As we all know, RPGs are not movies and the Principle of Using Linear Mediums as RPG Examples reminds us that there are crucial differences between the books, movies, TV shows, and graphic novels we love and the fundamentally interactive medium of the roleplaying game.
(Or, at least, there should be.)
Nonetheless, who among us hasn’t dreamed of playing through our favorite stories? Of actually experiencing an adventure that we’ve seen or read? Or maybe we’re just GMs with a session to prep and a desperate need to find some quick and easy inspiration. Either way, what would it mean to take a traditional, linear story and adapt it to your gaming table?
ADAPTING CHARACTERS
Let’s start with the relatively easy proposition of bringing your favorite character to the gaming table: Luke Skywalker. Lara Croft. Sherlock Holmes. Sister Frevisse. Oedipus. Whoever has captured your imagination.
To start, you’ll want to identify the precise version of the character you want to play: The Luke Skywalker who was living with his aunt and uncle on a moisture farm is a very different character from the one who confronted the Emperor on the second Death Star. Other characters will literally exist in multiple versions, drawn from different myths or continuities.
(Actually, upon reflection, that’s also true of Luke Skywalker.)
On a similar note, rather than capturing an existing vision of a character, you might actually set out to create your own variation of the character: Out of all the Batgirls which have existed, you’re creating your own unique gestalt Batgirl.
(You can do this even with characters who currently exist in only one canonical form.)
In practice, this will quickly become true in any case, because it’s of vital importance to recognize that your character’s destiny from the medium you’re adapting them from does not exist: From whatever point in their personal continuity you may be drawing them, once they’ve been injected into the gaming table, their future is unwritten. Maybe your Luke Skywalker falls to the Dark Side (or never becomes a Jedi at all). Maybe your Sherlock Holmes never meets Moriarty. You’re playing to find out.
ADAPTING PLOT
Now let’s swap to the Game Master’s side of the table.
Obviously we don’t want to prep a plot, so the first thing we’ll want to do is get rid of the plot from our source material.
Step 1: Remove the main characters and every action they take.
Step 2: What you’ll be left with is a situation. Identify the best structure for modeling the situation. (A node-based structure will probably work 4 times out of 5.)
Step 3: The original story had a hook for getting the characters involved. Re-hook it for your PCs. (In some cases you’ll be able to use the same hook that the film/book did. But often you’ll get better results customizing the hook to your PCs.)
Unsurprisingly, this looks a lot like how I rebuild railroaded adventures, as described in How to Remix an Adventure. (And you can check out that essay for some specific details of how to identify and implement various scenario structures.)
A place where this can get tricky is that a lot of films/books will actually dedicate a large chunk of narrative to “getting the group together.” These sections are usually heavily dependent on the specific characters and the specific choices those characters make, plus often a large helping of random coincidence. You can easily get lost trying to recreate those specific story beats at the table. (And even if you do successfully recreate them, it usually means that some players are sitting around for an hour or more waiting for the narrative to onboard their character. Which obviously isn’t ideal.)
For example, in Star Wars the “adventuring party” is Leia, R2-D2, C3-PO, Luke, Obi-Wan, Han, and Chewie. It not only takes half the movie to bring them all together, but it’s all based off of a chain of very specific events (the droids have to be sold to Luke, R2-D2 has to escape, they have to specifically hire the Millennium Falcon as opposed to any other ship, etc.).
Similarly, in Lord of the Rings you have to get all the way to Rivendell before the final adventuring party is assembled.
All of this, of course, should disappear when you strip out the main characters and the actions they take. It’s just that in the specific case of “bringing the party together,” you might be surprised by just how much stuff hits the cutting room floor.
EXAMPLE: STAR WARS
Let’s actually zoom in on Star Wars for a moment as an example of what this might look like in actual practice.
Having removed all of our main characters, what’s the actual premise of the film?
To get the Death Star plans to Alderaan.
Okay, so what’s the situation at the beginning of the movie?
- The plans have been stolen.
- Darth Vader is in pursuit onboard a star destroyer
- The Death Star exists (and has a hidden weakness).
- The rebel base is on Yavin IV.
- There are rebel contacts on Alderaan.
What about all the stuff on Tattooine? Well, its relevance kind of depends on whether or not we ever go to Tattooine in the first place, and that will likely depend on how we exactly we frame the beginning of our adventure and hook the PCs into it.
For example, one option would be to back the clock up and have the PCs be the ones who steal the plans in the first place. This could very easily result in them never going to Tattooine at all, since they could just as easily attempt to flee from Vader’s star destroyer to Naboo or Kashyyyk or Hoth or Cato Neimoidia or an asteroid belt.
Alternatively, maybe you launch the adventure in media res when the group’s escape pod lands on Tattooine: They need to avoid the Imperial soldiers who are pursuing them and they need to get off-planet quick. If that’s the case, we can add:
- Their escape pod lands in an area of Tattooine with moisture farms. (We can prep an example moisture farm.)
- Jawa transports crisscross the area. (They like to steal droids.)
- The PCs need a ship: Mos Eisley is where they can hire or steal a ship. (We could perhaps prep three different ships that they might be able to take.)
- There’s a local crime syndicate run by the Hutts.
Another option would be that the PCs actually have two goals: Steal the Death Star plans and also recruit General Obi-Wan Kenobi, a retired hero of the Clone Wars (who we are now considering an NPC instead of a PC). We could even imagine the PCs perhaps deciding to recruit Obi-Wan Kenobi first.
Or maybe the adventure hook is “recruit Obi-Wan Kenobi” and then, unexpectedly, they’re beamed the Death Star plans as they arrive at Tattooine… and now there’s a star destroyer dropping out of hyperspace on top of them.
Notice how all of these different hooks are going to frame and shape the adventure in slightly different ways, particularly once the players’ choices start interacting with them, but most of them are still going to play out across the top of the same situation-based prep.
On that note, what scenario structures would we actually use to prep our tabletop Star Wars adventure?
Probably several.
First, if we include stealing the Death Star plans, that’s almost certainly a heist.
After they steal the plans, their goal is to deliver them to Alderaan. We could:
- Let them go straight to Alderaan. (Skip ahead to their arrival.)
- Come up with an explanation for why they have to go to another planet on their way to Alderaan. (Fuel?) For this you might just show them a hyperspace network map, let them choose their course, and then have the encounter with Vader’s star destroyer happen, followed by prepping whatever planet they end up on.
- Radically expand this part of the adventure by turning it into a full-fledged McGuffin keep-away.
The advantage of prepping this for your own table is that you don’t need to prep every single planet they could conceivably go to: At the end of the heist, have them choose their escape vector and end the session. Then prep whatever planet the star destroyer attack will strand them on.
(Or, alternatively, have them choose their escape vector, trigger the star destroyer encounter, and then cut as their ship/escape pod crash lands on the planet.)
Regardless, there’s now a clear prep vector: They need a ship. The ship will take them to Alderaan. They’ll discover that Alderaan has been destroyed and see the Death Star (which might result in their ship being tractored in).
However that plays out, they now have to go to Plan B, which is delivering the Death Star plans to the only other rebel base they know about: Yavin IV. The rebel base is pretty straightforward in terms of prep (a brief overview plus some NPCs).
For the Death Star itself, you’ll likely want to prep:
- What happens if the PCs end up inside the Death Star. (See Raiding the Death Star for what that prep would look like.)
- The Trench Run (as a series of spacefighter combat encounters, possibly with some fluid tactical choices about which squads are dealing with which obstacles to clear the run).
Alternatively, you could forego the Trench Run, declare that the “secret weakness” of the Death Star requires a commando raid of the station, and collapse everything into your Death Star raid scenario. Or maybe there are two different options and the players can choose which one they want to pursue.
Notice that, other than the mission objective (“deliver the Death Star plans to Alderaan”), we’re not assuming that things will play out the same way that they did in the movie. We’re just putting the various pieces of the scenario into play: Rebel ops on Alderaan and Yavin IV. Death Star plans are here. This is the route (or routes) to Alderaan from where the Death Star plans are. The Death Star has just blown up Alderaan.
And you’re ready to play to find out.
If you want to see another example of how to do this featuring The Lord of the Rings, read this.
DISGUISING YOUR PURLOINED ADAPTATION
What if your players recognize the source material you’re cribbing from?
Well, sometimes that’s the point. But if it’s not, then you just need to make sure that you either pick source material the players aren’t familiar with and/or scrub off the serial numbers.
This can be a bit harder than it looks. (Changing the One Ring to a magical tiara might throw them off the scent, but the volcano named Mt. Bane might tip them off.) One of the surest ways to hide your inspiration, though, is a complete genre shift.
For example, replace “spaceship” with “spelljammer,” “Mos Eisley” with “Luskan,” and “Death Star” with “Illithid uber-mind.”
They won’t suspect a thing.