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I've got a little head cannon for a campaign plot line and would like opinions.
I dont have all the details worked out yet but basically the PC's are actually the players locked in a virtual world with no memory of their real life. They truly believe that they are the character they're playing as. The idea is that during their adventures in this world they get the sense that something isnt right. Through dreams and memories that aren't theirs. Then after the PC's figure out who they really are they now have to find a way to get back to the real world.
What do you guys think? Could this make for a good campaign?
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(Stormknight):
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I'd say yes--but... Would you tell the players about your idea beforehand or try to make it a surprise? I'm of the opinion that the latter option isn't a great way to run the campaign. You'd want to talk to the players about your idea first. I mean, any campaign idea will be good so long as the players consent to it beforehand. When the group shows up to play at the table, some people might be expecting a very standard fantasy D&D adventure game. How might those players feel if you suddenly, halfway through the game, told them they were actually characters in a virtual world? Speaking for myself, I'd be unhappy if I didn't agree to that before I made a character.
Anyway, that's just my first impression based on what you've mentioned here. I think the whole meta-play D&D thing could make for some really interesting play. It could be like D&D inception where there's a game within a game, and the things going on in the "outer game" can influence what's going on in the "inner-game." After writing that, I could see it also being very complicated with a lot of paperwork and record keeping needing to be done on everyone's end. I actually remember seeing someone do a copy of the new Jumanji film, and it seemed like that actually worked out in an interesting way.
However, Lightspeed has it right - are you sure your know your players are OK with that idea? Telling them ahead of time kind of ruins the plot twist, but be careful springing that on a player who came to your table to play a High Fantasy setting, has no interest in other genres, and might not be happy with their character waking up in 22nd century Chicago in a VR Arcade.
Good Story ideas and good Game ideas don't always overlap 100%. Games have to take into account Player input, Player expectations, and the group agreement ( explicit in session 0, or implicit in what everyone just thinks ) as the kinds of stories you as a group want to play.
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I just read up on a post on another site where the DM did a very similar concept, and it was written from the player's side of the table.
The player spend hours talking to the DM and fleshing out a character, they did backstory, they did stats, they did the whole thing, the player poured himself into the character. They talked about origin, they talked about introduction of the character, they talked about the whole design process of the player's character.
Then, without the player's knowledge, the DM sprung this little gem of a surprise on the group that everything, their journey, their classes, their races, everything was just a simulation. The work that the player had done meant nothing at that point in time, none of the skill sets or backstory fit. The player was upset, felt blindsided, and lost trust in his DM.
--
If you feel confident you can pull this off without making the players feel like their work went up in smoke go for it, but take that little anecdote into account as you consider this.
It is a good idea and has a ton of possibilities, like everyone has been saying that even though it ruins the twist, and possibly the point of the campaign, you should consult the table first.
But also....isn't that kind of what you are all already doing? You all come to a table and hook yourselves into the DnD Fantasy world after several hours wake back up to 2018? You literally live that campaign every day.
I plan to keep the game itself 95% fantasy. I know the group I play with pretty well weve all known each other for years so I'm pretty sure that would be okay with it I think It would be worth the risk. Again thanks everyone for your input
It is a good idea and has a ton of possibilities, like everyone has been saying that even though it ruins the twist, and possibly the point of the campaign, you should consult the table first.
But also....isn't that kind of what you are all already doing? You all come to a table and hook yourselves into the DnD Fantasy world after several hours wake back up to 2018? You literally live that campaign every day.
Yes it is I feel like that's what makes it such an interesting campaign idea. But I'll be sure to put everything you guys have said into consideration.
I'm going to go against the grain here and say that you shouldn't do this, whether you consult your players or not. The risk here is much, much higher than the reward. The main problem (as others have pointed out) is that you sacrifice the bulk of the story (in this case, the fantasy world) in interest of the twist at the end, which may cheapen everything that came before it. On the other hand, if you tell your players the exact premise, there's no twist at all, which also isn't very satisfying.
If you're dead-set on doing this, a couple points:
1. The first part of the campaign (in the fantasy world) and the second part (getting back to the real world) have to be just as good. The stories and themes in both should also resonate with each other in a way that makes both stories more cohesive.
2. Find a way for the character's virtual actions to have real stakes and real consequences. Part of the problem of this premise is that the twist makes the previous adventures seem meaningless. You may be able to sidestep this somewhat if you draw a direct line between choices made in the virtual world and impacts on the real world. This is much easier if the other virtual world denizens (NPCs, including monsters, gods, etc.) also have real personas.
3. Tell your players something but maybe not everything. You need to prepare them them for the fact that this campaign has a twist, making it clear that there's an underlying mystery that needs to be solved. Your players will be more inclined to buy in if they see the visions and dreams as a puzzle to be solved, but they may be turned off if they were just expecting a standard adventuring romp.
4. Be prepared for the possibility that your players will catch on much earlier than you thought and know how you're going to handle this. You want to reward your players for their cleverness rather than holding back the reveal as long as you can.
5. For the mystery itself - you'll want to use other clues beyond just dreams and memories. These can work, but they can also be a little heavy-handed. You should drop other, smaller clues that your players may or may not pick up on that suggest this is a virtual world. The type of thing that seems out-of-place in the moment, but that later your players will look back on and go, "oh, that makes so much sense now."
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I've got a little head cannon for a campaign plot line and would like opinions.
I dont have all the details worked out yet but basically the PC's are actually the players locked in a virtual world with no memory of their real life. They truly believe that they are the character they're playing as. The idea is that during their adventures in this world they get the sense that something isnt right. Through dreams and memories that aren't theirs. Then after the PC's figure out who they really are they now have to find a way to get back to the real world.
What do you guys think? Could this make for a good campaign?
I'd say yes--but... Would you tell the players about your idea beforehand or try to make it a surprise? I'm of the opinion that the latter option isn't a great way to run the campaign. You'd want to talk to the players about your idea first. I mean, any campaign idea will be good so long as the players consent to it beforehand. When the group shows up to play at the table, some people might be expecting a very standard fantasy D&D adventure game. How might those players feel if you suddenly, halfway through the game, told them they were actually characters in a virtual world? Speaking for myself, I'd be unhappy if I didn't agree to that before I made a character.
Anyway, that's just my first impression based on what you've mentioned here. I think the whole meta-play D&D thing could make for some really interesting play. It could be like D&D inception where there's a game within a game, and the things going on in the "outer game" can influence what's going on in the "inner-game." After writing that, I could see it also being very complicated with a lot of paperwork and record keeping needing to be done on everyone's end. I actually remember seeing someone do a copy of the new Jumanji film, and it seemed like that actually worked out in an interesting way.
Hope this was helpful. Good luck!
It's inventive, and makes for a good story.
However, Lightspeed has it right - are you sure your know your players are OK with that idea? Telling them ahead of time kind of ruins the plot twist, but be careful springing that on a player who came to your table to play a High Fantasy setting, has no interest in other genres, and might not be happy with their character waking up in 22nd century Chicago in a VR Arcade.
Good Story ideas and good Game ideas don't always overlap 100%. Games have to take into account Player input, Player expectations, and the group agreement ( explicit in session 0, or implicit in what everyone just thinks ) as the kinds of stories you as a group want to play.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
I just read up on a post on another site where the DM did a very similar concept, and it was written from the player's side of the table.
The player spend hours talking to the DM and fleshing out a character, they did backstory, they did stats, they did the whole thing, the player poured himself into the character. They talked about origin, they talked about introduction of the character, they talked about the whole design process of the player's character.
Then, without the player's knowledge, the DM sprung this little gem of a surprise on the group that everything, their journey, their classes, their races, everything was just a simulation. The work that the player had done meant nothing at that point in time, none of the skill sets or backstory fit. The player was upset, felt blindsided, and lost trust in his DM.
--
If you feel confident you can pull this off without making the players feel like their work went up in smoke go for it, but take that little anecdote into account as you consider this.
It is a good idea and has a ton of possibilities, like everyone has been saying that even though it ruins the twist, and possibly the point of the campaign, you should consult the table first.
But also....isn't that kind of what you are all already doing? You all come to a table and hook yourselves into the DnD Fantasy world after several hours wake back up to 2018? You literally live that campaign every day.
Thanks for the input
I plan to keep the game itself 95% fantasy. I know the group I play with pretty well weve all known each other for years so I'm pretty sure that would be okay with it I think It would be worth the risk. Again thanks everyone for your input
Yes it is I feel like that's what makes it such an interesting campaign idea. But I'll be sure to put everything you guys have said into consideration.
I'm going to go against the grain here and say that you shouldn't do this, whether you consult your players or not. The risk here is much, much higher than the reward. The main problem (as others have pointed out) is that you sacrifice the bulk of the story (in this case, the fantasy world) in interest of the twist at the end, which may cheapen everything that came before it. On the other hand, if you tell your players the exact premise, there's no twist at all, which also isn't very satisfying.
If you're dead-set on doing this, a couple points:
1. The first part of the campaign (in the fantasy world) and the second part (getting back to the real world) have to be just as good. The stories and themes in both should also resonate with each other in a way that makes both stories more cohesive.
2. Find a way for the character's virtual actions to have real stakes and real consequences. Part of the problem of this premise is that the twist makes the previous adventures seem meaningless. You may be able to sidestep this somewhat if you draw a direct line between choices made in the virtual world and impacts on the real world. This is much easier if the other virtual world denizens (NPCs, including monsters, gods, etc.) also have real personas.
3. Tell your players something but maybe not everything. You need to prepare them them for the fact that this campaign has a twist, making it clear that there's an underlying mystery that needs to be solved. Your players will be more inclined to buy in if they see the visions and dreams as a puzzle to be solved, but they may be turned off if they were just expecting a standard adventuring romp.
4. Be prepared for the possibility that your players will catch on much earlier than you thought and know how you're going to handle this. You want to reward your players for their cleverness rather than holding back the reveal as long as you can.
5. For the mystery itself - you'll want to use other clues beyond just dreams and memories. These can work, but they can also be a little heavy-handed. You should drop other, smaller clues that your players may or may not pick up on that suggest this is a virtual world. The type of thing that seems out-of-place in the moment, but that later your players will look back on and go, "oh, that makes so much sense now."