystery scenarios are actually structured on acquiring information and liberally applying the Three Clue Rule during scenario design. That’s a topic, of course, which is thoroughly covered in the Three Clue Rule essay, and I don’t think I need to further belabor the subject here.

What I will note, however, is that sometimes you can unintentionally find yourself in this scenario during actual play: You prepped clues, but the PCs missed them. Or you simply made a mistake and the PCs have ended up in an investigatory cul-de-sac where they’re unable to make any progress.

Triaging this situation at the table involves accurately maintaining and monitoring your Revelation List:

  • Make a list of all the conclusions the PCs need to make in the course of their investigation.
  • List all of the clues that exist for each of those conclusions.
  • Use the list during actual play to track which clues the PCs have received and – importantly! – which clues they appear to have missed.

(In some cases they’ll double back and find clues they initially seemed to miss, but you can’t count on that happening.)

What you need to be keeping an eye out for are the revelations for which the PCs have missed all of the necessary clues. (In practice, you really want to start paying attention at the point where they’ve missed all but one of the possible clues. Don’t let yourself get completely backed into a corner before working to get yourself out.)

Some revelations may be nonessential. (Redundancy, particularly once you start working with full-fledged node-based design, is not unusual.) Regardless, a missing revelation should be like an alarm bell going off behind your screen. Or maybe a Check Engine light would be the better analogy: The scenario may not be immediately bursting into flames and crashing, but you do need to get it into the shop ASAP for some tender love and care.

One of the best tools to have in your arsenal is a proactive element in the scenario which you can use to deliver new clues. (There’s more discussion of this in the Three Clue Rule, but you can never go too far wrong having some thugs kick down the PCs’ door.)

If everything has gone completely to hell, this proactive element can – as in “Venom Rising” – simply be the bad guy showing up for his final confrontation. This technique, however, is incredibly dissatisfying for the players. You’re better off having the proactive element be at least one step removed so that the players can actually make the final conclusion for themselves (this is similar to Matryoshka search techniques).

On the other hand, you should also consider just letting the investigation fail sometimes. As GMs we’re often terribly hesitant to do so, but if player choices are going to be meaningful (and they should be), then sometimes the consequences of those choices will be failure. Clinging to that moment – forcing the PCs to wallow in the failure – can often be more frustrating and harmful than simply allowing the failure to happen: The cultists complete their ritual and Innsmouth slides in the sea. The bank robbers escape with the cash. Doctor Nefaria successfully travels back in time and takes over Yugoslavia in 1982.

The good news is that the consequences of failure usually beget even more interest than success: The disappearance of Innsmouth brings Mythos cults into the national headlines, leading to a burst in youth Cthulhu gangs and Nyarlathotep-inspired rebellion. The bank robbers use the cash to fund an arms deal with Mexican drug lords. The once two-bit villain Doctor Nefaria has suddenly become your campaigns’ Doctor Doom and the PCs have no one to blame but themselves.

Of course, they can only blame themselves (instead of blaming you) if you’ve designed the original mystery with the necessary clues.

Go to Part 9

IN THE SHADOW OF THE SPIRE

Session 14D: In the Beast Pits

Zakariya ibn Muhammad Qazwini - A Wolf

As she moved to search it for hidden compartments or the like, the illusion screening it suddenly dropped away, revealing a wolf lying on the table. Its back had been carefully cut open and the flaps of flesh carefully pinioned to the table’s surface.

This moment in the campaign – with the illusion dropping away to reveal a splayed open wolf – was, in practice, a pretty good example of an “RPG jump scare”.

Generally speaking, without special circumstances, you don’t get actual jump scares in tabletop RPGs. Vocal narration simply isn’t a medium in which true jump scares can be properly performed. But there are broadly similar moments in which unexpected twists can be abruptly presented and provoke “oh shit!” responses from the table.

The illusion falling away, in this particular context, created immediate fear that the group was about to be hit with a trap. (A fear carefully cultivated throughout the Labyrinth of the Beast by a variety of immersive, disturbingly thematic traps.) The gruesome visage of the wolf itself capitalized on this fear, riding the emotional wave and using it as a channel for emphasizing the creepy imagery (and the even more horrific implications).

(Note the importance of the moment’s interactivity was also important here: If the PCs had just seen a dead wolf, the description might have creeped the players out a little bit. But the stasis field – and the implicit decision of whether to leave the stasis field intact or turn it off – forces the players to engage with the moment. That makes the moment more “real” and more meaningful than a simple description.)

But if you give this scene a degree of thought, you might be struck by a question: Why was there an illusion spell? Despite the moment playing out rather successfully, it seems a little odd, right?

The reason for that is simple: This isn’t how I prepped the scene.

WHOOPS…

What you’re reading here is actually the result of a mistake. When the PCs entered this room, I misread the room key and didn’t describe the wolf’s corpse lying on the table.

Doh.

Once I realized my mistake, I had several options:

First, the wolf no longer exists. I didn’t describe it. The environment has been interacted with as if it wasn’t there. So… it’s not there. Never was. The notes never made the jump from prep to the “reality” of what actually transpires at the table.

If you’re dealing with something nonessential, this can often be the easiest course to take. In the case of the wolf, it was, in any larger sense, nonessential. But it was very cool (if I do say so myself), and it would have been a shame to lose it.

Second, the simple retcon. “Whoops, I forgot to mention that there’s a dead wolf on the operating table.”

This approach is fairly straightforward, obviously. The drawback is that the open retcon inherently disrupts the natural flow of the game world’s presentation. Often this disruption is not so significant as to cause problems, but sometimes it is. One common example is if the PCs have already taken an action which they wouldn’t have taken if they knew the information you forgot to tell them. (Handling this specific example is something I discuss at greater length in GM Don’t List #1: Morphing Reality.)

In this case the PCs had not taken such an action, but I knew that the “retcon disruption” would blunt the impact of the imagery. (The players would be cognitively focused on processing the retcon instead of fully focused on the description.) And since the entire function of the corpse was its creepy imagery, blunting the impact of that imagery would defeat the purpose.

Third, swap rooms around. This technique works particularly well if there are multiple similar rooms in a particular area. For example, the PCs are supposed to find a dress with some weird stains on it. You goof up and forget to give them the clue in the Master Bedroom. I guess the dress is in the closet of a different room. (Or maybe it’s in the laundry room downstairs.)

So if there had been another convenient examination room nearby, I might have just moved the wolf corpse in there.

Fourth, create a reason why your screw-up wasn’t a screw-up. This is what I did with the wolf. Why didn’t they notice the wolf as soon as they walked into the room? Because there was an illusion spell preventing them from seeing it.

This basically moved the wolf from something noticed with passive observation (which is automatically triggered) to something that required a declaration of action from the players (i.e., interacting with the illusion). But you can apply the same technique in other ways, too: That NPC really should have told them about the Duke’s relationship with Countess Lovelace. Why didn’t they? Come up with an explanation. Blackmail? A hidden agenda that creates a conflict of interest?

The interesting thing about this technique is how often it actually creates additional interest: The RPG jump scare of the illusion dropping was effective. An NPC with a secret agenda is probably more interesting (and the scenario more dynamic) as a result.

The difficulty is that there was probably a reason why this additional layer of interest didn’t exist in the first place. (Or maybe not. Good ideas develop through play all the time.) It can be difficult to make sure that the continuity tracks on your hidden retcon.

For example, what if the players want to know why there’s an illusion spell covering the operating table?

First, you should have some rough idea of why the retcon makes sense, even if it doesn’t necessarily track 100% right out of the gate. In this case, my rationalization was that the wolf, in mid-surgery, is super gross. Nobody wants to look at that. Might as well throw up an illusion spell so you don’t have to look at it right?

Second, you’ll benefit from the fact that continuity problems that seem glaring to you behind the screen will be significantly less so to the players. The wolf-masking illusion, for example, ends up being pretty deep into fridge logic territory.

Third, you can just smile enigmatically. You are not obliged to pull back the curtain on your campaign and explain its inner workings. If something seems mysterious to the players and they want to figure out the why and wherefore of it, the obligation lies on them to take actions in character and figure it out. (In the process of which, you’ll probably be able to flesh out your initial rationalization to the point where it actually does make complete sense.)

CODA

It should be noted that none of these techniques are ideal. In an ideal world, you don’t screw up the room description in the first place, right?

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 14D: IN THE BEAST PITS

January 5th, 2008
The 5th Day of Kadal in the 790th Year of the Seyrunian Dynasty

They headed south, down the only remaining hallway. Like the hall to the north, this hall was lined with statue niches – each containing the fiercesome aspect of an orcish warrior.

After sixty feet or so, the hall ended in another large chamber. What appeared to have once been an extremely large fountain stood in the middle of the room, but if there had once been water there it was long gone now.

On a pedestal in the center of the fountain were three statues, each depicting a wolf-like creature: One appeared to be a wolf of prodigious size. Another gaped saber-like fangs and had bony protrusions jutting from its spine, skull, and ribs down to a serpentine tail ending in a bulb of bone. The third appeared almost pantherish, with tendrils emerging from its shoulders.

“What are they?” Elestra asked.

“For those two,” Agnarr said, pointing to the second and third, “I do not know. But the one in the center is a dire wolf. They are well known in the north.”

Three more halls led away from this chamber: The ones to the west and the south were shrouded by badly tattered drapes of black cloth. To the east, the hallway stood open — but after about twenty feet was blockaded with a great mass of broken furniture, large chunks of rock, and the like.

“Who do you suppose did that?” Elestra asked, gesturing towards the blockade. Read more »

IN THE SHADOW OF THE SPIRE

Session 14C: The Temple of Ebony

They decided to start with the hall to the east: The iron doors opened onto a large room paved in glistening ebony. It rose in three tiers. Two horrific statues stood in the corners of the second tier. To the left a twisting pillar of coiled tendrils and to the right a squat monstrosity. In the center of the third tier, at the top of the room, there was a slab of black ebony…

One of the cool things about a well-designed dungeon is that you can never be entirely sure about what sequence the PCs will encounter content in. It’s like tossing all of your scenes into a blender: Stuff will end up juxtaposed in ways you never anticipated, prompting all manner of creative interactions and dynamic consequences.

For example, the very first room of the Laboratories of the Beast features three exits. Two of these expand outwards in ever-growing, heavily xandered loops. The third exit – which PCs heading straight ahead through the initial chamber would pass through – led to a single room: The temple of the dark gods described near the beginning of this week’s journal entry.

In designing the dungeon this way, I had lightly assumed that this temple would be encountered relatively quickly: It was right at the entrance! As you can obviously see, this ended up not being the case and the PCs actually spent prodigious amounts of time exploring this dungeon complex over the course of several expeditions before finally entering the temple.

As a result, they entered the temple dedicated to the dark gods after they’d already encountered Morbion, who worshipped one of those dark gods. The intended foreshadowing, therefore, was completely inverted: Rather than, “Oh shit, here’s one of those dark gods!” it became, “Oh shit! That dark god is a bigger and older deal than we realized!”

… except the PCs didn’t actually connect the dark gods of the temple to the dark god worshipped by Morbion, so the whole thing actually became a lingering mystery rather than being thematically connected.

With all that being said, of course, the design of a dungeon DOES impart some degree of sequencing, some or most of which will stick. So this is something you want to give some thought to when you’re designing things.

CHOKEPOINTS: There are points, even in a xandered design, where certain areas will lie beyond a chokepoint. For example, it was basically impossible for the PCs to reach the Laboratory of the Beast without first passing through the Complex of Zombies. Or, “If they go to Shardworld, it’s because they definitely passed through the Portal of Shattered Obsidian.” That sort of thing.

If there’s something that the PCs should know or experience before being in a given location, place it in a chokepoint they have to pass through in order to reach that location.

Note that chokepoints can also be non-physical: You need to find the gillweed gardens before you can extensively explore the underwater portion of the complex. Or you need to find the mending stone before you can use the damaged portal without ripping yourself into a thousand shards.

Chokepoints also don’t have to boil down to a specific chamber or door or the like. They can be more abstract than that: The PCs don’t have to pass through a specific room to get to the Lilac Caverns, but they do have to pass through the Golem’s Workshop complex. I sometimes think of a dungeon has having different “phases” or regions”.

How does the idea of establishing a particular piece of knowledge or experience sync up with this concept of a phased chokepoint? Well, think about the Three Clue Rule. You want them to know that the Golem was obsessed with cloning his creator before they find the creator’s body in the Lilac Caverns? Well, every facet of the workshop can (and should!) reflect that obsession in an almost fractal way, right?

In other words, rather than locking yourself down into a specific “this is the experience they need to have”, you can can kind of spew “experience DNA” everywhere and let the actions of the PCs slowly assemble a custom experience of their own out of it.

NON-SYMMETRICAL APPROACHES: Thinking of things strictly in an “experience A before B” way is a trap, though, and you should avoid it. When you’re looking at a key room (or suite of rooms) and thinking about how it’s structured, you can also embrace the fact that there are multiple paths to that area.

One of the things you can do to make your dungeon a richer and more interesting environment is to specifically make the experience of the area different depending on which direction you approach it from. A really easy example of this is entering a Goblin Princess’ bedchamber by fighting your way through the guards outside vs. slipping in through the forgotten secret door at the back of her boudoir.

DON’T THINK ABOUT IT: The other thing to keep in mind is that you don’t actually have to try to keep all of this stuff in your head while you’re designing the dungeon. In fact, it can become way too easy to start obsessing about this, at which point you can end up with a kind of hyperthyroidic version of My Precious Encounters™, except now you’re trying to carefully cultivate specific experiences by somehow conceptually corralling an incredibly complex and dynamic scenario.

You’ll generally be happier (and have better games) if you don’t rely on things playing out in a specific sequence. And, in reality, it’s not that hard: Use situation-based design as your primary design stance and things tend to work out. This is really the same thing as Don’t Prep Plots: Don’t prep pre-packaged experiences, prep situations.

So why bring up dungeon sequencing at all? Because it WILL have an effect on how a scenario plays out, so you shouldn’t blind yourself to that or simply leave it up to blind chance. I’m just saying it should be used at a broader, more conceptual level and primarily as a diagnostic tool rather than the primary motivation for your design.

For example, consider the Goblin Caverns of the Ooze Lord scenario that ran from Session 10 through Session 13. I designed the scenario like this:

Thus, the PCs encounter the goblins suffering the ooze infection before traveling to the ooze caverns from whence the ooze infection originates.

But I could have just as easily designed the scenario like this, with virtually no changes to the local topographies:

So that when the PCs come to the checkpoint manned by the (as yet unnamed) Itarek, as described in Session 10D, they would have the choice of turning left to the clan caverns or turning right to the ooze caverns.

(This would also change the logic of the world somewhat: In the scenario-as-designed, the goblins are – wittingly or otherwise – guarding the surface world against the Ones of Ooze. In this alternate version of the scenario, it’s far more likely that the PCs will encounter ooze-goblins coming up through the Laboratory of the Beast and infiltrating Ptolus. Which is what I mean by a situation-based design stance, right? But I digress.)

You could even go one step farther with:

So that the PCs enter the ooze caverns, probably fight Morbion, and only later discover the goblins who were being victimized by them.

(This wouldn’t work at all with the original seed for the adventure, which posited that the goblins in Grayson House were refugees who fled to the surface to escape the growing threat of the ooze-goblins. We could probably just swap it up, though, and have them instead be ooze-goblins who Morbion sent to the surface as initial scouts. But I digress again.)

It shouldn’t be too difficult to see how each of these macro-sequences would fundamentally change how the resulting scenario would play out at the table, right?

The specifics, of course, are all still up in the air: As I’ve discussed in the past, I didn’t anticipate the PCs forming a long-term alliance with the Clan of the Torn Ear. But that option wouldn’t have even been on the table if I’d sequenced the dungeon in a different way.

And that’s what you have to be mindful of: Not trying to pre-control outcomes, but figuring out what the most interesting chaotic bundle of unrealized potentials is and bringing that into play.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 14C: THE TEMPLE OF EBONY

January 5th, 2008
The 5th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Intrigued by these discoveries, Ranthir selected one jar from each of the six rooms and slipped them into his bag of holding.

They had now opened all of the doors on the upper level and were prepared to go down to the lower level. This proved slightly troublesome: There was a ladder on the iron catwalk in the middle of the chamber, but it had been rusted into a raised position. So, in lieu of that, they simply pitoned a knotted rope to the floor and climbed down along one of the walls.

Most of the rooms on the lower level appeared to have been kennels of some sort. Those around the base of the pit itself had metal doors, but through a set of double doors in the south wall of the pit there was a long hallway flanked by nearly a dozen more rooms with wooden doors that were almost entirely rotten away from sheer age. Large channels from these rooms led out to a 6-inch wide gap in the middle of the hall’s floor. Beneath this gap there was a 50-foot-pit down which charnel waste was apparently washed.

Another door off the pit led to a room filled with weapons hung from iron racks covering the walls. All of these weapons were designed for beasts: Claw-like tines; serrated harnesses; and the like. All of them seemed to be crafted to appear as vicious and merciless as possible. Many were stained with blood. The vast array was impressive in itself, but a closer inspection revealed that most of them were unusable: Either custom-crafted for unusual creatures; with important bits rotted away; or their metal rusting and fatigued from age.

THE TEMPLE OF EBONY

At the far end of the kennel hall, another set of iron doors led out to a hallway which took a sharp turn off to the west. From there the hallway branched again, and the decision was made – with Ranthir once again studying his partially completed map of the upper level – to return to the upper level and finish exploring there before proceeding to the lower level.

Ptolus - KihomenethothThey climbed back up their rope and returned to the first major chamber they had entered after leaving the laboratories that had been inhabited by the bloodwights: The large room flanked by four massive statues of Ghul.

From here there were four halls: To west lay the bloodwight laboratories and they had explored everything to the north. This left the hall to the east – which they could see ended in a set of large iron doors – and the hall to the south.

They decided to start with the hall to the east: The iron doors opened onto a large room paved in glistening ebony. It rose in three tiers. Two horrific statues stood in the corners of the second tier. To the left a twisting pillar of coiled tendrils and to the right a squat monstrosity.

Ptolus - Shallamoth KindredIn the center of the third tier, at the top of the room, there was a slab of black ebony with the appearance of an altar.

The room seemed permeated with a palpable sense of evil, but Tee took a deep breath and slipped through the door. A cursory examination turned up no hidden exits or treasures, but she did discover that inscriptions had been written in a strange and alien tongue upon the base of the two statues on the second tier.

Ranthir, hearing this, entered the room himself and went up to study the statues. He confirmed that the language was completely unknown and, surprisingly, his magical arts gave him no translation, either.

Tee, meanwhile, had been exploring the uppermost tier. The altar or slab in the center of this tier was completely featureless, except – Tee discovered – for a small sigil that had been carved into the rear corner of the altar:

Ranthir finished carefully copying down the inscriptions on the statues into a journal and then joined Tee to inspect the altar sigil. It wasn’t familiar to him, either, but he took the time to copy it as well.

Then they left. As they passed through the doors and shut them behind them, they could feel a palpable sense of dread sluicing off of them like an oil slick.

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