The Tabletop Champions podcast did a hilarious Goonies-based adventure in one of their campaigns. As for me, I've taken individual plot points from movies, books, and TV plenty of times (game of thrones, narnia: prince caspian, Sherlock Holmes, Marvel movies, Frankenstein, and Dracula are the ones I can think of), but never a whole plot
I had Vecna strive to wipe out half of all life with a snap of his fingers. Then, in my book that I based off of my first D&D campaign, the following happened.
- The main character almost killed him, however didn’t go for the head and Vecna snapped his fingers. - All of his friends, including his wife and sister, died. Then half of all live in the world was dusted. - There was a five year time-skip where he got a daughter (adopted). - Learns that he can bring everyone back. - Goes gallavanting around the planes, and brings his friends back. - Uses a mystical item to bring everyone back. - And faces down in a final battle against Vecna.
Funnily enough, I ran a session where the characters infiltrated a wizard college, ran a gauntlet of traps and puzzles, and stole a powerful magic stone. Only afterwards did I realize it was basically the first Harry Potter movie.
Often my players are reminded so much of TV shows by my games that they call the sessions "episodes". "Remember what happened in the last episode?" They sometimes ask.
I don't usually borrow from movies-- I mean, sometimes I borrow some character voices from a movie if I see parallels: for LMoP, as I've said a lot here, I used a lot from Fistfull of Dollars: When the players asked about the Mayor was like "What? Do you you want to get yourselves killed? Huh!? Go on! Do the smart thing and get out of town!"
Dragon Heist, I will borrow a lot from Sherlock Holmes because the way that city is described sounds like Victorian London. So, to make this connection clearer, I will play the Police inspector like Lestrade. Otherwise, I will steal liberally from Arcanum.
But what I have done in the past with Numenera was write the adventures as if I were writing episodes of the original Star Trek. They would show up in a new village and there they'd find some sort of mystery, and more importantly, a moral question. There wouldn't be a right or wrong answer and instead every side would have good arguments for their reasoning and against the other positions and the players were left to resolve the issue as they saw fit. Likely, someone was ending up unhappy. Occasionally, there was a "crazy starfleet captain" to deal with, because there was always a crazy starfleet captain wrapped up in the problem of the week.
One of my games is by nature episodic. Of the 5 players it seems that we can only commit to getting around a table around once every 5 weeks if that. Stupid Social Butterflies don't they like D&D? Because of this sporadic nature, I can't just run a game with story line arcs and development of PCs and all that, so I don't. I had them develop level 5 PCs, fairly heroic but not too beefy, and run those PCs through adventures that have little if any "connective" tissue running through them. Moreover, I don't assign EXP, and I am probably not even going to Milestone them up either.
So far they have gone on adventures inspired by Finding Nemo (Kua Toa eggs are stolen by Troglydytes and their Saughnin masters), Gremlins (same eggs hatch later and turn into monsters and start destroying the town), and lastly Moana (the schools of fish the town depends are missing, Auguries point to an evil across the waves. The PCs have to "deal" with the evil before the people die of starvation.) The game has partially devolved into them guessing what "movie" they are playing in. I gave the last one away by having the Giant Crab that attacked the party be encrusted with treasure. They started to sing "I'm so Shiny!" at the table.
Hello! I was wondering if anyone has taken a movie plot (any movie) and adapted it to a campaign that they ran. How did it go for your group?
-Thanks.
The Tabletop Champions podcast did a hilarious Goonies-based adventure in one of their campaigns. As for me, I've taken individual plot points from movies, books, and TV plenty of times (game of thrones, narnia: prince caspian, Sherlock Holmes, Marvel movies, Frankenstein, and Dracula are the ones I can think of), but never a whole plot
I want to go for Alien if I can get a bunch of PCs on a ship. I haven't gotten to that yet, though.
I had Vecna strive to wipe out half of all life with a snap of his fingers. Then, in my book that I based off of my first D&D campaign, the following happened.
- The main character almost killed him, however didn’t go for the head and Vecna snapped his fingers.
- All of his friends, including his wife and sister, died. Then half of all live in the world was dusted.
- There was a five year time-skip where he got a daughter (adopted).
- Learns that he can bring everyone back.
- Goes gallavanting around the planes, and brings his friends back.
- Uses a mystical item to bring everyone back.
- And faces down in a final battle against Vecna.
So, guess what movies I pulled from!
Dominick Finch
Funnily enough, I ran a session where the characters infiltrated a wizard college, ran a gauntlet of traps and puzzles, and stole a powerful magic stone. Only afterwards did I realize it was basically the first Harry Potter movie.
Wizard (Gandalf) of the Tolkien Club
Not in D&D so much.
Often my players are reminded so much of TV shows by my games that they call the sessions "episodes". "Remember what happened in the last episode?" They sometimes ask.
I don't usually borrow from movies-- I mean, sometimes I borrow some character voices from a movie if I see parallels: for LMoP, as I've said a lot here, I used a lot from Fistfull of Dollars: When the players asked about the Mayor was like "What? Do you you want to get yourselves killed? Huh!? Go on! Do the smart thing and get out of town!"
Dragon Heist, I will borrow a lot from Sherlock Holmes because the way that city is described sounds like Victorian London. So, to make this connection clearer, I will play the Police inspector like Lestrade. Otherwise, I will steal liberally from Arcanum.
But what I have done in the past with Numenera was write the adventures as if I were writing episodes of the original Star Trek. They would show up in a new village and there they'd find some sort of mystery, and more importantly, a moral question. There wouldn't be a right or wrong answer and instead every side would have good arguments for their reasoning and against the other positions and the players were left to resolve the issue as they saw fit. Likely, someone was ending up unhappy. Occasionally, there was a "crazy starfleet captain" to deal with, because there was always a crazy starfleet captain wrapped up in the problem of the week.
One of my games is by nature episodic. Of the 5 players it seems that we can only commit to getting around a table around once every 5 weeks if that. Stupid Social Butterflies don't they like D&D? Because of this sporadic nature, I can't just run a game with story line arcs and development of PCs and all that, so I don't. I had them develop level 5 PCs, fairly heroic but not too beefy, and run those PCs through adventures that have little if any "connective" tissue running through them. Moreover, I don't assign EXP, and I am probably not even going to Milestone them up either.
So far they have gone on adventures inspired by Finding Nemo (Kua Toa eggs are stolen by Troglydytes and their Saughnin masters), Gremlins (same eggs hatch later and turn into monsters and start destroying the town), and lastly Moana (the schools of fish the town depends are missing, Auguries point to an evil across the waves. The PCs have to "deal" with the evil before the people die of starvation.) The game has partially devolved into them guessing what "movie" they are playing in. I gave the last one away by having the Giant Crab that attacked the party be encrusted with treasure. They started to sing "I'm so Shiny!" at the table.