Rumors sown
during the opening stages of an adventure help nurture the players’ sense of
mystery throughout the action.
In some
recent feedback on the fantasy roleplaying game I have in development I asked
playtesters to comment on the rumors table I included in the test scenario.
“Rumors tables are always fun,” one playtester said, noting in fact that the
players took several rumors seriously in the early stages of the adventure. I’d
included the rumors table as a means to set the stage and add some mystery to a
fairly basic dungeon crawl, but wasn’t sure such seemingly archaic
embellishments still served a purpose in contemporary adventure design.
Which leads
me back to the inclusion of rumors in game adventures…essentially how they help
enhance the initial mystery presented in the scenario set-up. Rumors help
foster that sense of mystery and misdirection essential in magic. In
playtesting I’ve found random rumor tables seed the character’s expectations
and anxiety about an imminent adventure as a great way to encourage the
“Mystery Box” mentality. Players get the idea into their heads that they’re
going up against one challenge when in fact it’s something quite different, and
they never know if the information is true or a red herring.
For
instance, in the playtest adventure, the heroes set out to investigate a deep
well along a woodland travel route that has begun emitting smoke. Here’s the
initial premise:
“An old well half a day’s hike along the forest road south
of the tavern has long served as a camping spot for the occasional traveler,
providing cool, clean water and a safe clearing in which to spend the night.
Several passing by recently reported smoke drifting up from the well and an
oily smell emerging from the pit; many fear the well poisoned and thus the
overnight spot and the surrounding portion of the road are no longer considered
safe.”
Here are the
rumors the might hear before they set out to investigate:
- An oafish tavern regular claims he saw a small dragon lurking near the well once (F).
- A woodsman says the small game has fled that area and wolves were heard in the forest to the east (T).
- The tavern keeper believes old legends tell of a lost burial barrow in the area (T).
- A fellow traveler claims anyone who drinks from the well receives protection against poison for a week (F).
- Two peasants claim the last time they visited the well they saw sinister, small footprints in the ground nearby (T).
- The tavern maid thinks this entire region was once part of a vast ancient empire that fell into ruin long ago (T).
These
initial notions can fuel anxieties and expectations as the heroes investigate
the well and delve into a nearby tomb complex.
I’ve not
done a comprehensive survey of early rolelplaying game scenarios, but in my
mind (at least) I feel like rumor tables seemed a fairly well-used element in early
adventures. Certainly the venerable Dungeons
& Dragons adventure module B2 The
Keep on the Borderlands used a random rumor table. The classic module X1
The Isle of Dread developed rumors one iteration further in the ship’s log of
Rory Barbarosa, which told of his discover of the mysterious island and
provided a rough map of the coastline, enticing characters to seek out and
explore it to gain fame and riches.
It’s not
just a old-school-gaming phenomenon, either. Readers might feel more
sophisticated developments made “random rumor tables” obsolete or dated, but in
many ways the means of delivering rumors simply changed. Player handouts helped
illustrate this transition, especially when one considered such sources as
newspapers and eyewitnesses remain inaccurate or biased. Cyberpunk 2020’s adventure idea section quite elegantly presented
scenario hooks as two-page pieces: the front page consist of a Night City Daily “screamsheet” (the
equivalent of a newspaper summary) with the second page containing the actual
adventure outline itself, usually tied into one or more stories or
personalities mentioned on the first page.
I employed
this technique in free scenarios supporting my Pulp Egypt setting sourcebook; each one contains a player handout
front page of The Egyptian Gazette containing stories that
not only offered some contemporary stories to place them in the historical
context but included notable people, places, and events that figured in the
related adventure. For instance, in the adventure Enemies on the Horizon the player handout Egyptian Gazette includes stories on the characters’ archaeological
expedition, a visiting German airship, and the safety of zeppelin travel. What
are the chances the heroes run afoul of Nazis in an airship that proves unsafe?
While not an
essential adventure design element appropriate for every scenario, rumors in
one form or another can help provide a greater sense of mystery, uncertainty,
and misdirection to further enhance the roleplaying game experience across the
wide range of genres.
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