City of Lagoons by Hawkwind
Player
investment or their ‘buy in’ is one of the most important things in designing
an adventure. Prepared adventures, which we are kinda sorta emulating with our
thought experiment, even more so.
In a normal
campaign the DM can see what the drives and aims of his player group are, and
can tailor them. In a way, there is too much tailoring in the modern DM meta.
Without a
reasonable buy in, the players are disinterested. Disinterested players are not
interested. This is a tautology, but it’s important. If they are not
interested, they don’t care about NPCs, or plots, or who that guy speaking
riddles in room 34 in the cage is. It is
important to realize however that most players want their characters to be
invested and involved, for the most part they want in on the adventure, but can be kept out.
City of
Lagoons, our song by the progressive rock mainstay Hawkwind, is an
instrumental. I don’t have lyrics to work with on this one, but even without
lyrics, the song has a title, and a feel that arises from listening to its
music. I’ve not the skills to go into a specific exegesis on the way the notes
are conveyed, or how the slow 2/4s time presents the sensation of moving
through a calm and mellow environment.
How can
something so mellow be a good buy in? By being mellow.
Very
frequently, buy in’s feel like conscription orders. “You were sent by the
pathfinder society,” or “you were obliged to come to..” loom heavily. In
reality, the best buy ins, are low key ones that are spread wide, at least when
there isn’t a larger master plot, or aims of players to generate them.
Now, enough
of me beating around. The song is indeed very mellow, and has a slow low key
sensation to it. It summons up images to me, at least, of walking through a
high class area at night, surrounded by fountains and lakes, or alternatively,
of slowly coursing down a canal like in Venice, while the world goes about its
active but mundane activities around me.
We’ve
already established our antagonist slightly as an individual who is doing
terrible acts to ‘prove’ that no one is the final arbiter over him, or that he
is alone. And we established with ‘Freaks of Nature” that we have a situation
of people who are limited but still strong, and in fact gain strength through their
infirmaries.. So to couple this with the concept of calmness.. We have several
options for why players should care.
Namely, to
keep things quiet, to retain the calm and serene niceness of the place. Heroes
in many settings are expressly, or implicitly, the defenders of civilization.
Keeping things orderly. Safe. Well maintained. Keeping the pathways clear and
the world safe from the terrors outside, and inside.
So perhaps
the clearest path for player motivation here is simply the idea of doing good
to keep the ‘home’ or ‘city’ safe and sound. To watch out for those who might
be harmed who have no way of defending themselves.
This helps a
bit with something else. I think I’m going to abandon the concept of a freak show
or circus and instead make it about an old folks home. This is something that even the meaner cusses
in the party might be motivated by, something preying on the old and infirm.
Everyone gets old eventually, after all. Now we can also motivate them with
money or with pity, but the primary aim of ‘don’t mess with old folks’ or
better old adventurers makes this much more
involved for the players. Maybe we could work in a mentor, or an old
inspiration to the players.
They should
care, or be involved because one day they too will be old and might need
someone to bail them out.
Seems to
work for me.
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