My players in the Sunday night game are on the cusp of learning The Awful Truth™: a secret cabal of enchanters has altered their memories to obfuscate the fact that the player characters accidentally stumbled upon their operations a few months ago. (In fact, the cleric has already cast greater restoration to restore his own memories, and so has already learned this secret. He currently plans on doing it to the rest of the party the next time they get to rest.)
They have previously received hints of this conspiracy:
They keep finding the same symbol everywhere they go. It usually appears on articles of clothing or jewelry, and on one notable occasion, as a tattoo.
They received a picture from an oracular dwarf girl depicting a creature none of them could perceive. (They managed to determine this because the henchmen in the party seemed a little weird when confronted with the picture, so then they started asking everyone they met about it. Once they determined that their description of the picture differed from everyone else's, they started interrogating the problem further.)
Currently, we don't know why the characters' memories were altered, but next session, we're going to do a brief flashback to find out the sordid details. (We'll be using a more narrative system for that to cover the fact that they clearly can't die in the flashback. And then we'll return to the present, in the midst of a deeply complicated standoff — roughly half a dozen factions are involved with some trying to enter the Temple of the Frog and others trying to repel them. It's a glorious mess that I am very excited to run.)
The only information the player characters currently have is that one of the cabal's agents is currently attempting to retrieve the Book of Salientian Hours I mentioned in a blog post last month. This artifact has only just been introduced, but the players currently know that it is the Froggies' prayer book and that two other factions also want it: an unknown elf who claims it was stolen from him, and the warlock's patron who has not yet been identified as Graz'zt himself. (While the players are aware of the aforementioned facts, the characters don't yet know this information, because only the warlock knows this as part of his patron's secret agenda. Graz'zt has promised the warlock the staff of a powerful wizard if he can retrieve the book ahead of the other factions.)
Once again, my bog-standard sandbox-y fantasy game turns into a sticky morass with plots and intrigues and secret histories.
As for what this secretive cabal of memory manipulators seeks with the Temple of the Frog's prayer book — not to mention their other nefarious plans — remains a mystery. For now, anyway. (Although readers may take note that Dark, Utopia, and the Southern Reach Trilogy had outsized influences on this thing, even though I watched and read them after the game started heading in this direction. Hopefully this thing will take shape with the fullness of time.)
As for the other games I run in Khaldun, this secretive cabal has only directly interacted with one other group of player characters, although they didn't know it at the time. But there is always the possibility that other groups will follow...
A couple of weeks ago, Matt Colville published a new video about prophecies, both talking about the concept and soliciting feedback from the community as to whether anyone has ever successfully included prophecies and visions in their games. (For the record, he hasn't ever gotten it to work.)
I'm not in the habit of spraying my opinion across the internet, so I'm sharing it here.
I don't watch Colville's videos religiously, but I'm always a little surprised by them when I manage to watch them because I usually agree with about fifty percent of his content. (Let's say 40%-70%, probably depending on my mood.) He runs a very different game than I do, and so a lot of his discussion and advice isn't particularly applicable to my table. (He also doesn't seem to play or run terribly often, so I get the impression that his games are way more planned and plotted than mine. I'm embarrassingly running five-ish games right now on a baroque, rotating schedule, so I frequently have to be comfortable with a good answer now rather than a perfect answer derived from five hours' planning.)
Colville tends to see role-playing game scenarios as an alternate form of literature akin to short stories or novels: linear plots with plot points, themes, moods, etc. These things are all knobs that the author (in this case, the GM) sets and constantly tweaks in response to player action. Astute observers will recognize the core of '90s game design, with its metaplots and linear adventures, probably traceable back to Maliszewski's so-called "Hickman Revolution" in the early-to-mid-1980s.
My initial and anarchic foray into RPGs way back in the late 1990s may have started with White Wolf, but I quickly surmised that their Storytelling advice wasn't going to work for me. How can I establish a theme and mood for the game without knowing the energy the players are going to bring to the table on any given night? They have a say in how the game runs, too, and they're probably not going to explicitly tell me what they want.
In retrospect, it's hardly surprising that I fell in love with old-school play. Playing to find out what happens, the "story" of the game is the emergent story at the table, and all that.
Which brings me back around to the point: I think Colville's approach to prophecies and oracles failed because he was still thinking about role-playing game sessions like novels and not as their own genre of art, as I will argue again and again in this corner of digital real estate.
In a novel (for example), a prophecy usually serves two purposes: it acts as exposition and foreshadowing. If a prophecy is somewhat vague, as most of them are, then the audience might get the shape of it — enough to know that something big is coming and maybe even with some idea of what shape that thing is going to take — but readers won't know the outcome until later in the story. The more explicit the prophecy or the more deft the writer, the greater the likelihood that the audience will be "rewarded" by figuring out what the foreshadowing means ahead of time.
Contrast with role-playing games. Prophecies and visions serve a similar purpose, but the audience and the participants are usually the same people, so visions have a very different weight: they're clues. Clues don't have to be planned ahead of time — astute players in an investigative scenario are going to interrogate environmental details that the game master didn't explicitly plan, but can surmise based on what they know of the larger shape of things — but they do need to be deliberate and included with purpose. More importantly, the game is always about what the players do at the table. So, as with any clue, the game can't come to a screeching halt if the players aren't interested or don't understand the prophecy they receive.
What does all this mean? In my experience, prophecies, oracles, and visions all work pretty well, but the game master needs to be deliberate about their placement, and the game has to be able to continue running if the vision is ignored. I'll give you a handful of tips and examples:
In the above video, Colville indicates that he included a vision almost as an afterthought: no preamble, no warning that the players were going to receive it, and most tellingly, he probably planned it only a session or two in advance. (Having watched some of his liveplay stuff, he seems to turn the plot on a dime as cool ideas occur to him. Protip: use your cool ideas, but make sure they're well-integrated with your existing game.) Even if a prophecy is about something minor, being able to tell the future is A Big Deal™, and should be both well-telegraphed and thoroughly considered in advance. How will this impact things? What happens if the players interfere? What happens if they ignore it? (Always assume your clues are going to get ignored. What happens next? Usually, ignoring a vision means that things escalate.)
As long as we're talking about giving players oracular abilities, there is an alternate method to giving a player a vision. I did it sometimes in my Dungeon World game, and it is one of the recommended methods for some oracular powers in Unknown Armies: give the character an in-game bonus (a reroll or whatever), and then when they use it, ask the player what they saw in their vision earlier in the day. While it is a much more narrative way to solve the problem than giving the players a puzzle to solve every time you give them a vision, it gives them a little more agency when it comes to how they use their oracular abilities. Of course, as with trying to use oracles in the first place, that won't work for every game, either.
In my Los Angeles-area Unknown Armies game, things were ramping up, and the player characters heard there was an Oracle in Las Vegas. They talk to the Oracle and receive the following poem. Unsurprisingly, the players didn't understand most of it, but it did reinforce that Something Big is happening, and that the player characters needed to interfere or else something bad is going to happen in Los Angeles. (This was further reinforced by the fact that many members of the occult underground left the city, evidently having divined that some sort of big trouble was on its way.) The core purpose of the prophecy was to let them know they were on a timer; any other clues they could derive from the prophecy were just icing on the cake.
My Sunday night D&D game keeps encountering weird signs: a picture they can't perceive properly, a mysterious symbol they've found unobtrusively on at least one person in each town they've entered, various people asking them, "Are you forgetting something?" A merchant once claimed he met the characters before, but when they were insistent they had never encountered him before, he said he must be confused. (He's from the Underdark, so maybe he doesn't have a great memory for the faces of surfacers.) The cleric has received a couple of strange dreams featuring the player characters, his goddess, and a dwarven woman they've never met before. The players still don't know what to make of it, which is perfectly fine: it lets them know that something is happening in the background that they don't fully understand, and each weird clue or creepy vision just informs them that a clock is running down to an unknown revelation.
My arctic Ravenloft game has two prophecies: a tarokka reading telling the characters where to find key elements to oppose Khan Yemur (a deliberate homage to Ravenloft's tarokka reading for treasure placement), and a prophecy. (Both the tarokka reading and prophecy may be found here.) They've been dutifully seeking elements from the tarokka reading, but they have a little less information on the prophecy itself. Again, that's perfectly fine: the prophecy is vague, and its main purpose is to let them know that they are important and that their destinies have been "claimed" by the Dark Powers of Ravenloft.
In every case, I fully recognize that the players aren't going to guess all the elements on the first try. Instead, these are sources of tension: each one lets the players know that their actions are important, that there's probably some sort of clock running in the background that they should be considering, and that there is some sort of confrontation coming that will relate to each prophecy. The more clues they uncover ahead of time, the more likely they are to have some warning for the coming event, but they don't need to perform any particular actions to enact the prophecy.
That's probably the key: don't treat prophecies as something you have to force the players to do, instead putting them there as additional sources of clues so the players can figure out what's about to happen. And if the players miss the prophecy date or misinterpret the vision and head in the opposite direction, so much the better! Whatever terrible thing they foresaw and failed to stop now gets to happen in their absence, and they can deal with it in the aftermath. Or not; maybe they decide to flee instead. If the continent is doomed, why is it always their responsibility?
Remember: the game is whatever the players decide to do at the table. Everything else is just fluff.
One of the original building blocks of Crux of Eternity was the existence of convergences — places where other dimensions leak into the world. (They're always written in bold. I don't know why; it just feels right. A tip for new GMs: not everything you do needs to have a reason.) Although this was a cool, mysterious detail, the real reason for this is to provide a plausible framework for including other people's content without stretching credulity. Your FLAILSNAILS character comes to Khaldun and finds anotherTomb of Horrors? Blame convergences. The fungi from Yuggoth show up, even though they're really not from around here? Again, probably convergences.
I can introduce all sorts of hot nonsense, and when the PCs ask why winged cyber-boars are attacking, I just throw my hands in the air and say, "That's convergences, babey!"
(Convergences have steadily been getting worse and more numerous over the past couple of centuries, but that has an easy explanation: Morana the Forsaken has been tearing open convergences, hoping to open the right doorway that will resurrect her dead family while remaining utterly heedless of the cost. Now that she has been destroyed, that problem will probably get better. With the possible complication that a complete list of convergences exists in the Archive Adrift'sCodex Canalium... which has already been seen by mortal eyes at least once before to scribe the Book of Salientian Hours for the Bogbeast Fens' Temple of the Frog. Among other blasphemies, it's how the cultists knew where to find The Egg.)
Well, a year or two ago, a player learned about the convergences and the fact that they were getting worse, and idly wondered why that might be. The campaign ended before it became important, but it occurred to me that I didn't know why they existed in the first place. (Once again, kids: world-building is fun, but only useful inasmuch as it gets used at the table or informs your decision-making. If it doesn't need an explanation, don't feel the need to give it one.) The immediate answer my brain conjured was some vaguely-considered idea that reality was damaged when the gods and primordials were fighting, and that damage is still ongoing. It didn't feel 100% satisfying, but if someone dropped a legend lore right then and there, it's something for me to riff on and develop further.
Ultimately, no one asked, and so I neglected the question, instead focusing on other activities.
However, I was recently inspired by a detail introduced into D&D lore by Fizban's Treasury of Dragons. They introduce dragons as consummate creatures of the Material Plane, so much so that they (and things tied to them) tend to recur across various alternate Material Planes in the multiverse. So, there might be a version of Benthosruthsa from Castle Whiterock on dozens of Prime Material Plane worlds — an easy excuse as to why several different GMs have run that adventure in their home campaigns and yet all those campaigns represent different fantasy worlds if taken holistically. (In terms of "things tied to dragons," the book gives the example of the many manifestations of the Tomb of Horrors occurring because Acererak killed a lot of dragons to help make it.) Some especially potent dragons even have dragonsight, allowing them to communicate with these extraplanar manifestations. Those dragons might engage in plans that span multiple worlds simultaneously.
To tie this all together, they introduce a new mythology of "the First World," wherein the dragon gods made one world, something happened to sunder it, and that made the sprawling multiverse in which all fantasy games take place.
(I stick with a Planescape-esque "all myths are true" vibe in my fantasy games, so even though the First World isn't necessarily the truth, it is still potentially true, you dig?)
That spiraled in my head to form a rationale for the convergences: a lost epoch of Khaldun, wherein a potent and despotic draconic emperor attempted to reunite the worlds in a grand ritual. (While this would have greatly amplified said dragon emperor's power, it would have destroyed the cosmos as we know it, collapsing all potentials down to just one.) The ritual failed, but the convergences remain as residual echoes of the attempt, linking various dimensions on a fundamental level. Since the gods weren't especially keen on having anyone attempt to reunite (and destroy) the multiverse again, all records of the world-spanning empire were destroyed, and it now exists only as a series of curious anomalies in the historical record. (And perhaps the occasional artifact for a delving adventurer to find.)
Of course, that assumes we can truly be sure that a nearly-godlike dragon emperor with potent sorceries and a consciousness spanning whole worlds is truly dead and not merely sleeping...
After a lot of lead-up, I'm finally running DA2: Temple of the Frog for the Sunday night crew. In an ideal world, I'd run the original version, but it requires so much work to bend it into shape that I might as well write my own adventure.
To explain the lead-up: the classic Crux of Eternity crew ran through a modified version of S3: Expedition to the Barrier Peaks, and informed the local university about it. Since then, the university has been running a research program to fully investigate the crashed spaceship, and have subsequently learned that there are other pieces that were scattered across the Sorrowfell Plains when the thing passed through the atmosphere. The Sunday night crew has since been tasked with researching the other pieces. One such piece landed in the foothills of the Hoarfrost Ridge and allowed me to run Lost Laboratory of Kwalish. Another landed in the Bogbeast Fens and was discovered by cultists of Bobugbubilz, who proceeded to call it, "The Egg," and ascribed religious significance to it. Five years ago, this minor frog temple proceeded to become more organized and militarized, and is now proving to be a notable nuisance in the region with ties to slavers in the big city up north. (Which, if you know the adventure, you'll recognize as the basic setup of DA2: Temple of the Frog. Astute observers will recognize a couple of differences — like the whole thing about The Egg — which will likely be revealed with the fullness of time.)
In addition to the original goal from DA2 (rescue a high-value prisoner), the university has tasked the player characters with capturing any extraterrestrial technology they can find. The PCs decide to sneak into the City of the Frog — ignoring the original adventure's infiltration hook, assuming (probably correctly) that they probably won't be able to pass themselves off as slavers or wannabe frog-cultists — and they prioritize rescuing the prisoner because she and her men are skilled fighters, so they can outfit her and her men and double their party's fighting force.
The plan goes to shit pretty much instantly.
They sneak up the canals using a combination of water walk and control water and are almost instantly spotted. They switch from stealth to speed, and their main asset is that it's foggy and the middle of the night, so there's a lot of confusion, so they don't get murdered by crossbow bolts. They make their way to the middle of the town so they can cast locate creature on their quarry, hoping to find her in the warehouses and barracks.
She's in the basement of the Temple of the Frog, of course. The precise place they didn't want to go.
They cut west, get pelted by some crossbow bolts, use control water again to get over the wall, and are now in the courtyard of the temple. On the plus side, they neutralize the guards and the alarm is sounded, so no more guards can easily approach from the City of the Frog. The bad news is that they don't have a control ring to actually enter the temple, so they're just. Stuck there. With a temple full of cultists at their backs.
Their current gambit is to hopefully trick one of the cultists in the City of the Frog into approaching, then stealing a control ring to enter the temple. We'll find out how that works on Halloween!
(I know I already said the included links ought to be the final word on the subject, but well, here we are. Despite the vaguely sensationalist title and the fact that I'm probably still allowing demihumans in my dungeon-y, dragon-y elfgames, it's very, very good.)
This idea is only half-formed, so expect a small amount of brainstorming, especially toward the end.
One of the major innovations in third edition Unknown Armies is the Objective system. It's both a method by which the players can delineate their goals, while also giving everyone a countdown and a road map to fulfilling those goals. (In play, it acts a little like collaborative tools for scenario generation, a little like clocks in Powered by the Apocalypse and Forged in the Dark, and a little like a convenient quantitative method by which characters can fulfill their goals by improvised magick, which was notably lacking in previous editions but exists in the source material like Tim Powers'Fault Lines trilogy.)
However, while making and switching Objectives is relatively cheap and easy, anybody with a modicum of GM experience knows how players get about their character sheets: once you put something on a character sheet, players will do anything in their power to keep it, no matter how foolhardy. So, even if players turn out to be lukewarm about the Objective they've chosen, they will almost never abandon it, even if something more interesting comes along.
In essence: the Objective rules work as designed, but not as intended thanks to the sunk-cost fallacy.
(Plus, characters invariably accumulate personal goals, but in my personal experience, it's particularly rare for a player group to focus on such individual goals, so they just tend to languish in the background unless they are especially easy to adjudicate.)
Enter: Juggling Objectives
I haven't playtested these or even fully formed them, so I don't know how players will respond to them, but the jist is this: the Objective rules still largely work as described in Book Two: Run, with the exception that you can take on as many Objectives as you like. Your cabal is no longer limited to just one Objective. For the purposes of these rules, you are only considered to have additional Objectives if there are points in them. So, if you have "Assassinate the Mayor 56%" and just declared "Successfully cast How to Cut Off Your Own Head 0%" on your character sheet, you still technically only have one Objective. It's only when you increase "Successfully cast How to Cut Off Your Own Head" above 0% that you now have two.
(I don't quite know how to determine when a new Objective is declared, though. Can individual players determine a new Objective whenever they want? Should it be a simple majority? A unanimous declaration? My sense is that it should be a unanimous decision, just like regular Objectives, but different groups might be all about letting individual players determine their own goals without the intervention of the rest of the cabal.)
If you just have one Objective, the normal rules apply.
If you have more than one Objective, pay attention to which Objectives accomplished milestones this session. At the end of every session, if a given Objective is left untouched, it loses percentage points. (All others gain Objective points as described in Book Two.)
I haven't quite decided on the number. I figure either the Objectives lose 1d10+5 points (like a petty milestone), or roll a number of d5s equal to the number of Objectives minus one. (So, if your group is juggling four Objectives, you roll 3d5 and subtract that number from all inactive Objectives for the session.) The former is straightforward and mimics the rest of the extant Objective system, while the latter disincentivizes players from juggling too many Objectives simultaneously. (Rolling Xd5 is less of a penalty in the 2-4 Objective range, but becomes more likely to penalize the cabal at 5+ Objectives. If that seems too low, perhaps roll d10s instead. Again, I'm just noodling through an idea that still needs testing.)
You might want to try both and see how players respond to them.
If an Objective drops to zero points, it goes away. Of course, you can always re-declare it and try again, or just abandon it and continue on your way.
My sense is that this would encourage players to juggle one or two Objectives at any given time while also providing a method by which they can abandon Objectives that no longer suit their purposes without going through the rigmarole of declaring that they're abandoning an Objective. But it might just be additional bookkeeping or underutilized. In any case, if you try them, let me know how it goes!
This blog turned ten years old this past Monday, August 9. (Contrast with the first post here.)
It's a very weird set of circumstances that convinced me to start this blog in the first place, but here we are. I don't get to write in it as much as I did when I started, largely because I run a lot of role-playing games. (I'm currently playing in one game and running four on a rotating basis, with a couple of games as occasional things lurking on the horizon. The high water mark towards the beginning of 2020 was ten games — I was running six and playing in four, all of them on a regular, rotating schedule. My advice: don't do that.)
You would think running lots of games would make me more likely to write about them, but that is sadly not the case — there usually isn't enough time to get my scattered notes into a format I could give other people to read. As a result, recent posts usually take the form of "here's something I've been considering and so I put it in front of you" rather than "here's this fully-formed tool or piece of game detritus that's ready to use."
(And honestly, when I need to solve a problem at the table, it's 50/50 odds whether I pull an existing tool or kludge something on the spot. Neither of which makes for a good blog post.)
Regardless, the blog continues at its strange, glacial pace. If you're reading this and you have ever used or been inspired by anything you've found here over the last decade, that's all I could have wanted. If you're just joining us, you can see what has been wrought over the first decade of the blog by investigating the widgets and things over to the right of the page. (I might recommend the published works towards the top of the page, or the collections like Artifact April or Spore Week.)