Gaming Campaign Idea: Magical Kids
Mar. 29th, 2017 08:02 pmAn idea occurred to me the other night, which I am not currently in a position to use, so I release it freely to the world. It is suitable for RPG campaigns in a fantasy or historical milieu which have been going for a while and perhaps need something different to shake up the players.
The party encounters a group of small children (mixed genders and ages) who dress and talk strangely, and who seem to know the party members. These kids are the protagonists of a Magical Adventure story, in the mode of Edward Eager or E. Nesbit. By means of some magical McGuffin, the kids have been transported here to meet their favorite Heroes, in the midst of one of their greatest adventures!
The kids should all have distinct personalities. These don’t need to be (and arguably shouldn’t be) terribly complex, just enough to keep them distinct, and possibly provide extra conflict. Possibilities include but are not limited to: the Brat, the Responsible One, the Shy One, the Worrywart, the Skeptic (who doesn’t believe this is happening), the Boy who thinks Girls Are Icky, the Girl who CAN SO do anything a Boy can, the Snitch, the Gushing Fan…
The kids, of course, know all the players’ characters intimately, potentially including significant secrets, almost certainly including details of their futures. The older children probably have some notion about paradoxes which will incline them not to talk about such things too much, but the GM should totally use this opportunity for foreshadowing and/or awkward reveals. Of course, while the kids have read all the way to the end of the “book”, that’s not to say that the book was necessarily accurate…
Naturally, the kids will get in trouble, and the players will have to rescue them. Possibly repeatedly. (If your players are the sort who are too callous to rescue hapless children, make sure to spring this subplot on them in a circumstance where powerful NPCs will pressure/force them into it.)
Depending on how meta the GM wants to get, the “book” which the kids have been transported into (and which the players inhabit as their own reality) may be classified as History or Fiction. Depending on the past behavior of the players, it may be appropriate to classify them as favorite Villains instead of Heroes.
The magical McGuffin which brought the kids here may perhaps be a McGuffin which the player characters either own, are seeking to own, or are seeking to destroy – though at a later point in the McGuffin’s own timeline. Even if none of these seem to apply, the kids should certainly possess a few artifacts of a much higher Tech Level (or magical equivalent) then are prevalent in the campaign. Not necessarily things which adventurers would typically find useful, just interesting and/or hilarious. (And if the players DO come up with some devastatingly powerful use for such a thing, let them get away with it once or twice, but remember that there are no batteries or repair shops that will let them use it indefinitely.)
The party encounters a group of small children (mixed genders and ages) who dress and talk strangely, and who seem to know the party members. These kids are the protagonists of a Magical Adventure story, in the mode of Edward Eager or E. Nesbit. By means of some magical McGuffin, the kids have been transported here to meet their favorite Heroes, in the midst of one of their greatest adventures!
The kids should all have distinct personalities. These don’t need to be (and arguably shouldn’t be) terribly complex, just enough to keep them distinct, and possibly provide extra conflict. Possibilities include but are not limited to: the Brat, the Responsible One, the Shy One, the Worrywart, the Skeptic (who doesn’t believe this is happening), the Boy who thinks Girls Are Icky, the Girl who CAN SO do anything a Boy can, the Snitch, the Gushing Fan…
The kids, of course, know all the players’ characters intimately, potentially including significant secrets, almost certainly including details of their futures. The older children probably have some notion about paradoxes which will incline them not to talk about such things too much, but the GM should totally use this opportunity for foreshadowing and/or awkward reveals. Of course, while the kids have read all the way to the end of the “book”, that’s not to say that the book was necessarily accurate…
Naturally, the kids will get in trouble, and the players will have to rescue them. Possibly repeatedly. (If your players are the sort who are too callous to rescue hapless children, make sure to spring this subplot on them in a circumstance where powerful NPCs will pressure/force them into it.)
Depending on how meta the GM wants to get, the “book” which the kids have been transported into (and which the players inhabit as their own reality) may be classified as History or Fiction. Depending on the past behavior of the players, it may be appropriate to classify them as favorite Villains instead of Heroes.
The magical McGuffin which brought the kids here may perhaps be a McGuffin which the player characters either own, are seeking to own, or are seeking to destroy – though at a later point in the McGuffin’s own timeline. Even if none of these seem to apply, the kids should certainly possess a few artifacts of a much higher Tech Level (or magical equivalent) then are prevalent in the campaign. Not necessarily things which adventurers would typically find useful, just interesting and/or hilarious. (And if the players DO come up with some devastatingly powerful use for such a thing, let them get away with it once or twice, but remember that there are no batteries or repair shops that will let them use it indefinitely.)