Burials of Teganshire Post 10 of 30
Here at Griffon Lore Games, we’re big fans of grim, gritty hard fantasy.
That isn’t navel-gazing, nihilistic, and “subverting expectations.” In other words, heroic fantasy. A DM can attach heroic fantasy to any game world, and most line of products, and I encourage you to do so. Genuinely heroic fantasy is all about choices and the consequences of decisions. Decisions made by what players believe is the right thing to do given the circumstances and what they know.
First, let’s talk about Hollywood, the comic industry, and the book publishing industry shooting itself in the foot, first. I call it—the Triad of Suck.
The Triad of Suck–a generation of crap
Hollywood’s Three Decades of Crap
Current RPG products, for the most part, have avoided the pitfalls expounded by Hollywood’s fascination with navel-gazing, nihilistic fiction since the early 90s. By its very makeup, a fantasy RPG game is composed of players running PCs, in a story of their own or the DMs making. Since milquetoast conflict doesn’t sell RPG products, players, by and large, play in an environment where the stakes are significant, conflict abounds, and heroes live and die by both their choices and the whims of the dice. Since it’s a game, players recognize dice whimsy as part and parcel of RPGs.
It’s not all bad in Hollywood, but a lot of it is. Then there are the books.
Genre Book Publishing’s Three Decades of Crap
Current RPG products, for the most part, have avoided the pitfalls expounded by traditional book publishing’s fascination with navel-gazing, nihilistic fiction since the early 90s. By its very makeup, a fantasy RPG game is composed of players running PCs, in a story of their own or the DMs making. Since milquetoast conflict doesn’t sell RPG products, players, by and large, play in an environment where the stakes are significant, conflict abounds, and heroes live and die by both their choices and the whims of the dice. Since it’s a game, players recognize dice whimsy as part and parcel of RPGs.
Is this sounding familiar? It’s not all bad in traditional publishing, and independent publishers have rushed to fill in the gap.
But a lot of it is self-serving, non-entertaining drek. Then there are comic books.
Comic Book Publishing’s Three Decades of Crap
Current RPG products, for the most part, have avoided the pitfalls expounded by comic book publishing’s fascination with navel-gazing, nihilistic fiction since the early 90s. By its very makeup, a fantasy RPG game is composed of players running PCs, in a story of their own or the DMs making. Since milquetoast conflict doesn’t sell RPG products, players, by and large, play in an environment where the stakes are significant, conflict abounds, and heroes live and die by both their choices and the whims of the dice. Since it’s a game, players recognize dice whimsy as part and parcel of RPGs.
Detect a pattern here? It is, indeed, the triangle of suck. And the commonality between the three is the departure from the hero’s journey.
The Hero’s Journey is the Foundation of Conflict
And without foundation, all the fun factors in a fantasy game have no root. In a narrative, the hero’s journey is about the conflict that drives character growth.
In a D&D game, it’s all about the opportunity to overcome the conflict as a game. Players will grow their PCs as players will. Either they progress their PC through role-playing, or they don’t. This is where “DM as a referee” is better than “DM as a story-teller.”
Now I know what you’re thinking. We’re talking D&D, and D&D is a game, so where do the foundations of mythology come into play?
When Campbell was describing the hero’s journey, he wasn’t pulling a trope out of his butt—he was explaining life writ large via an archetype, a distillation, of if you will, of legend and mythology. Ignoring it, making fun of it, wishing it would go away, is only a blip in the grand entertainment universe. It’s never going to change because it’s human nature, stamped with the approval of Human History.
But, the “Triad of Suck” did impact D&D, less for what it did, but more for removing the concept from gameplay and game design.
Hitting (multiple) Rock Bottoms is the Hallmark of the Journey
The Hero’s Journey in graphical format:
See the Abyss? That’s the low point that makes what’s next all the more delicious. How applicable is the singular hero’s journey to D&D? If a DM uses it as a blueprint to a campaign—highly relevant.
Now I know what you’re thinking. You’re thinking that I’m talking about a STORY-TELLER CAMPAIGN when D&D is a GAME. SHAME ON ANTHONY. But that’s just it—you can use the format in an open-world, sandbox, player-driven campaign. It just needs some thought. Let’s use two examples.
Two Examples of the Hero’s Journey in Player-Driven Plots
Example One: Count Torc Mac Ceti
The PCs are the vassals of a stern, but highly-supportive, wealthy, and influential baron—their lands’ border another Barony, one Count Torc Mac Ceti. The PCs are in charge of the crossroads town Kamshire, and Torc Mac Ceti has made several inquiries that he would covet the PCs alliance—but the PCs, involved in a series of adventures for their baron, have declined him thus far.
One day the PCs receive word that one of their woods in now infested with a rather large green dragon. Indeed, the dragon sends them word he would like to meet with the PCs (gulp). The dragon seems like an amiable fellow—he cleaned the woods out of monsters and bandits (something the PCs always meant to do). In return for a safe wood, he requires, uh, a cow. A fat cow. Once a month. And a barrel of wine. To go with the cow. PCs are left with the impression this dude is old (and a bit lazy) and would rather avoid conflict.
Now, the vast majority of the players will think this dragon is an impressive addition to their PCs’ lands. And obviously, if the DM wanted to use the dragon to kill them all, then he would have done so. A dozen cows and barrel of wine a year for a dragon buddy? Heck yeah!
Aaaaaand there it is.
Several months go by, and the relationship works. Sure, the dragon has an evil streak, but then again, the PCs are no choir boys themselves. To protect their baron, they’ve gotten their hands dirty. The dragon sends word—he’s captured a wanted criminal, someone the baron has been looking for. The PCs take delivery of the rascal and give the dragon a magic item as thanks. This relationship seems good. Healthy even.
And then one month the dragon says, hey. This month I’ll need a virgin maiden instead of a cow.
Whoops.
Now, the PCs refusing the dragon or not, it doesn’t matter. If they deliver the virgin, the dragon screams, “She’s not a virgin!” as he drops her body in the town square and destroys Kamshire. If they fail to deliver the virgin, the dragon attacks and destroys Kamshire. If they try to kill the dragon, he is way above their league, TPKs the party, and destroys Kamsire. It’s a dragon. They are mid-level PCs. If they die, the bewildered baron, their liege brings them back, using up all his influence with the church to do so. Or the PCs roll new characters—1st Level survivors of the Terrible Dragon.
This is a low point for the players but a high point in the campaign world! And the dragon isn’t the real villain here, only a weapon. He’s demanded a virgin because Count Torc Mac Ceti paid him a lot of money to do so. Mac Ceti is the party’s nemesis, and he’s just getting started.
But was that organic?
Not really, but Count Torc Mac Ceti sure is a villain. How the PCs deal with such a tyrant will be interesting, considering they still don’t know the real reason the dragon went off in the first place. Killing the monstrous beast is only the start (uh, nothing personal, guys, it was just business. You’re not still mad, are you?). Depending on the direction they go, the destruction of their town, and the death of all their friends (and possibly loved-ones) was just the beginning of a terrible, terrible time.
This kick in the gut works because the DM didn’t plot the campaign.
He just plotted the PCs’ downfall. It’s up to them to crawl out of the hole—and start their heroes’ journey.
Example Two: Organic Your Way into Jail
Let’s back up the clock. The PC’s noble sponsor (let’s call him Baron Winstead) is besieged and mired in dirty politics at every turn. He’s been having the PCs do some things he can’t have traced to himself.
The players are having fun. Each adventure is a backdrop in politics and drama, and their PCs are getting rich in the process. The rewards go beyond the coin—the baron gives them influence, marrying one of his daughters to a PC.
And then, they get arrested and thrown into the King’s Dungeon. All the DM had to do is keep track of their legitimate mistakes, and when one was made that was serious enough, well, that was it, then. The PCs are stripped of their lands and titles, their sponsor’s hand slapped. They’re tossed in a dungeon designed to hold adventurers such as themselves, with the key thrown away.
In this example, the PCs committed crimes against bad guys but got caught—a less dramatic but certainly more organic route to the heroes’ journey than the dragon melting everyone’s face off in town with acidic clouds of doom.
And the DM has many drama options here, for example—the marriage of the baron’s daughter, a PC’s wife, was annulled and she was married off to the Count next door, one Torc Mac Ceti, and the PCs know him to be one bad dude.
This is a journey of self-discovery. In this campaign, just who are the bad guys? How do they get out of jail that they so lawfully belong in, and then what? How do the PCs go from zeros to heroes?
Beyond the Plot Tick—Failure Mechanics
Even if the DM doesn’t nudge the PCs into a catastrophe, the PCs can go on a hero’s journey by acting heroically in the face of failure. A DM needs to have both, really. He both needs to push the PCs into a state where only the heroic survive, yet give those heroes a chance for setbacks so they can learn to become heroes.
Failure Mapping NPCs
The easiest way to start planning for the PCs’ downfall is to map out what happens when the PCs fail with people by tracking dispositions: what happens when these NPCs are Unfriendly, and what happens when they are Hostile?
- Local Nobility
- Merchants
- Townfolk
- Bartender
- Guards
- Bard
- Landlord
- Innkeeper
- Hunters
- Thieves
- Beggars
Failure Mapping Modules
Once the NPCs are mapped to their two fail states, the next step is to map out failure conditions for every adventure, which necessitates choosing experiences where it isn’t “all or nothing.” If you possess such a module (and I have dozens), it’s easy to change the tone of the module by putting in failure conditions:
- The PCs never get there due to a random encounter—what happens?
- The antagonist defeats the PCs and drives them off—what happens?
- The PCs commit a category error (they went through the adventure thinking the problem was one thing when it was another)—what happens?
- The PCs obtain a partial victory—what happens?
- The PCs meet all their objectives, but the bad guy gets away—what happens?
“What happens?” should be a state that adds tension:
- The PCs stop the investment of the abandoned castle but know the escaped bad guy is going to seek revenge, probably at the worst possible time
- The PCs clear out the castle and kill the bad guy, but on the way home, they notice flying scouts above the castle. Again. They always have the option to go back and just raze the place to the ground and fill the dungeon with lava.
- They never made it to the dungeon, and now the ogre magi fortifies it and stocks it with armored ogre shock troops in heavy armor (ha, ha, ha)
- The PCs capture the bad guy, turn him in for King’s Justice, only he plays a political game, and someone lets him go!
- The PCs TPK and the bad guy get their gear and use it to terrorize the region. Hello, new PCs, you’re in for a rough ride.
Rule-of-Thumb
As a rule of thumb, adding at the minimum four conditions to a module, half successes, and half failures, to various degrees, is an excellent way to turn even the most rail-roady module into engaging campaign action. And if the PCs keep hitting all cylinders, then they should reap the rewards—and the DM should ratchet up the difficulty until a single failure becomes catastrophic.
Failure creates high stakes and tension. Successes bracketed by failures create a game table of righteous D&D. If your PCs aren’t failing their way to success—then why bother playing a game if they can never lose?
Put players on a hero’s journey. By switching a mentality to “the module is the game” to “the player’s success and failure is the heroes’ game,” organically creates a world that is a journey of their own making.
Let them fail.
Crossbow Man takes failures personally. Without subverting expectations.
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