Author Topic: Round and Round (Black Hearts, stay out)  (Read 2211 times)

Offline Mr. Death

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Round and Round (Black Hearts, stay out)
« on: October 23, 2012, 05:40:34 PM »
So I had a wild idea, inspired by a friend, for my next scenario. A 24-hour time loop in Groundhog Day/Window of Opportunity/Majora's Mask style.

Essentially, the PCs will be caught in the effect of a spell gone wrong, which will have them reliving the same 24 hours over and over until they figure out what's starting it, and I'm planning to make it a hell of a day--in the first iteration, I'm planning to have some huge tragedy happen in front of each of them that they'll later be able to stop.

The plan is to run through the day quickly in the first session of the scenario--issue a lot of compels to speed things along and keep them moving so they don't dwell too much. Then start the next session exactly the same way, and from that point on, divide the scenario into discrete periods of time and let them 'save' their progress.

So the first thing that's planned to happen is one PC's boss is going to go out, run into ghouls, and be brutally killed before that PC can get there. And in subsequent sessions, he'll be able to relive that, do things differently, and then when he gets through it in a satisfactory way, we'll 'save' the day's progress at that point, with the assumption that the character repeats what he did the one time things went well.

I think this could end up being a really awesome scenario if I can pull it off. I've more or less got the plot of the day scoped out, but I'm interested in hearing if anyone has ideas for how to pull it off mechanically and structurally.
Compels solve everything!

http://blur.by/1KgqJg6 My first book: "Brothers of the Curled Isles"

Quote from: Cozarkian
Not every word JB rights is a conspiracy. Sometimes, he's just telling a story.

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Offline Lavecki121

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Re: Round and Round (Black Hearts, stay out)
« Reply #1 on: October 23, 2012, 06:18:33 PM »
That could be really cool. Something to look at as well is the X-Files episode where they did that.

Offline Addicted2aa

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Re: Round and Round (Black Hearts, stay out)
« Reply #2 on: October 23, 2012, 07:26:22 PM »
So I had a wild idea, inspired by a friend, for my next scenario. A 24-hour time loop in Groundhog Day/Window of Opportunity/Majora's Mask style.

Essentially, the PCs will be caught in the effect of a spell gone wrong, which will have them reliving the same 24 hours over and over until they figure out what's starting it, and I'm planning to make it a hell of a day--in the first iteration, I'm planning to have some huge tragedy happen in front of each of them that they'll later be able to stop.

The plan is to run through the day quickly in the first session of the scenario--issue a lot of compels to speed things along and keep them moving so they don't dwell too much. Then start the next session exactly the same way, and from that point on, divide the scenario into discrete periods of time and let them 'save' their progress.

So the first thing that's planned to happen is one PC's boss is going to go out, run into ghouls, and be brutally killed before that PC can get there. And in subsequent sessions, he'll be able to relive that, do things differently, and then when he gets through it in a satisfactory way, we'll 'save' the day's progress at that point, with the assumption that the character repeats what he did the one time things went well.

I think this could end up being a really awesome scenario if I can pull it off. I've more or less got the plot of the day scoped out, but I'm interested in hearing if anyone has ideas for how to pull it off mechanically and structurally.

Well what's the end condition? How do they break the loop?
I would run it like a mystery game. A set of clues that lead to the bad guy. Follow the rule of three. At least three clues to each subsequent clue. At least three clue paths to follow to get to the result. Map it all out in a flow chart. Figure out how many game sessions you want it to take, Assume one major clue per game session and give yourself one that can be given away as a freebie and a hidden one you can stick in at the end if you need to make things easier or harder. Make it vital that they have each, so even if they figure out what's going on, they can't do anything about it till they have enough clues.

Example
My exit condition would be a ritual. They need 7 items for the ritual. Each game session they learn how to get one item. Within the first 30 minutes of each session plant a story hook leading to a clue. If they bite, lead them along as they find their way to the item they need. If they don't bite, leave the next hook. Keep dangling things till they figure it out. On the last session, they skip all of the problems that made it hard to find the item the first time, grab them, assemble, say bob's your uncle, and break the spell.
It would take 7-9 sessions. 1 to have them fail miserably and figure out what's going on. End that session with the start of the next day. 5-7 to figure out what's going on and what they need. Use the second session to let them explore and figure out how to prevent the failures they had the first time, give them the ritual, and if time, the first item.
Session 3-6, clue hunt. If they manage to get all 7 by then move on to the ritual. First 15 mins to an hour is saving people and getting items. Then as the ritual starts, move them out of time. Introduce Big Bad. Explain if they die here they really die. They try to get the ritual off while things try to prevent it. That should take between 1-2.5 hours. I would break it up into several mini encounters. A true fight till the bad guy is taken out or concedes, then maybe a chase, Some sort of slower challenge maybe a social combat or a riddle/mini mystery/puzzle. Finally the last fight, where bad guy and maybe minions attack. Some have to protect others, while they channel energy. They win, do post fight wrap up.
If they don't have all the clues by 7, introduce the bad guy, start the ritual. Have him harry them as they collect the last pieces, and start ritual as soon as they do. Skip the mega encounter session and just go right to casting while he tries to kill them.
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Offline Mr. Death

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Re: Round and Round (Black Hearts, stay out)
« Reply #3 on: October 23, 2012, 07:43:00 PM »
Well what's the end condition? How do they break the loop?
I would run it like a mystery game. A set of clues that lead to the bad guy. Follow the rule of three. At least three clues to each subsequent clue. At least three clue paths to follow to get to the result. Map it all out in a flow chart. Figure out how many game sessions you want it to take, Assume one major clue per game session and give yourself one that can be given away as a freebie and a hidden one you can stick in at the end if you need to make things easier or harder. Make it vital that they have each, so even if they figure out what's going on, they can't do anything about it till they have enough clues.
Oh, I have the end condition in mind. The loop is being caused, in brief, by a rogue mage affiliated with the badguys trying to get back in time to a certain point, but not managing it--partly he's intending the loop so he has more time to figure it out. In more detail...

(click to show/hide)

The plan is, indeed, for them to spend about half their time figuring out what's going on (they're unaffected by the time loop because the Gatekeeper hands the mages a couple protective charms and a vague warning before stuff goes down), and half their time fixing stuff that just happens during the day that may or may not be related to the time loop itself (that PC saving his boss, for example). I can't really plan out how many sessions it will take, because it is just about impossible to gauge how quickly or slowly we'll get through a given sequence.
Compels solve everything!

http://blur.by/1KgqJg6 My first book: "Brothers of the Curled Isles"

Quote from: Cozarkian
Not every word JB rights is a conspiracy. Sometimes, he's just telling a story.

https://www.youtube.com/channel/UC_T_mld7Acnm-0FVUiaKDPA The C-Team Podcast

Offline Addicted2aa

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Re: Round and Round (Black Hearts, stay out)
« Reply #4 on: October 23, 2012, 08:04:43 PM »
Oh, I have the end condition in mind. The loop is being caused, in brief, by a rogue mage affiliated with the badguys trying to get back in time to a certain point, but not managing it--partly he's intending the loop so he has more time to figure it out. In more detail...

(click to show/hide)

The plan is, indeed, for them to spend about half their time figuring out what's going on (they're unaffected by the time loop because the Gatekeeper hands the mages a couple protective charms and a vague warning before stuff goes down), and half their time fixing stuff that just happens during the day that may or may not be related to the time loop itself (that PC saving his boss, for example). I can't really plan out how many sessions it will take, because it is just about impossible to gauge how quickly or slowly we'll get through a given sequence.

It shouldn't be. Prep a list of complications. Put them to the side. You can guesstimate how long each will take, it won't be precise but if you know your group and their characters, you should be able to come within 30 minutes per "encounter" with occasionally be completely off the mark.
Then prep a list of the actual bits that the characters need to get and their inherent challenges. Figure out how long you think that will take. Aim for that to be the number of sessions caught in the loop.
Create a list of Dues Ex and other things to assist the PC's.
Then run the base adventure, with just the bits central to the story. As they start to get ahead, add challenges. As they get behind, add aids. Should keep you within 1-2 sessions of your goal. Note I almost never run like this, but when I have, it seemed to work pretty well.
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Offline Mr. Death

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Re: Round and Round (Black Hearts, stay out)
« Reply #5 on: October 23, 2012, 09:37:23 PM »
Ah, but you don't know my players like I do. That's why I say it's nigh impossible to plan things out that precisely--they're a creative bunch and a lot of the enjoyment for them is coming up with plans to approach things, and things quite frequently take a lot more or less time than I anticipate. So while I can plan from one week to the next what's likely to happen, I couldn't even guess at what they'll be doing two or three weeks from now. I have an encounter planned for this week that I initially thought was going to happen two weeks ago, for instance.

My main idea going into this was creating something of a schedule for events to happen, though--like, midnight, ghouls kill PC's boss; 8 am, vampires spotted in downtown; etc., and hold them to that. It's a lot easier for us to hold things together on in-game time than real time.
Compels solve everything!

http://blur.by/1KgqJg6 My first book: "Brothers of the Curled Isles"

Quote from: Cozarkian
Not every word JB rights is a conspiracy. Sometimes, he's just telling a story.

https://www.youtube.com/channel/UC_T_mld7Acnm-0FVUiaKDPA The C-Team Podcast

Offline Lavecki121

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Re: Round and Round (Black Hearts, stay out)
« Reply #6 on: October 23, 2012, 09:42:02 PM »
Apparently declarations can also shoot your planning in the foot. We made a declaration last session and it ended up flipping Addicted2aa's story completly on its axis. Hilarious

Offline Addicted2aa

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Re: Round and Round (Black Hearts, stay out)
« Reply #7 on: October 23, 2012, 10:12:40 PM »
Ah, but you don't know my players like I do. That's why I say it's nigh impossible to plan things out that precisely--they're a creative bunch and a lot of the enjoyment for them is coming up with plans to approach things, and things quite frequently take a lot more or less time than I anticipate. So while I can plan from one week to the next what's likely to happen, I couldn't even guess at what they'll be doing two or three weeks from now. I have an encounter planned for this week that I initially thought was going to happen two weeks ago, for instance.

My main idea going into this was creating something of a schedule for events to happen, though--like, midnight, ghouls kill PC's boss; 8 am, vampires spotted in downtown; etc., and hold them to that. It's a lot easier for us to hold things together on in-game time than real time.
I completely understand that, though my in-game time is even harder to grasp. What I've found happens is that when they go over in one spot, they tend to go under in a different one around the same amount. But i hear you on players not following expectations.
Everything I need to know in life I learned from Fear The Boot