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SPOILERS FOR DRAGON HEIST

Anne asks:

I want to run Dragon Heist for my group. Everyone is exited and we’ve already created characters, but I’ve just discovered that two of my players already know the Cassalanters’ secret. It’s not their fault, but I’m really frustrated. Is there anything I can do?

This is a really tough position to be put in, and it’s definitely something you have to think about when running a published campaign. Particularly when it comes to Wizards of the Coast’s official D&D adventures, a lot of this stuff just kind of leaks into the meme-sphere. Your players may not even realize they’ve been spoiled until they’re actually playing the adventure. For example, the secret identity of the big bad guy in Storm King’s Thunder is spoiled in a Magic the Gathering expansion. I’m currently facing similar concerns for running Descent Into Avernus, which are further complicated because (a) the title of the adventure is a spoiler in itself and (b) there are questions about how much Baldur’s Gate 3 spoils things.

Assuming that you don’t want to swap adventures or drop the players who are spoiled, there are, broadly speaking, three approaches to handling this.

First, talk to the spoiled player and ask them to be discrete and not spoil the experience for others. If you’ve got a really good player who’s willing to be responsible about this, particularly if they tend to play from the Author stance (and, therefore, immersion in their character’s POV is of less importance to them), this can work.

In my experience, though, this is still a diminished experience. It’s like working together to solve a crossword puzzle with someone who’s already solved it: At best, they can sit back and not participate in those elements of the campaign. (Which, in some cases, can be a tell in its own right and still ruin the experience for the other players!)

Second, change the spoiled element or give it a twist to surprise the player. For example:

  • Change the Cassalanters’ name (and perhaps a few other pertinent details) so the PCs don’t recognize them.
  • The Cassalanters are innocent! The story they tell (i.e., diabolists have cursed their children and they’re trying to lift the curse) is true. Take all the Asmodean elements and shift them to a different noble family. (Maybe the Gralhunds?)
  • Since the twist won’t work, simply don’t have the Cassalanters approach the PCs as potential allies. They’ll be open villains when they appear, no different than Xanathar and his minions, and therefore the players’ knowing that they’re diabolists won’t be a problem.

(Can you think of other options for working around a Cassalanter spoiler?)

Making these changes will often mean choosing tradeoffs. For example, making the Cassalanters innocent victims means losing the “It was the parents!” twist. Obviously, you should try to choose tradeoffs that you can live with, and you should also look for ways to not only mitigate the damage, but also create cool new opportunities. (If you’d still like a big twist reveal for the cultists’ identity, for example, maybe it’s Renaer who’s the Asmodean cult leader?)

Something to consider here is whether or not the player knows that they’re spoiled. For example, they might know that the Cassalanters are diabolists because they’ve encountered them in a different adventure, but they might simultaneously have no idea that the Cassalanters are part of the Dragon Heist campaign. If that’s the case, then you might be able to get away with just quietly changing the Cassalanters’ names.

If a player knows that they’re spoiled, on the other hand, and you’re completely altering or removing the spoiled element, then it may be a good idea to tell the player what you’re doing (so that they don’t have to walk on eggshells or worry about it). If you’re twisting their expectations, on the other hand, that twist will likely be at least partly based on subverting the players’ meta-knowledge, so you wouldn’t want to double the spoiler by warning them that it’s coming.

Either way, though, you’ll likely want to combine this with Option #1, warning them not to discuss the spoilers with the other players, even if they’re no longer true for the current campaign.

The third option, however, is to turn the spoiled players into co-conspirators. Since the players know the spoilers, frame things so that their CHARACTERS also know the spoiler, but have a reason not to share it with the other PCs. (At least, not immediately.)

In this case, for example, what if the spoiled players’ characters were actually members of the Asmodean cult, sworn to secrecy? When the Cassalanters approach the group and ask for help (still under false pretenses), it’s at least in part because the cult members are part of the group and can vouch for them. (Note that, depending on how much the spoiled players know, you might still be able to keep some surprises – e.g., the true nature of the ritual the Cassalanters are planning – in reserve, or create new twists that are uniquely possible with the new framing.)

The great thing about this approach is that it once again unifies the player and character experiences, so that the player can enjoy the immersive experience of their character’s POV; the puzzle-solving aspects of game play; and the dramatic satisfaction of surprise and payoff.

In this particular case, of course, it’s also creating potential inter-party antagonism between the PCs, which can be problematic. (And some groups may be uncomfortable with any hidden knowledge, even if the knowledge isn’t inimical to the other PCs’ interests.) A full breakdown of how to handle these concerns is a discussion for another time, but a few things I would think about for this specific scenario are:

  • Noting that it doesn’t immediately make the PCs antagonistic with each other. Even when the Cassalanters approach the group, the group’s interests can still remained aligned.
  • If/when conflict does arise, making sure it remains clear that the diabolist PCs always have the choice to swap their allegiance. (This would be another strong reason to keep the true nature of the ritual hidden from them, in my opinion.)
  • Set up replacement characters in the supporting cast that the diabolist players can easily step into if a rift in the party forces the diabolist characters out. (And making sure the players of the diabolist characters are aware that this is a possible outcome.)

Generally speaking, I’ve found that it’s usually possible to set up this sort of dynamic in a way that’s fun and thrilling for everyone. But it’s also useful to remember that there are other ways to set up motivated hidden knowledge that doesn’t create party strife. For example, I ran a campaign where one of the PCs had access to secret lore through their clan… but the clan’s beliefs also meant that they were honor-bound to keep it a secret. When circumstances and trust resulted in them finally entrusting their fellow PCs with the secrets, it was just a cool moment; nobody felt betrayed or at odds.

Go to Ask the Alexandrian #19

Blue Planet: Moderator's Guide (2nd Edition)

The year is 2199. From its scientific foundations and technological detail to a beautifully developed future history, this game never stops delivering on the promises of its rich, evocative setting. Complemented with a robust dice pool system and some innovative character creation mechanics, Blue Planet deserves a place on every gamer’s shelves.

Review Originally Published in Games Unplugged (February 2001)
Republished on RPGNet May 22nd, 2001

The colony world of Poseidon, the titular setting of the Blue Planet Roleplaying Game, is a wondrous place: From the metropolis of Haven to the floating city of Dyfedd to the corporate town of Simushir and beyond, humanity has left its indelible mark upon the planet. But beneath the waves of this ocean world lurk mysteries which are only beginning to come to light – enigmas which may hold the key to mankind understanding the nature of the universe… and themselves.

Unlike many games which have two core rulebooks, the Blue Planet Moderator’s Guide has absolutely no rules content. Instead, its 250 pages are spent detailing Poseidon to an exceptional level of detail.

(The Player’s Guide – which contains the entire Blue Planet rule system – was previously reviewed.)

FUTURE HISTORY

Humanity’s rapid technological progress of the past century continues unabated into the next. (In addition to the technological wonders which await us, the creators have also taken the time to discuss the dead ends which we pursue – small touches like this give the entire background of the game a sense of reality which many SF settings lack.) As always, the political landscape changes – sometimes for the better, sometimes for the worse. Then, in 2075, an astonishing discovery is made: While studying the Oort Cloud, astronomers discover a wormhole beyond the orbit of Pluto. Although it takes more than a year for scientists to realize what they’ve found, and another three before they confirm their suspicions, a new era of humanity is opened up: On the other side of the wormhole is Poseidon: an earth-like planet. A colonization mission is sent, and plans are made to follow up with regular resupply missions.

But then mankind’s technological pace meets with disaster: In 2090, a genetically engineered parasitic fungus designed to attack rice crops begins to rapidly mutate – spreading to the rice itself and, then, to wheat crops. As the so-called Fischer Virus spreads around the globe, famine is inevitable. This disaster, which lasts until 2120, causes massive social and political upheaval: Billions die; the UN is replaced by the GEO (Global Ecology Organization); several multinational corporations become nation-states in their own right; and the colonization effort is abandoned.

And then, finally, in 2165, it’s time for mankind to return to the stars – and, more specifically, Poseidon. They discover, upon their return, that the colonists they left behind – who slowly lost their advanced technology in the interim – have gone native and developed unique cultures of their own. At this point, it seems that a slow development of Poseidon will now be inevitable and natural… until Long John is discovered. Long John, a xenosilicate unique to Poseidon, is discovered to possess the keys to advanced molecular and (more importantly) genetic engineering – perhaps even unlocking, at long last, the secret of immortality. A latter-day gold rush is launched, and Poseidon is transformed, in short order, into a political and economic hotbed of competing interests – commercial, political, and social.

The current year is 2199: Natives fight with Incorporate City-States. Incorporate City-States struggle for independence from the GEO. Earth still struggles to fully recover from the long years of the Blight. And through it all, beneath all of this frontier conflict, lies a mystery beneath the waves…

Poseidon is home to a wide diversity and variety – but it is all fully justified by the setting’s future history. This is a smart game: Every element – from the believable, yet alien ecology to the technological landscape of the future – is fully justified and then used to its utmost. The detail of the book provides not only a depth, but also a clarity of understanding, to a rich and evocative setting – one which is not only fascinating to experience, but which also instantly begins sparking adventure ideas. I’ve often said that details are the key difference between a good idea and a great game world, and Blue Planet proves that maxim true.

It is ironic that this rich detail is also directly afflicted (one might say blighted) by the only serious flaw in the entire package: The table of contents – which lists only the four chapter headings for the entire book – is woefully inadequate for a book of this scope and depth.

But small glitches like that are scarce on the ground when it comes to Blue Planet, and its clear that – when it comes to rich, rewarding science fiction settings – you will be hard pressed to find one better.

Grade: A-

Writers: Jeffrey Barber, Greg Benage, Allan Grohe, John Snead, Jason Werner
Publisher: Biohazard Games (Fantasy Flight Games)
Price: $27.95
Page Count: 255
ISBN: 1-887911-05-4
Product Code: BP01

Read my review of the Blue Planet Player’s Guide!

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

 

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Blue Planet: Player's Guide (2nd Edition)

Welcome to the world Blue Planet – one of the smartest games you’ll ever come across.

Review Originally Published in Games Unplugged (February 2001)
Republished on RPGNet May 22nd, 2001

The year is 2199. Natural and manmade disasters have torn Earth apart. Incorporated city-states dominate the political scene. Civilization has barely survived a post-modern dark age. But there is hope: A wormhole at the edge of the solar system leads to a blue, oceanic world… Poseidon.

Welcome to the world Blue Planet.

With the Player’s Guide (being reviewed here), and its companion volume (the Moderator’s Guide), the Blue Planet game is moving into its second edition, with these two core rulebooks covering the same material which the first edition rulebook and Archipelago supplement did. Although the Player’s Guide contains a solid set of introductory setting material, in general the contents of the two books can be broken down very simply: The Player’s Guide contains all the rules. The Moderator’s Guide contains the world.

From the first moment you encounter the world of Blue Planet (in a first person narrative introduction which not only introduces you to the planet Poseidon, but also gives you a firm grasp of what the life of your character is like) you begin to appreciate the impressive creativity and thought which have gone into it.

For starters, this is a smart game: The science and technology which provides the foundation for Blue Planet’s science fiction is not only well researched, but acts as a powerful element in the logical historical extrapolation which gives rise to the future history presented in the game.

Unsatisfied with merely giving the grognards a rich supply of technical detail, the designers of Blue Planet have given you a setting rich with themes and elements from across the scope of the science fiction field: High adventure, cyberpunk, post-cyberpunk, hard SF, and space opera all find their place here. You can choose what you want to emphasize in your own campaign, or take the rich synthesis of the entire gestalt to heart. This multi-layered approach – which adds depth, believability, and utility to the setting – also gives rise to a number of small touches which are packed full of dynamic possibility: For example, the handling of non-humanoid intelligence (and the allowance given in playing non-humanoid PCs) is refreshing and well done.

As a natural result of all this, the Blue Planet setting gives rise to a number of different campaign structures: GEO Marshals, Incorporate agents, illegal poachers, native activists, treasure hunters, and dozens of other possibilities lie nascent within this world.

Easily overlooked in this second edition is the brand new Synergy System, which replaces the rule system of the first edition. A limited dice pool system, with a standard combat extension, and a simple, realistic wound system that gets the job done. But where the system really shines is character creation – which is accessible, yet dynamic. Accessible because the process is kept open and simple through the use of varying power levels, character packages, and other shortcuts. Dynamic because underneath this simple exterior is a system capable of handling a wide variety of needs and wants. Perhaps the most interesting part of this entire system is the unique Attribute/Aptitude/Skill dynamic – in which characters not only have the traditional split between their natural talents (Attributes) and learned abilities (Skills), but also have a representation of what areas their character tends to excel in (Aptitudes). Aptitudes serve to focus a character’s role in a campaign in a very realistic and flexible fashion. There all sorts of elements throughout the character creation system which can be described in the same manner: They aid, but they do not restrict.

Grade: A-

Title: Blue Planet: Player’s Guide
Writers: Jeffrey Barber, Greg Benage, Allan Grohe, John Snead, Jason Werner
Publisher: Biohazard Games (Fantasy Flight Games)
Price: $27.95
Page Count: 255
ISBN: 1-887911-40-7
Product Code: BP02

Blue Planet is another of my great white whales (pun intended). I fell in love with this setting when I read the first edition, but I’ve never been able to run a game there. I haven’t sailed those cerulean seas for many years, but for a decade or more I frequently revisited them and dreamed. (One idea I had was as Blue Planet/Transhuman Space mashup.) I was even hired to write a supplement for FFG’s edition of the game, but that, too, never came to pass.

FASA released a revised version of the 2nd Edition, which I don’t own but have been given to understand is basically just a cleaned up version of the edition reviewed here. A third edition of the game, Blue Planet: Recontact, was crowdfunded in 2021, missed its intended 2022 release date, but appears to be on the verge of finally becoming reality. Perhaps the third time will be the charm for me!

BLUE PLANET REVIEWS
Moderator’s Guide
Fluid Mechanics
First Colony
Frontier Justice

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Big Eyes, Small Mouth - GM Screen (2nd Edition)

High quality artwork on a GM screen packaged with an excellent starter adventure for Big Eyes, Small Mouth. This one gets two thumbs up from me.

Review Originally Published May 21st, 2001

GM screens invariably follow the same pattern: You’ve got a trifold or quadfold piece of cardboard with art on one side and relevant statistics on the other. This is almost certainly packaged with some sort of pamphlet, which is usually included in a vain attempt to convince people that the piece of cardboard is actually worth the exorbitant price which is being charged for it.

(You know, I can’t figure out why they don’t just package the GM screen with the character sheets.)

The Big Eyes, Small Mouth GM Screen certainly fits this pattern: Quadfold cardboard (with each fold having the same dimensions as the rest of the BESM product line), with an accompanying cross-genre adventure module: So, We Have… An Obelisk?

THE SCREEN

The screen itself focuses primarily on combat – at points seeming to go out of its way trying to find relevant charts (for example, half a page is spent detailing the differences between the six skill levels – which come down to the fact that skill level 6 has a -6 bonus and a skill level 5 has a -5 bonus). As a result, I feel that it overlooks other charts and information which would have been more useful. This is a fairly typical failure of GM screens, and one of the reasons I don’t generally like them – although the BESM screen at least avoids the silliness of including character creation rules (which you’re almost never going to have to reference during actual gameplay).

The art on the opposite side is a stunning piece of full-color fantasy art by Julie Dillon, an artist who should already be familiar to any BESM fan. Dillon’s art continues to impress me in its ability to conjure forth epic and awe-inspiring vistas with dynamic and varied characters. The quality of the art alone has probably earned this screen a place at my game table. (Oddly, I’ll probably end up using it for my upcoming D&D campaign, actually).

When I first saw the screen I was initially concerned about the decision to have it mirror the dimensions of the BESM books. The shorter height, at some game tables, will reduce the usefulness of the screen as a screen. But in actual practice I didn’t find this to be a problem except in the rare circumstance where the table being used was abnormally low compared to the players sitting around it.

THE ADVENTURE

Opening Scene: The PCs’ homeworlds are utterly destroyed and they die.

If nothing else, that’s certainly a catchy way of starting an adventure – and gives the players a great deal of flexibility in creating their characters (since it allows them to draw from any genre or setting they can conceive of and the GM is willing to approve).

Of course, shortly after they die they find themselves summoned by a disembodied voice, whereupon they appear upon a dusty, ruined road which runs along the edge of a tent village which has been raised in the shadow of a giant obelisk… just like the obelisks which led to the destruction of their own worlds.

Here’s what’s going on: In one of the many dimensions of the multiverse, a corrupt America has discovered the secret of draining other dimensions of their energy – granting themselves eternity and immortality, but robbing trillions of their lives. They accomplish this through the use of the obelisks. The PCs are faced with the difficult task of saving this world from destruction.

The tent village in which they have appeared has been formed at the command of the Teacher, a seeming messiah who preaches that the obelisk is a tool of the gods – sent to test their followers for their strength and faith. In truth, the Teacher is an agent of the dimension which controls the obelisks – and is using his position to complete the draining process on this world.

Assuming that the PCs can pierce through the Teacher’s facade and prevent him from bringing about armageddon on this world, they will find themselves teleported to the homeworld of the obelisks. There they have an opportunity to end this horrific interdimensional genocide forever – but not without a twist: They can end the genocide, but only by wreaking havoc on multiple worlds themselves. On the other hand, they can make a deal with a devil and see their homeworlds restored as new frontiers for the Empire.

The concept is bold and daring, and Jesse Scoble, the author, succeeds at investing it with memorable characters and powerful scenes. Every so often you get an adventure which makes you want to jump up and start gaming right away: In my opinion, this is one of them.

CONCLUSION

The screen’s content is of average quality. The screen’s artwork is stunning. The adventure included with the screen is excellent, and can easily serve as either an exciting one-shot or as the foundation for a highly memorable and entertaining campaign.

This one gets two thumbs up from me.

Style: 4
Substance: 4

Authors: Jesse Scoble
Company: Guardians of Order
Line: Big Eyes, Small Mouth
Price: $12.95
ISBN: 1-894525-12-4
Production Code: 02-102
Pages: 50

I never actually got a chance to run So, We Have… an Obelisk? I wasn’t well-positioned to run one-shots back in 2001, and my group ended up playing that D&D campaign I mentioned until half the group moved away a couple years later and the rest of the group broke up.

This review, though, definitely makes me want to double back and run the adventure now. If nothing else, Past Me was successful in selling Present Me on its virtues.

You may have noticed that the last several reviews were all originally posted on May 21st, 2001, and there’s a bunch more to come. This was Justin Bacon Review Week, a special celebration in which every review posted that week (20+ in total) were written by me. The instigation, if I recall correctly, was that the site had a bit of a backlog and so a number of reviews I’d written were sitting in the queue. Then, on top of this, I had a week or so with a lot of free time where I was reading and reviewing another huge swath of books.

Sandy Antunes, the founder of the site (and who was still running it at the time), reached out and thought it would be fun to celebrate my contributions to the site. I was incredibly honored by the gesture. It was the first time I’d received an official accolade like this, and it still means a lot to me even today.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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