RPG Saturday: How to Keep Your Players on Track – Coraline
RPG Saturday is a weekly feature which discusses issues related to role-playing games using movies, television, etc. as examples.
Have you ever wanted to play something entirely different than a standard RPG scenario? Not just getting away from the hack-and-slash, but something outside the whole larger-than-life character thing? Ever think up something quirky and fun that would totally be blast to play, but were afraid that your players would totally ruin it?
Those are the kinds of thoughts I was having when I finally rented Coraline from the RedBox. Sure, it would make a great one-shot game (possibly even a serial one-shot), but let’s face it: the story just wouldn’t go the same way once you involved players. While Coraline happily wolfs down a turkey dinner her first time in the Other World and eagerly returns the next night, players will start looking for a way to kill Other Mother the first time they see her button eyes.
So how to keep things from devolving into a race to see who can a kitchen knife fastest? Your first and best bet of course is to feel out your players ahead of time, sketch out your hopes for the game (without giving away too much) and see if they’ll agree to go along. However, there are some elements built into the story itself that help keep things from going completely off the rails:
The characters are children
With 11-year-old characters, your player won’t have the stats to mount a physical attack on Other Mother. You also take away a lot of other in-game considerations: the characters obviously will have no weapons, no vehicle and no real influence over NPCs who aren’t their age or younger.
Coraline’s apartment complex is full of bizarre characters who can point any but the most wayward players in the right direction. Wybie is a source of hints and rumors (things he hears from his grandmother), Miss Spink and Miss Forcible know some folk magic and Mr. Bobinsky delivers messages from his mice. Any of these NPCs can suggest courses of action for the players and subtly urge them to action, or help them get back on track if they’re totally lost. Once in the Other World, you can use the Cat, the Other Wybie and even Other Father in much the same way.
Other Mother’s Endgame
What if the players never go through the little door in the first place, or run back after going through the first time and refuse to return? To give them a little incentive, we can have voices whispering in the characters’ rooms at night and items disappearing. If they’ve decided not to go through the door, they probably still won’t, but it’ll be really creepy. When they still refuse, that’s when Other Mother grabs their parents. If you want to build the suspense leading up to the parents disappearing, you can have other people in the apartments disappear first.
In fact, one option would be having all the above happening before the first time the players meet Other Mother. If she already has all the people they care about by the time they meet her, it’ll give them incentive to play along with her nice act at first — and make the encounter a lot more tense.
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