Posted in Gaming Advice, Set Piece

Set Piece: The Proselytizer

Introduction:

This one is all Marc Plourde’s fault.  In our recent Gods of the Fall game, he ran this encounter in our first adventure.  I thought it was a pretty interesting encounter because the setup gave us players a lot of choices and helped us define our characters.  This is not a big set piece I know, but small encounters can mean a lot to players if it helps define themselves and the tone of an area or a campaign. You can find Marc Plourde’s writings and gaming tips over at his Inspiration Strikes Blog.

Scene:

Someone is on the street corner proselytizing to the people passing by.   A group of folks with opposing views come and accost them in sight of the PCs.   Quite a simple concept really but you can do a lot with this.

Mood:

So the mood for a scene like this is entirely in your hands.  You are basically establishing two factions in your world.  How do they act?  If the corner crier is spouting blasphemies and member of the inquisition simply just walks up and shoots him with a blunderbuss, then you’ve established a tone for this conflict.   The inquisition clearly thinks they can get away with this kind of blatant violence.   If the two factions end up in a shouting match none resorting to violence you set a different tone.  If it’s just simply a crowd of people heckling the crier then you’ve set a tone.  The mood is clearly in your hands.   What happens next is totally up to the players. Continue reading “Set Piece: The Proselytizer”

Posted in Gaming Advice, Set Piece

The Banquet

Introduction

The noble throwing a banquet, the feast in the players’ honor, the masquerade ball the players are infiltrating, and the gala used as a cover for the great heist.  Big dinner parties crop up time and again in campaigns of all genres.   While the reason the players are attending is usually tied to some campaign story or plot, I am going to discuss things you can do to make the event more a set piece than window dressing.

(art The Banquet of Cleopatra is a painting by Giovanni Battista Tiepolo)

Scene

The players are attending a dinner, either in disguise, as guests of honor, or random attendees. They are most likely out of their element and forced to interact with people they don’t know and who don’t know them.  I am sure the players are embroiled some wondrous plot, but the party isn’t thrown by them, so theirs aren’t the only schemes in town. Continue reading “The Banquet”

Posted in Gaming Advice, Set Piece

Set Piece: Market Terror

“You got any power cells for a Model 44?” Caleb asked the Toydarian vendor, as he perused the creature’s stall.

“Bolwola ticati” came the reply.

“Ohh, good.  How much….” 

“Caleb…” Renda called as she tapped on Caleb’s shoulder. 

“Hold on.. I’m doing business…   15 credits a pop?  These things are 15 credits mint in the Core and I know what you have isn…”

“Caleb.” Renda tapped more insistently.

Caleb looked over his shoulders toward the Rodian, she made a gesture toward the center of the market.  Caleb followed the gesture and saw a trio of Stormtroopers conversing near the market’s gaudy imperial statue. 

“Yeah Stormtroopers, I see them.  Be cool they’re not on to us.”

“Not the Stormtroopers, looks closer.”

Caleb scanned the crowd and found what had Renda spooked.  Four armed men were posted throughout the market.  They were anxious, Caleb could see the one closest to him was fingering his blaster’s trigger.  They kept glancing at the Stormtroopers in the center and they were also keeping an eye on the few on patrol.

“I’ve got a bad feeling about this,” whispered Renda. “Somethings about to go down.”

“If it does, our mission gets a whole lot harder.”

Caleb watched as the man with the blaster gripped it firmly and started walking purposely toward the nearest trooper.

“Hux and Niner,” Caleb said into his com. “abort.  I repeat abort.”  The man with the blaster walked right up to the Imperial Trooper and shot him in the back.  A few people in the crowd screamed.  Then the statue in the center of the square exploded.

Introduction:

The following scene is about an attack that occurs in a crowded public space.  Given the state of things in the real world, this scene may not be suitable for some tables.   I originally wrote this scene a few years ago for the GamerNation Holocron. I have run this scene quite a few times in a star wars game, with warring Hutt factions, rebel vs Imperial faction, even Hutt vs Zann Consortium factions, each time the player took completely different routes.  I have also run this is a Numenara game and it turned out quite interesting.

Scene:

Players are walking through or shopping at a busy open-air market, when a local gang, or resistance fighters, or rebel cell decided to attack the place. Their attack should be against another local faction or authority but could be against the PC’s directly if desired. Continue reading “Set Piece: Market Terror”

Posted in Gaming Advice, Set Piece

Set Piece: A Ship in a Storm

The deck bucked to the starboard as the wave crashed into the ship’s port side.  Sabastian could not keep his balance and slid across the quarter deck on his rear.  The jackline was the only thing that saved Sabastian from a watery grave.  He held onto the line with all his might as he slowly tried to get his feet below him. 

The captain was yelling orders from the wheel but Sabastian couldn’t hear a word of it above the wind and the rain and the churning seas.   This is bad.  The worst storm he’d seen.  Lightning arched across the sky above them, the thunder that followed did little to mask the load Crack that came from mizzenmast.  Even with sails stowed the mast had taken on more stress than it could bear.

Sabastian looked up just in time to dodge the tangle of rigging falling toward the deck.   Sabastian picked himself off the deck and found himself staring at the wave,  it was larger than their ship and was about to hit them once again on the port side.  It was then that he realized he no longer held the jackline. 

(image from The Perfect Storm ©2000 Warner Brothers)

Introduction

I’ve been reading a lot of the 7th Sea Second Ed. Corebook lately and it’s got me jonesing for some high seas swashbuckling action.  A storm on a ship is a great encounter for the players to fight the elements rather than an enemy. (though having a ship battle in a storm is action extraordinaire) Now don’t think this Set Piece is only for ships at seas.  I’ve run this more times as a spaceship in an ion storm/nebula/fill in the blank/ type storm than I have one at sea.  I’ve even done this encounter with the players in an airship.  It’s always a fun time.

Scene

The players’ ship his run afoul of some nasty weather, can their ship survive? Can they stop themselves from going overboard? Continue reading “Set Piece: A Ship in a Storm”

Posted in General Writing, Set Piece

Set Piece: The Collapse

Zetov let out a primal roar as he swung his battle-axe at the chest of the Elder Lich, the axe head arced with lightning as it connected with the phylactery the Undead Lord wore brazenly around its neck.  The Gem shattered and the axe buried itself into the ribcage of the emaciating being. 

The Lich let out one last curse as it crumpled to the ground, the magic seeping from its bones.

“We did it!” Tholonious cheered as he put the arrow he had notched back in his quiver.  “How’s Tamra?”

“I’m… ok.” Tamra said with some effort as she gathered her spellbook off the floor and what components she could find that got scattered. She stumbled once more as the ground started to rumble.  “It’s not over…”

“Yes, it is.” Said Zetov, “he’s dead.  Truly dead this time.”   The ground shook once more and a few rocks fell from the ceiling.

“Tholo, help me,” Tamra ordered with concern. “We’ve got to get out of here.”

“Why? What’s happening.” Tholonious asked as he made his way over to the injured mage.

“The Lich’s magic was all that was holding this place together.  With him gone this whole temple is coming down.”

A large CRACK came from above them.

“But what about the Lich’s Treasure? We have to find it.” Zetov insisted.  Just then a rock from the ceiling slammed into the statue above the alter.  Zetov had to dive out of the way to avoid the massive rocks.

The floor under Tamra started to slip away. Tholonious quickly grabbed the mage and  they started running towards the exit.  “You can have the treasure or your life Zetov, but We’re leaving.” The elf replied.

(Image from Raiders of the Lost Arc ©1981 Paramount Pictures)

Scene

The players are in a mine, temple, burning inn, castle, cave, underground facility, space station… whatever, when something causes it to no longer be structurally sound.  It is coming down on the players and it is time for them to run.

Mood

Chaotic retreat is the name of the game.  Escape should not be straight forward there should be many many obstacles in the player’s path.

Setting future obstacles up ahead of time will pay dividends at the table. You know the place is going to collapse, so as the characters make their way in, describe large pieces of furniture, huge ceiling fixtures, chandeliers, statues, whatever you can think of that fits your setting.  On the way in the players will appreciate your attention to detail, then understand when that details become hazards as they make their escape. As they flee keep your description’s fast pace as you move quickly from one player to the next.

Don’t let “I run..” be an action the player can make. They need to be “I leap over the fallen statue” or “I try my best to prop the door for the others”

Threats

The environment is the biggest threat.  The oxygen seeping out of a hole in the hull, the boulders falling from the ceiling, the traps(or trap parts) the players bypassed on the way in, the big crevasse on the floor widening every turn, whatever fits your setting.  Make a short list of environmental problems the collapse can cause before you begin, so you can pull them out with a quickness to challenge your players.

Want an added threat?  What if this collapse happens when the players were confronting a rival group.  Maybe after one side  grabbed a McGuffin.  Having antagonistic NPC also in the mix makes for a very memorable scene.  (remember the antagonist want to escape as well though.. Make sure the players see them struggling to survive the environment along side them, not just attacking the PCs)

Mechanics

Skill checks rule the day in a scene like this.  There is many ways to run a scene like this.  You can set it up like an old school skill challenge (Ex.  Players need 3 successes before 2 failures)  Or you can go by a round timer (ceiling is going to collapse completely in 8 rounds, it takes 5 rounds of movement to get to the exit, failures in round means no or half movement).  Or the third options is going full narrative and have the thing collapse completely when it’s dramatically appropriate.

Failure to escape doesn’t have to mean you die.  You take damage, sure, knocked unconscious, most likely, but you could just find yourself buried in a whole lot of rubble trapped until the rest of the party digs you out.   Or maybe you stumbled upon a hidden passage.

Tips

This kind of scene can take 15 minutes to run or 45+ it really depends on the type of thing that is collapsing.  Try your best, however, to keep it brief.  It should be a desperate escape, not a long drawn out affair.  In that regard try not to make the rounds seem like combat rounds.  Your players aren’t rolling dice every turn, only when something gets in their way and makes it a challenge to progress further.  If you run the scenario like combat rounds it can wear out its novelty before the players have reached the exit forcing you to ‘fudge’ final run and collapse, making things a tad anti-climatic.

Let the players describe their actions. “I slide across the floor through the legs of the oversized sofa.” So that you don’t have to think up all the cool things, let them be descriptive.  If your players are inclined even ask them “What do you see up ahead that blocks your path?”  While they are describing the obstacle they are also thinking a cool way to get past it, which can make the player feel more heroic.   To keep other players engaged you can ask them “What difficulty does Jake encounter next?” allowing them to make it harder for each other.  This type of narrative involvement doesn’t work for all groups.  Try it, but don’t force it if it falls flat.

The PC will have to think fast, make your players do so as well.  Demand snappy answers.  If the player can’t think of something quickly say “you stumble on the shifting ground” and move on to the next player.  Go back to the stumbling player after the other players have gone.  (some players don’t like this kind of pressure or really perform poorly under stress… if you see this happening offer suggestions on what they can do, allow other players to as well, do not, however, decide for them or allow another player to… It’s their character)

The “BBEG dies and now you have to run”, and “you grabbed the McGuffin and now the place is collapsing” are pretty standard tropes, use this sparingly only once per campaign.  However, there are many different reasons why something the players are in is collapsing so you can use this few times.  “The Keep is on fire and collapsing around you” feels a lot different to “the temple is falling apart as it falls back into the sea”  So while different scenes, you can run them the same way.

If you are worried about being railroady, set a parameter on the collapse. “If the players do this ____ it will cause the place to collapse”  Make that ‘thing’ something that is ‘likely’ to happen but not mission critical or a definite. If you want  maybe put in a hard roll for the players to “spot” the trap before they spring it.

Posted in Gaming Advice, Set Piece

Set Piece: A Clear and Present Danger

If you see a cool scene in a book or movie and you think it will make a good scene in your game, use it.  With some retooling, you can make it your own.  I’ve used the below scene quite a few times and only once been called out on its inspiration.  But the player who figured out the inspiration said it only made the scene more fun for him.

 Scene:

The Players are in a vehicle(speeder truck, van, carriage, whatever) when an “incident” up ahead forces them to turn onto a narrow street with buildings on either side.   A vehicle pulls in behind them and up ahead  something blocks their path. That is when the ambush starts, usually with an explosion.

Mood:

The mood in this scene is surprise and chaos. There are other factors that really depend on what the PCs are doing in the vehicle in the first place. Are they escorting an important figure, transporting a valuable McGuffin, moving stolen goods, or just going for a ride? Each reason can really effect the intensity of the scene.

An ambush like this just doesn’t happen out of the blue, make sure there is a faction that hates the PC enough, or wants what the PCs have enough, to pull this off.  This ambush  will have a better effect on the players if it is orchestrated by a returning villain/faction rather than a new one.  It will also let the players know that that faction/entity is really dangerous.

It should be clear to the PCs that the enemies have greater numbers, the better terrain advantage, and possibly better fire power than the PCs.  Getting out alive should be the number one goal of the PCs. If they have a large cargo they cannot easily take with them, then they may have to forfeit it to the enemy… for now.  If you don’t think your PCs will be inclined to flee; well you could kill one, if you want to send that kind of message, or takes them prisoner.(a set piece I’ll get to later)

This should not be unwinnable, just have the odd stacked against them.  But the PCs may need to change their parameters on what it means to win. Continue reading “Set Piece: A Clear and Present Danger”

Posted in Set Piece

Set Piece: The Hold-up

I was in the corner of the shop ogling the ornate clockwork pigeon on a perch when my ears caught the slightly elevated conversation going on at the counter.

“Hey Shamus, Miss Elvestean hasn’t paid us yet this week.”

“Yes… yes, I did,” Came the hesitant female reply. “I paid you on Tuesday… you came in on Tuesday… It’s only Friday today.”

“Is that right?”

“I don’t know boss…  We had that thing on Tuesday. We weren’t uptown.”

“Did you hear that Miss Elvenstean we had a thing on Tuesday. There is no way you paid us then.”

By this point in the conversation, I had snuck close up to the counter and sized the two thugs up.  The black haired one named Shamus was rather beefy, he was trouble. The store owner was trying to hold her ground, but  the other one, the tall and lengthy  one, he pulled his blunderbuss from his belt and pointed it at the store owner.

“Listen lady,  pay us, or else.”

This I couldn’t handle alone.

I slowly backed up toward the front of the store and flipped open my communicator to call Alexis, when disaster struck.

Hey, Conner.…We’ve got a lurker here… about to cause some trouble.”

(Image from Pulp Fiction ©1994 Miramax)

The Hold-up

(or The Extorion…. depends on how you set the scene.)

Scene:

A lot of buying of gear is done off-screen in PRGs but when it takes place during the session it sometimes can be a slog for both players and the GM.  Now it’s time for you to spice things up.  While the PC’s are in a store browsing the wares.  Quite a few ruffians come in to hold up the shop owner.

Mood:

The scene may seem simple, but it can serve many different purposes. All of which would help define the mood.  So as a GM decide what you want the hold-up to accomplish:

Establish the presence of a gang or organized crime in the town – Maybe the intruders are looking for protection money. They own this turf so a few bystanders seeing them accost this shop owner doesn’t bother them.   This is a good encounter for PCs that are new in town.  It sets up who some of the local groups are without using exposition.

Establish a McGuffin – the villains want something that the store owner has something special.  “We know you have it old man, hand it over and no one gets hurt.”  A good adventure starter if the PCs want to get involved.  This kind of quest start can feel more organic since it’s up to the players themselves to get involved or not.

Force PC’s out of their comfort zone –  The whole party doesn’t all shop together usually. Have this encounter happen to the rogue who was already pick-pocketing items, or the mage or the face character.  Can they talk or con their way out?  Depending on how they respond it could be a great chance for character defining role-play.

Establish Corrupt Law Enforcement – Maybe it’s the town guard harassing the merchant.  Accusing him of selling illegal goods.  (maybe the shopkeeper is)

This isn’t necessarily a combat encounter.  The PC may be able to defuse the situation with great cunning or a sharp tongue.  They may not even get involve.  Don’t force them too. Continue reading “Set Piece: The Hold-up”