Month: September 2016

The Name Game

I’ve talked about Fallen London before, but they recently brought back some content that I think is worth talking about as a new focus. Seeking the Name. “It doesn’t sound like much, but it’s one of the most interesting, disturbing quests you’ll ever regret taking on.” to quote Rock, Paper, Shotgun article here. I mean, the whole next paragraph is as follows:

Seeking The Name is the exact opposite of most RPG quests. You can argue it has an element of fighting for justice to it, but that’s not really the point. Really, from the point of view of your Fallen London character, it’s less a quest than it is a curse – a voracious hunger, an unstoppable drive that strips them of everything they have and promises nothing in return. One of the standard Fallen London slogans is “All will be well and all manner of things shall be well.” Seeking The Name is so far removed from that, the game itself regularly breaks character to tell you that you are making a mistake, that you should turn back, and that nothing awaits but pain, suffering and more pain. Pain like losing half your stats in a single click. Pain like throwing away your Destiny. Pain like sacrificing your hardest earned possessions just for a chance of progressing.

Normally, in Fallen London, you build up your character by doing storylines. Usually most are repeatable mini-quests, following iterations of a few choice forks like a choose your own adventure book. You do them, build up stats and resources and further yourself into stories deeper and deeper. This one is instead one that you will be broken on, as mentioned above. A lot of the in game backstory is discussed in places like this, a Fallen London tumblr discussion page and it is quite an interesting story, but I mostly like it for the idea of how it is giving the players literally enough rope to hang themselves and then the freedom to do it. Something that, as Rock Paper Shotgun says, you don’t see enough of in games. An actual ‘Hey, go do this thing that will literally make your game harder, because it’s different’.

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Whatever Doesn’t Kill Me…

In trying to find some inspiration for adventures and plots, I find myself revisiting classics to try and find new ideas and new twists to throw in. In a Shadowrun game, I had my players do a strike on a drug lab after watching Robocop 2, which is a pretty basic example of inspiration but for something more complex, after watching the first Mission Impossible movie, I had the idea of what if there was a second team that was already on site. Granted, I took some liberties with the idea and turned it into a story where the second team was already infiltrating the facility the characters were going to, but it kept the players on their toes, especially when the guard caught one of the characters surveilling the building and thought it was part of the other team and tried to catch him.

So, as you can see by the above and may know after reading this blog,  one big thing that I believe in is that players don’t win all the time, and it may not be the belief of many GMs out there. I don’t directly stack the deck against them ad obvious as that example may seem, but I got the idea as a twist on the ‘Stealing the Pinch’ bit from Oceans Eleven where after an off-camera steal of the item they have to rescue their collegue who went in after them and got noticed.

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