I was listening to a podcast on the way in to work (Thac0 – a fun popcorn roleplaying game one where they just banter about random topics – done by the same guys that used to do Fell Calls) and they had an interesting topic: experimenting in roleplaying games. What things have people tried that either succeeded or failed in their games. I figured I’d think back over some of my games and came up with a list of a bunch of things I tried. They didn’t always work, but they seemed like good ideas at the time. Sometimes the campaigns were a decent success while the experiments themselves failed too. Here are a list of a few I could remember. Let me know if you’ve tried any experiments in game too and how they went for you.
Fear (Dungeons & Dragons – physical props in room)Back in high school, we ran a world called the Kingdom of Starting Point (which was a fantastic experiment in which we created a generic world that anyone could run through and we’d keep our characters – a rousing success at the time). For one period of this campaign, I took on one-third of the storyline and worked on crafting a series of frightening stories while two other GMs did the same in their own styles. For myself, I started delving into trying to change the atmosphere in order to induce more fear. I would hang sheets in the basement so that it was partitioned into smaller rooms that I could isolate people in as the group split up. They could still mostly hear what was going on, but not completely. I’d also play with lighting, turning off lights at appropriate times, and using candles to reflect the limited light the characters were using. Occasionally I’d blow out the candles at opportune times during the story.
Overall, I have to say that my use of the atmosphere ended up as a success. While I may have gone overboard on a few of the things, it really did teach me a lot about how to adjust the atmosphere that the players are in to help get them into their characters a bit.
The Moonstone Campaign (Dungeons & Dragons – Co-GM)During one summer around college (I believe… can’t quite remember when this one happened), Jon and I decided we would co-run a long D&D campaign for the group. Both of us have strengths and weaknesses as GMs, and we both felt we could help complement each other. We started working together on a lengthy campaign where the characters had to find a set of seven moonstones to create an artifact to defeat the bad guy.
Together we crafted a large story, and for the beginning were able to hold together as two GMs. However, in the end I think both of us wanted a little more control over the stories than we were having when we shared that task. We ended up splitting the story in half and working with each group separately.
I think while the Moonstone campaign was fun as it was happening, the particular experiment of co-GMing did not go as I had hoped. I learned something about myself: I don’t work well with others. I want to have more control over how games are going.
However, one thing that did benefit from this is that I learned how valuable having another person to bounce ideas off of can be. Often I still find myself doing that, heading to talk to some of my old college buddies about a game I’m running at home to get some ideas or work through a difficult plot point.
The Desert (Dungeons & Dragons – Doppelganger)The desert campaign was actually a part of the Moonstone campaign. I had always wanted to run a doppelganger or a shapeshifter in one of my games, and while I had tried it before by telling the PC victim of the doppelganger before and letting them act a little shifty, it never quite worked the way I intended.
So for this time I had one of the characters replaced during the first session, but did not tell her. I left a few clues around from time to time that things were not as they seemed, but nobody picked up on it, and the net result was that the player who was playing the doppelganger ended up acting exactly like the doppelganger should – exactly like her character. On the rare occasion that something would come up that the doppelganger wouldn’t do, I’d just interject. So if the character was recalling something that had happened to another player that the doppelganger wouldn’t know, I’d just cut off the player and say, “You don’t actually remember any of that.” It would cause some awkward situations where the players knew SOMETHING was strange, but not what.
The payoff came around session four or five when the players came to the climax and they nearly killed the big bad, only to have him pull out his ace in the hole – the real character, and threaten to have his minions kill that character if they tried to do anything to the big bad. The ensuing argument between the players of “who is the real character” and the mistrust that erupted could not have gone better, especially when they finally realized it was a doppelganger and then tried to piece back just how long they had been infiltrated.
Overall, great success, but it’s not something that can really be done more than once. It loses something of its charm after that.
City of Lies (L5R – city based campaign)When I got to college, I was still in the standard gaming pattern of a traveling adventure. The characters had a goal and they traveled from one place to another, accomplishing that goal. But one thing the players rarely needed to do was face the long-term consequences of their actions. They could overthrow entire societies and wreak havoc everywhere they went in campaigns and never worry about it because they’d be gone by next session.
So I decided to try to run a completely different style game for myself. I wanted to try a city-based game. We were heavily into Legend of the Five Rings at the time, so I pulled out the one of their boxed sets, the City of Lies. The characters were magistrates in the city and basically had to deal with all the mysteries that happened in the city.
I put together an extensive outline based on each day they were there, then split the days into morning, afternoon, evening. Every day would have essentially three encounters from me, plus anything the characters wanted to do. I also figured that a city would not be broiled in a single mystery at a time. Things would come fast and furious. Before too long, the group was embroiled in a half dozen different crimes, plus trying to navigate the tricky politics of the city. One of my favorite points of the campaign was when Serious Mike, who had been silent for most of the session reading a journal they had found in game, stood up in the middle of an unrelated case and said to Josh and Adam, “I know how to get the city out of this chaos. We need to restart the opium cartels.”
In the end, I think I went too heavy in the various cases. It became a challenge to keep them all straight for the players, and they never had enough time to do everything before the next crisis came up. The story could have been better served with about half as many subplots happening.
On the plus side, the idea of running a campaign in a single city with a mostly-fixed cast of NPCs has stuck with me since then and I’ve run a bunch of these kinds of stories. They may well rank among my favorite to run because everything the players do matters.
Dark Ages Vampire (DAV – destroy home town)This was another college game I ran with the fearsome foursome. It was short-lived, and probably for the best. During the first session, we all asked questions not only about each others’ characters, but also about the village in which they all lived. We ended up with an absolutely rich and awesome setting.
And then I proceeded to have it attacked and destroyed by raiders in the first session and ran a game with the characters on the run. Terrible idea. The entire first session was basically moot and all the hard work that went in to making the setting was wasted. I saw the value in investing time on the setting, but I also learned that if you’re going to invest that time in a setting, use it.
The Rokugan Campaign (L5R – play by email)I had already played in one PBEM at this point, and I had started one that faltered right quick. But my second play by email ended up far better. I revised the group that I was working with and started with a setting I was far more familiar with: Rokugan. I crafted a large, in-depth story and got started with it.
Having a setting that diverse meant that I could have the stories be told from many different angles. And having the game be run as a PBEM meant that I could have the characters split up and not worry about it – the story would run fine. As time went on, I learned more and more I could do with the format. I could have characters on opposite sides of conflicts. I could have characters of vastly different power levels and the game would still handle just fine.
I also learned the value of showing a campaign as more of a large story than just the player characters. Sure they were pivotal, but as I started writing other fiction in the world not directly tied to the characters (interludes), the characters got to see how what they were doing fit into a larger scale. They could see the aftermath of their actions, they could see what the bad guys might be doing, and they could get clues to the various mysteries of the world beyond their own characters.
While the Rokugan campaign did not last very long, experimenting with the PBEM format was a tremendous success and has led to a campaign that’s still running and started back in 2004: Rembaldi.
Halloween (Call of Cthulhu – holiday-based one-shot)Several years ago, I decided it would be fun to run a horror one-shot on Halloween. My game-plan was simple. Everyone would create each other as Call of Cthulhu characters and I would run a zombie survival game where the players, playing themselves, had to escape from Brian’s house and through northern Virginia to find somewhere safe. My outline was even simpler. Keep throwing zombies at them until they died.
The game was fun enough, and people had fun trying to figure out how to get out of Brian’s house safely and then where to go, and how to keep alive with zombies and survivors both trying to chase them. They needed supplies, gas, and a location to stay safe.
But the idea of a Halloween game every year caught on in our group so much so that this year we ran our fourth Halloween-themed game. We’ve been rotating the GM and everyone has been adding their own flair to the games. But the premise is always the same: some kind of horror and it’s got to be finished in a night.
Post-Apocalyptic Chicago (no system – no characters)I had heard this idea for a game a long time ago and never really got the opportunity to run it until a few years back. Someone told me about a game they played where the players all sat down and the GM handed them a manila folder and told them their characters were inside. When they opened the folders, they had a blank piece of paper… and then the game started. I decided to try something similar.
Everyone sat down to start the game and I told them they all woke up in a room together, all wearing robes. Investigation found them in a vault underground, and found lockers with some clothes in them. They found some IDs that told them their names, and then headed up above ground to find themselves in a city that had been destroyed by… something.
I kept an eye on what the characters were doing and decided that whatever their instinct was to do would be the way they’d be predispositioned. If they tried to look through the various instruction manuals to something they found, they were probably in a profession or had a hobby that made them instinctually do that, so I boosted their book learning and their mechanics a bit. If they looked through their set of keys when they got to a door, maybe subconsciously they remembered that they worked in this particular building and had a key to it.
The game was fun for a little while, but got tedious as people did not regain memories very fast. In retrospect, I should have pulled back from my idea of an entirely free-formed game and given a little more structure to it, but for the first session or two, it ended up being an interesting walk through a post-apocalyptic waste.
Alpha/Omega / Hot War (various – photographs)Last year I ran a game for a couple of people that ended up spanning several systems as I could not seem to find one that made me happy. The system ended up being irrelevant for the story, so thankfully my dissatisfaction with what I was finding didn’t ruin the game.
The game was another post-apocalyptic game based on the Alpha/Omega world, but would be based in a specific city and had large influences from Supernatural in it. There were demons and angels and corrupt governments and down-trodden slums. All the good stuff.
The experimental part of this game was when I went online and found a couple hundred black and white photographs and printed them out so that hopefully when I described a situation, I could hand over a photo and say, “this is the guy you see outside your window” and things like that. It was intended to evoke a 1940s type feel and people would use the crime photos or what have you to get into the world.
I ended up only using it a few times. I kept having trouble adapting the story to suit the photographs I had available, so eventually I just stopped using them. I think they worked well when I did have them, but they were pretty infrequent with pulling together exactly what I wanted. I doubt I’d do it again. Maybe one or two, but not many.

So there you have it – a bunch of different things I’ve tried in games. I’m currently running another one that’s a bit experimental for me, but as I’m in the middle of it, I won’t say too much about it. I’ll just say that it has to do with an ever-changing reality and trying to thread together a coherent storyline across several different versions of reality. It’s a bit tricky, but we’ll see if it holds together well.