When last we left off, our party of one Krieger expatriate
and one Alex Mercer expy were sitting slightly dazed on a fairly sizeable prairie
in the middle of nowhere, having just had Marty rip them out of everything
they’ve ever known and kick them into exile on…wherever this is.
In truth, it’s one of GM!Marty’s “original” settings. If you
thought the SUE System was Yet Another Fantasy Heartbreaker, this will sound
like some sort of horrible D&D closed beta; it’s later revealed that most
if not all races work exactly according to stereotype. We’ve got ambitious
humans (the “best” of whom are a horribly inept aping of feudal Japan),
eccentric gnomes, treehugging elves, dwarves played exactly to type. The gang,
so to speak, is all here; we’ve even got a couple of dragons guarding the
macGuffin, in this case the portal home. The prophecy they’re working on is
that the portal home is “on the mountain of despair guarded by the dragons of
eternity, past the river of fire”, which is funny, because that’s an awfully
long time to be guarding something before Marty in Vampiric Leather Pants (on
his Head) shows up with his magical portal pyramid/squirrel and gives you
something to guard. I like to think they were originally guarding a large digital
timer labelled “ETA to Deus Ex Marty”.
Skipping forward in time, these dragons turn out to be one
of his favorite things in the whole setting, which means he will shoehorn them
in whenever a dragon is even mentioned. I…may have made joking references to
certain TVTropes pages before figuring this out. From what I can tell from his
long exposition to me on how to create settings, they’re “the best kind of
dragon”: tortured, angsty, and utterly unbeatable except by special ritual, so
“they have a built-in quest”. Silly me, I’ve been operating on RPG logic this
entire time: when you see an unfriendly dragon, the built-in quest is to fight and kill the dragon. But no, no,
we have to go find whatever wise old bastard is championing Marty’s views
today, listen to an hour-long speech about the essential nature of existence,
and THEN get the Instructable to jailbreak the palantir or whatever the hell
jumps the party through the next plot hoop to drop the dragon’s unbreakable
shield. It’s like playing Bureaucracy by tapdancing in Morse code: what you’re
actually doing has so little relevance to what you’re trying to achieve it’s
very easy to get lost, and what you’re trying to achieve makes no sense anyway.
But I digress. The party hasn’t been sufficiently informed to
reach that stage yet; they’re still on the “plains” with nothing at all useful,
no clue where they are, and no idea what to do.
Without really knowing it, though, the guy playing the
Krieger is RPing almost perfectly. He is, to GM!Marty’s mind, insultingly
unfazed by the latest turn of events. From a logical perspective, his situation
has not much changed: he’s still being outmaneuvered by a better-equipped,
worse-led foe in unknown terrain with insufficient supplies and poorly trained
troops. The terrain’s just more solid now.
I come in shortly thereafter, as he’s working through the
summer on a reasonably logical short/mid-term survival scheme. Apparently I’m a
good sounding board for ideas for some reason—in my defense, until a few weeks
into on-and-off questioning, I assumed it was for one of his military fanfics,
and then the “suppose you can’t” chains started.
For example, suppose you’re stuck on a steppe (closest to
the terrain I can get based on “flat, coldish, and full of grass”), forest in
the distance, and need to build shelters with relatively simple tools, ideally
something that can move.
Fine, I say, how about a yurt or a ger?
No animals, wrong kind of grasses, not one of 150 engineers
knows what a yurt is.
Wattle and daub panels, maybe?
Nope. Wrong kind of dirt.
Lean-to?
Wrong kind of branches, no one knows how to make it.
And so it went, until I finally asked who the hell these
incompetents were that couldn’t figure out a lean-to, and I was brought up to
speed. And I was intrigued; it looked to me like an interesting challenge,
assuming there was some underlying logic to no one knowing anything.
Naturally, Marty refused to tell me anything, so I contented
myself with answering Krieger player’s questions and trying to follow along
with his general strategy, which seemed to be to establish a defensive position
and then use the fighters for reconnaissance, assuming I recall his priority
order correctly. Elements of it changed frequently.
At any rate, eventually a city was spotted in the distance,
so they went to investigate that, and from there began the wandering. No one I
talk to remembers this part very well; it was more or less an uneventful hemorrhaging
of people and resources as they trudged through nothingness to nowhere,
stopping to talk to people who don’t say anything important. The Mercer expy
got bored of this and would make unauthorized excursions to hunt things for
fun. Sentient things, like hobgoblins. This comes to a head when a couple of gnolls
bar the party’s passage over some border or other. Reasonable tolls are paid,
and then the expy goes and bloodily reclaims them (citing a perceived insult),
and this leads to much inter-party conflict.
I think most GMs would have recognized that this isn’t
actually players disagreeing over anything material. It’s one guy goofing off
because he’s bored and another guy taking it too seriously; the problem is
external to the conflict. Just give them something to do that isn’t random
goofiness. But no, GM!Marty has to deal with it by suggesting that the expy’s
personality “isn’t suited to the adventure” or something. So the party is
temporarily down to one. In everyone’s defense, the player wasn’t having fun
either, so it was time to switch characters. It just seems needlessly punitive.
Then again, so is the whole thing. Once they actually got to
whatever port they were heading for, the question arose of what to do with
themselves, and here Marty took a firm, unbending, ludicrously whiny stance:
his setting is perfect and there’s no room for meddling players.
For example, one of the first ideas we came up with was some
sort of shipping service. The fuel-free starfighters they had were multiple
orders of magnitude faster than anything else in the setting; build a fluyt or
something around one of them and start shipping perishable goods around. Maybe
look into piracy, or smuggling, given your speed advantage; come to think of
it, sealing over the top and operating as a u-boat might be cool. We’d got as far as deciding that, yes, playing
20,000 leagues under the pirates of the Caribbean would be pretty fun when the
answer came down.
No. The seas are full of horrible monsters and anyway no one
smuggles anything because there are no tariffs. (What.) None of the engineers
can figure out a submersible vessel made of wood and iron, and no they’ve never
heard of the Hunley, and anyway merchant ships are very heavily armed etc. Apparently
they’re also immune to having holes poked in their hulls from underwater...despite
being vulnerable to sea monsters that do exactly that.
Likewise, there’s no hope of a messaging service. Yes,
everyone with them has an implant that lets them communicate instantaneously
over any distance and these still work,
but for some reason no one cares to send messages long-distance “except for a
few postcards”, and they have the mail for that. Because who needs unbreakably
encrypted, absolutely reliable, instant communication when you can wait for
days for some guy with a horse? And what’s military intelligence? Incidentally,
no one can build a printing press, so there’s no hope of a news service.
Weirdly, that last is what made me finally snap and ask what
the hell these engineers were engineers in if they couldn’t build anything. I’d
understand if a chemical engineer couldn’t design a submersible boat, for example,
but no, they’re from all conceivable fields. Apparently they’re just too
technologically advanced, too used to working with “advanced composites” and “modern
manufacturing” to work with wood and hand tools; they “focused more on what was
actually their job” than “fooling around with block type and sails”. And
somehow these paragons of magical and mundane engineering can’t figure out “buy
winemaking press, modify for even pressure across the platen, add plates”. I’d
love to find the aeronautical engineer who can’t even make a stab at a hot air
balloon because (s)he’s too used to jet engines—or rather I would if he weren’t
GMing this game.
(Admittedly, the metallurgy behind movable type is fairly
ingenious, but it’s not like no other alloy will do.)
Pressing on, we considered all sorts of things. The gnomes
pop up frequently; any time we commit the cardinal sin of trying to
out-technology anyone, they’ve beaten us to it, don’t make their technology
available to anyone else, and satisfy the needs of everyone in the setting
handily. Quite how that works, I don’t know, but it’s something he’ll keep
doing: the existence of whatever we’re trying is enough to render our efforts
totally unwanted, regardless of whether it’s available to our target market. Remember
that the next time you want something: you know it exists, so clearly you don’t
actually want it.
I know that, normally, players trying to forge space
shuttles at the local blacksmith are being both silly and disruptive. Here,
though, it sounds like a perfect set-up; he’s got all the technical knowledge
he could ever want (in theory), and a world stuck in heavily anachronistic
sort-of-medieval high fantasy. Then, too, the GM was actively encouraging “doing
whatever you want”; you’d think, given the players’ and characters’ skillset,
this would have something to do with exploiting their tremendous knowledge
advantage.
That, unfortunately, would involve changing the almighty
status quo, and the GM’s even less willing than usual to allow it. See, not
only is this setting one of his favorites, he’s going to run another campaign
in continuity with this one, and he needs the setting preserved for that. He’d
like to railroad the players, but railroading is of course bad, so he wants the
players to freely choose to advance the plot. I can’t help but think this
process would go more smoothly if he told the players how to advance the plot,
but no, they have to try and fail until they stumble on the right way forward
by guesswork.
This takes some time, largely because his players are
stubborn: they want to use their skills and resources to change the world, and
he doesn’t want to admit that they can’t do that. Eventually they find the one
guy who’s heard of the one library containing the one explanation of the
prophecy. One guy, in a city of millions. Not even a noticeable guy, really,
just one of a horde of archivists not even known for knowing about libraries in
secret magocracies composed of insular undead. I have no idea how he expected this
to work, other than poorly, but it’s far from the worst instance of this sort
of thing.
And yes, he’s got a civilization of peaceful undead lead by
liches. Not an awful idea, but in execution it’s just another load of Mary Sues
indistinguishable from any other. The PCs, of course, aren’t told they’re
friendly, and they want to use one of their starfighters as a pseudo-orbital
bombardment platform to clear the area around the library so they can get in,
get the books, and get out.
Naturally, the omniscient demiliches detect this via
unblockable divination, and rather than, say, warning the PCs off, simply flood
them with invisible monsters and earthquakes until they lose their starfighter.
This is in line with GM!Marty’s usual lunacy; he “[doesn’t] believe in
shielding players from their own stupidity. If they want to break their valuable
objects, [he] will let them do that.” This would be great if he warned the
players, but he doesn’t; he just semi-randomly breaks your character’s gear in
response to unknown stimuli. It’s like Peewee’s Playhouse as run by vengeful
poltergeists: “You said the secret word! Your sword shatters!” This does not
apply to plot trinkets, but of course their things are useful and so fair game.
That’s all I’ve got; the whole summer-and-next-few-sessions
were rather dull slogging through the setting.
“The prophecy they’re working on is that the portal home is “on the mountain of despair guarded by the dragons of eternity, past the river of fire”, which is funny, because that’s an awfully long time to be guarding something before Marty in Vampiric Leather Pants (on his Head) shows up with his magical portal pyramid/squirrel and gives you something to guard. I like to think they were originally guarding a large digital timer labelled “ETA to Deus Ex Marty”.”
ReplyDelete-Technically they are not actually dragons or something, they just look like dragons, they are some sort of before time and space thing, that was there for all eternity and beyond, placed there by the sues power, which is basically in game sanctioned ret-coning. Also this is a reference and completely playing to the evil overlords list.
“This comes to a head when a couple of gnolls bar the party’s passage over some border or other. Reasonable tolls are paid, and then the expy goes and bloodily reclaims them (citing a perceived insult), and this leads to much inter-party conflict.”
-Completely unreasonably, they were prey, not things to be backed down from. -3M13A
-And yeah, also I play mages, when I play other classes I resort to models of them I have seen, and never once have I seen a rogue archetype played in a way that wasn’t irritating or dickish.
“I know that, normally, players trying to forge space shuttles at the local blacksmith are being both silly and disruptive. Here, though, it sounds like a perfect set-up; he’s got all the technical knowledge he could ever want (in theory), and a world stuck in heavily anachronistic sort-of-medieval high fantasy. Then, too, the GM was actively encouraging “doing whatever you want”; you’d think, given the players’ and characters’ skillset, this would have something to do with exploiting their tremendous knowledge advantage.”
-I thought the bringing technology and using the resources to get back was what we were supposed to be doing, and it kindof was eventually, when we had given up hope of getting any use from it, which we didn’t really so I guess we were right. After a while I was relying on magic for everything and ignoring the plot completely to expand my magic capacity.
This is in line with GM!Marty’s usual lunacy; he “[doesn’t] believe in shielding players from their own stupidity."
ReplyDeleteThat privilege is NPC-only. :-P
NPC stupidity is just made into 'the only logical choice' by unlikely scenarios and situational modifiers that noone could possibly know about without omniscience.
ReplyDeleteWhich, conveniently the NPCs have.
DeleteHe’d like to railroad the players, but railroading is of course bad, so he wants the players to freely choose to advance the plot. I can’t help but think this process would go more smoothly if he told the players how to advance the plot, but no, they have to try and fail until they stumble on the right way forward by guesswork.
ReplyDeleteI'd compare this to classic adventure games, but just like most comparisons of SUE games to anything else, it wouldn't be fair to the anything else.
It's more like rage games, except instead of the refreshing concept of trial-and-error of dying from an obstacle and committing it to mind so you don't die the next time, it just gives you compounding inconveniencies and then forces you to march on.
Delete