Grog Logs
2019-02-03, 12:04 PM
The Stars Aligned and I had a perfect "Holiday Special" session of D&D yesterday. (While we were playing 5e, the way that the session was run could work with nearly any RPG system.)
I've always wanted to do a Holiday Special session of D&D, with Groundhog Day being my ideal as it is less traditional than Halloween or Christmas and time loops are fun. But, I could never figure out how to make it work. Limiting yourself to just one 24-hour period is really tough and may not contain enough important elements.
A few sessions ago, the PCs had recruited five goblin NPCs and made them work for squirrel and rat tails (which the goblins loved). Despite being attached to the goblins, the PCs kept putting them in dangerous situations and considered sacrificing one of them to save the Party from a very dangerous situation, which they barely won without the sacrifice. However, as they fled after the final battle of the previous session, one of the goblins died an inglorious death. I knew that I had to make this emotional opportunity become an emotional moment, but how.
Then, I realized that my monthly D&D group had scheduled our next session for February 2nd (aka Groundhog Day). I had to find a way to make my Groundhog Dreams work. I started thinking about everything that I knew about goblins and about Holiday sessions and two eureka moments struck me on my drive home from work. First, nilbog (https://forgottenrealms.fandom.com/wiki/Nilbog)'s are trickster goblin spirits with powerful abilities (in fluff, if not mechanics). Second, the Angry GM's article (https://theangrygm.com/a-very-special-adventure/)that finally convinced me that Die Hard and Gremlins are not Christmas movies because they do not deal with the central themes of Christmas; they only deal with the backdrop/backlight of Christmas.
Angry GM: Die Hard and Gremlins...aren’t Christmas movies because they aren’t ABOUT Christmas. They use Christmas as a backdrop. As a backlight...What makes a Christmas movie – or any holiday movie – a true Christmas movie? Well, the movie deals with themes that are central to the holiday. For example, the themes that are central to Christmas, involve family and community; involve charity and compassion; and involve hope, faith, and optimism...it’s also about communities coming together and taking care of those less fortunate and giving to those in need and reaching out to people who are suffering
So, let's return to the central theme (https://en.wikipedia.org/wiki/Groundhog_Day_(film)#Interpretations_and_analysis) of Groundhog Day (1993) with Bill Murray: to better oneself and the lives of others while accepting the inevitable endless repetition of events and suffering. Not too far away from the central theme of secular Christmas stories. Okay, now we're getting somewhere. Now, I knew the themes that I was playing with and I had a plot device (i.e., the nilbog). However, most PCs do not change, at least not within the early build of a campaign. Murderhobos do not easily become an enlightened Ebenezer Scrooge, they're more like a TV drama or sitcom. They're more like the endless brotherly betrayal of Supernatural or more like the selfish and corrupting codependency aspects of the It's Always Sunny in Philadelphia (2005-Present) gang.
And, why does this nilbog care so much about this one dead goblin. Oh, maybe because the PCs abandoned the dead body of the goblin. Maybe, the unclaimed body was discovered by a barghest (https://en.wikipedia.org/wiki/Barghest_(Dungeons_%26_Dragons)#Dungeons_&_Dragons_3rd_edition_(2000%E2%80%932007))who consumed its soul. Maybe that particular goblin was the seven year-old son of the nilbog mother. Now, we're cooking. Now, we have a revenge scheme. Now, we have a **** off mama bear (https://tvtropes.org/pmwiki/pmwiki.php/Main/MamaBear) with nigh-omnipotent power (as long as that power uses trickery, illusion, and charm magic).
Additionally, we now have a large span of time to work with. The two days before the recruitment of goblins (so as to not arouse PC/player suspicion, and because it was the first day of the campaign) from the start of the time loop. And, the death of the goblin forms the end of the time loop.
Visual representation of the timeline that you will need to understand the "Make a Timeline" step below:
(1) (3) (5) (7) (9) (11)
-------------------------------------------------------
(2) (4) (6) (8) (10)
Timeline stolen from online (https://www.officetimeline.com/blog/image.axd?picture=%2F2013%2F02%2F/Litigation-Timeline-in-PowerPoint.jpg).
Remember the Theme: The true theme of Groundhog Day (1993) is to better oneself and the lives of others while accepting our limitations. Time shenanigans are a bonus fun activity to serve the purpose of this theme.
Identify the Triggering Act: What terrible thing did the PCs do?
Identify the Mastermind: Who cares about the PCs moral failing? What type of Illusion-based powers do they (or someone they know) possess?
Identify the Tone of Your Campaign: If the PCs are capable of moral growth, then help them become their best selves. If the PCs are primarily selfish at their true core (or the Matermind believes that they are), then you have a Broken Aesop (https://tvtropes.org/pmwiki/pmwiki.php/Main/BrokenAesop). (I'll explain this one more later.)
Make a Timeline: Turn piece of paper sideways (i.e., landscape). Draw a horizontal line across the middle. At the middle of horizontal line draw a vertical line coming up from the line and write "5" along with 2-4 keywords of what happened. This is when the PCs started down the dark path (e.g., recruiting goblins that they later exploited). At the far right of the horizontal line draw a vertical line going down and write "10" along with 2-4 keywords of what happened. This is where the PCs committed the ultimate selfish act that aroused the ire of the Mastermind. Then, fill in the remaining timeline with eight other events with keywords. The top of the timeline will have vertical lines going up and contain the odd numbers "1" through "11". The bottom of the line will have vertical lines going down and contain the even numbers "2" through "10". At least one red herring should occur between numbers "2" and "4". Each time the PCs do die (one or all of them), the Timeline resents to "Event 1".
Worst Selves (only if Broken Aesop): Timeline "Event 11a" will be the resolution of the time loop. If the PCs think that they have solved the time loop (but they truly have not), give them the "Worst Selves" ending. The Worst Selves should be tailored to what the PCs each individually fear (e.g., becoming a tyrant who leads hoards upon hordes of goblin armies that ravage the land; becoming fully corrupted by your Warlock patron and destroying the land; leading the kingdom into poverty and ruin). This is the false ending of a video game. After "resolving" the time loop (but not realizing why they incurred the Mastermind's wrath), you "flash forward" like the end of an 80's movie...only everything is dark and bad (e.g., "The Darkest Timeline (https://community-sitcom.fandom.com/wiki/Darkest_Timeline)" of Community). After giving each PC their own terrible flash-forward ending, reset the timeline back to "Event 1" again. By this point, the PCs should have had 3-8 resets. Don't be afraid to kill the PCs semi-arbitrarily if needed. See The "Mystery Spot" episode (https://supernatural.fandom.com/wiki/Mystery_Spot)of Supernatural for inspiration.
Best Selves (both regular and Broken Aesop): Timeline "Event 11b" will be the final, true resolution of the time loop. Once the PCs have realized how selfish they've been and rectify "Event 10" such that the Mastermind would never have taken revenge (and ideally the PCs have made other prosocial changes), you flash-forward and give them the "Best Selves" ending. The Best Selves should be tailored to what the PCs each individually hopes for more than anything (e.g., bringing lasting peace between the goblins and other civilizations; creating perfect harmony throughout the land between nature and civilization; breaking your Warlock patron curse and becoming a true Wizard who founds his own Wizard College; bringing a golden age to the kingdom). Then, if you are doing a regular Aesop's Tale, the PCs wake up from the time loop and the Mastermind tells the PCs that these visions can become reality and they can be their best selves if they work hard and continually do the right thing. However, if you are playing the much more fun Broken Aesop, the the PCs wake up from the time loop and the Mastermind tells the PCs that they will never be their Best Selves and they'll never be their Worst Selves. They will die in mediocrity, unknown and un-cared for. They will rot in the ground and no one will ever mourn them for they are worthless and insignificant. Either way (regular or Broken Aesop), reward the PCs with a ton of XP. They just lived through several adventuring days over and over again. Yes, the reveal of the it was All Just a Dream (https://tvtropes.org/pmwiki/pmwiki.php/Main/AllJustADream) might agitate your Players or make them groan; but this is good because that will help the Players get into the mindsets of the PCs who are very exhausted by this point.
Map/Grid: Although the entire session will be run via Theater of Mind and all battles will be decisive (with easy victory by the PCs or their death and a reseting of the timeline), a map/grid is critical. You will start the session with a blank map and narrate the start of "Event 1". This will be your alarm clock moment (see Groundhog Day movie and "Mystery Spot" episode of Supernatural). Make it fun because it will keep happening. When the PCs decide to go to an event marked on your Timeline, add the number to the PCs map with a couple keywords and move the mini-figures to that spot. This is necessary to avoid confusion for everyone. Play out that scene as the PCs decide. If they veer too far off the beaten path, find a reason to kill them to reset the timeline or have an obstacle block their path. The numbers on the Player Map will also help them slowly realize what events are missing, which may help or hurt their solving of the puzzle. Proceed to laugh either way. Gradually, the entire map will show all of the events.
Exit Plan: Have an early exit plan. If the PCs struggle too much with achieving the "Best Selves" or "Worst Selves" ending, have them roll an insight check and then give them clues to try something new. You'll want them to trigger the "Worst Selves" ending (if applicable) with at least an hour left in the session. You'll want them to trigger the "Best Selves" ending with at least 20 minutes left in the session. For the impact of this to work, especially with some many time resets, you need to resolve this within a single session or everyone will be too confused.
Groundhog Day (1993) with Bill Murray
"A Very Special Adventure" (https://theangrygm.com/a-very-special-adventure/) by the Angry GM
"The Darkest Timeline (https://community-sitcom.fandom.com/wiki/Darkest_Timeline)" of Community
Dark Phoenix's revenge (https://comiczombie.files.wordpress.com/2012/03/phoenix131.jpg)on Mastermind during the Dark Phoenix Saga
Scrooged (1988) with Bill Murray
The "Mystery Spot" episode (https://supernatural.fandom.com/wiki/Mystery_Spot)of Supernatural
It's Always Sunny in Philadelphia (2005-Present)
I've always wanted to do a Holiday Special session of D&D, with Groundhog Day being my ideal as it is less traditional than Halloween or Christmas and time loops are fun. But, I could never figure out how to make it work. Limiting yourself to just one 24-hour period is really tough and may not contain enough important elements.
A few sessions ago, the PCs had recruited five goblin NPCs and made them work for squirrel and rat tails (which the goblins loved). Despite being attached to the goblins, the PCs kept putting them in dangerous situations and considered sacrificing one of them to save the Party from a very dangerous situation, which they barely won without the sacrifice. However, as they fled after the final battle of the previous session, one of the goblins died an inglorious death. I knew that I had to make this emotional opportunity become an emotional moment, but how.
Then, I realized that my monthly D&D group had scheduled our next session for February 2nd (aka Groundhog Day). I had to find a way to make my Groundhog Dreams work. I started thinking about everything that I knew about goblins and about Holiday sessions and two eureka moments struck me on my drive home from work. First, nilbog (https://forgottenrealms.fandom.com/wiki/Nilbog)'s are trickster goblin spirits with powerful abilities (in fluff, if not mechanics). Second, the Angry GM's article (https://theangrygm.com/a-very-special-adventure/)that finally convinced me that Die Hard and Gremlins are not Christmas movies because they do not deal with the central themes of Christmas; they only deal with the backdrop/backlight of Christmas.
Angry GM: Die Hard and Gremlins...aren’t Christmas movies because they aren’t ABOUT Christmas. They use Christmas as a backdrop. As a backlight...What makes a Christmas movie – or any holiday movie – a true Christmas movie? Well, the movie deals with themes that are central to the holiday. For example, the themes that are central to Christmas, involve family and community; involve charity and compassion; and involve hope, faith, and optimism...it’s also about communities coming together and taking care of those less fortunate and giving to those in need and reaching out to people who are suffering
So, let's return to the central theme (https://en.wikipedia.org/wiki/Groundhog_Day_(film)#Interpretations_and_analysis) of Groundhog Day (1993) with Bill Murray: to better oneself and the lives of others while accepting the inevitable endless repetition of events and suffering. Not too far away from the central theme of secular Christmas stories. Okay, now we're getting somewhere. Now, I knew the themes that I was playing with and I had a plot device (i.e., the nilbog). However, most PCs do not change, at least not within the early build of a campaign. Murderhobos do not easily become an enlightened Ebenezer Scrooge, they're more like a TV drama or sitcom. They're more like the endless brotherly betrayal of Supernatural or more like the selfish and corrupting codependency aspects of the It's Always Sunny in Philadelphia (2005-Present) gang.
And, why does this nilbog care so much about this one dead goblin. Oh, maybe because the PCs abandoned the dead body of the goblin. Maybe, the unclaimed body was discovered by a barghest (https://en.wikipedia.org/wiki/Barghest_(Dungeons_%26_Dragons)#Dungeons_&_Dragons_3rd_edition_(2000%E2%80%932007))who consumed its soul. Maybe that particular goblin was the seven year-old son of the nilbog mother. Now, we're cooking. Now, we have a revenge scheme. Now, we have a **** off mama bear (https://tvtropes.org/pmwiki/pmwiki.php/Main/MamaBear) with nigh-omnipotent power (as long as that power uses trickery, illusion, and charm magic).
Additionally, we now have a large span of time to work with. The two days before the recruitment of goblins (so as to not arouse PC/player suspicion, and because it was the first day of the campaign) from the start of the time loop. And, the death of the goblin forms the end of the time loop.
Visual representation of the timeline that you will need to understand the "Make a Timeline" step below:
(1) (3) (5) (7) (9) (11)
-------------------------------------------------------
(2) (4) (6) (8) (10)
Timeline stolen from online (https://www.officetimeline.com/blog/image.axd?picture=%2F2013%2F02%2F/Litigation-Timeline-in-PowerPoint.jpg).
Remember the Theme: The true theme of Groundhog Day (1993) is to better oneself and the lives of others while accepting our limitations. Time shenanigans are a bonus fun activity to serve the purpose of this theme.
Identify the Triggering Act: What terrible thing did the PCs do?
Identify the Mastermind: Who cares about the PCs moral failing? What type of Illusion-based powers do they (or someone they know) possess?
Identify the Tone of Your Campaign: If the PCs are capable of moral growth, then help them become their best selves. If the PCs are primarily selfish at their true core (or the Matermind believes that they are), then you have a Broken Aesop (https://tvtropes.org/pmwiki/pmwiki.php/Main/BrokenAesop). (I'll explain this one more later.)
Make a Timeline: Turn piece of paper sideways (i.e., landscape). Draw a horizontal line across the middle. At the middle of horizontal line draw a vertical line coming up from the line and write "5" along with 2-4 keywords of what happened. This is when the PCs started down the dark path (e.g., recruiting goblins that they later exploited). At the far right of the horizontal line draw a vertical line going down and write "10" along with 2-4 keywords of what happened. This is where the PCs committed the ultimate selfish act that aroused the ire of the Mastermind. Then, fill in the remaining timeline with eight other events with keywords. The top of the timeline will have vertical lines going up and contain the odd numbers "1" through "11". The bottom of the line will have vertical lines going down and contain the even numbers "2" through "10". At least one red herring should occur between numbers "2" and "4". Each time the PCs do die (one or all of them), the Timeline resents to "Event 1".
Worst Selves (only if Broken Aesop): Timeline "Event 11a" will be the resolution of the time loop. If the PCs think that they have solved the time loop (but they truly have not), give them the "Worst Selves" ending. The Worst Selves should be tailored to what the PCs each individually fear (e.g., becoming a tyrant who leads hoards upon hordes of goblin armies that ravage the land; becoming fully corrupted by your Warlock patron and destroying the land; leading the kingdom into poverty and ruin). This is the false ending of a video game. After "resolving" the time loop (but not realizing why they incurred the Mastermind's wrath), you "flash forward" like the end of an 80's movie...only everything is dark and bad (e.g., "The Darkest Timeline (https://community-sitcom.fandom.com/wiki/Darkest_Timeline)" of Community). After giving each PC their own terrible flash-forward ending, reset the timeline back to "Event 1" again. By this point, the PCs should have had 3-8 resets. Don't be afraid to kill the PCs semi-arbitrarily if needed. See The "Mystery Spot" episode (https://supernatural.fandom.com/wiki/Mystery_Spot)of Supernatural for inspiration.
Best Selves (both regular and Broken Aesop): Timeline "Event 11b" will be the final, true resolution of the time loop. Once the PCs have realized how selfish they've been and rectify "Event 10" such that the Mastermind would never have taken revenge (and ideally the PCs have made other prosocial changes), you flash-forward and give them the "Best Selves" ending. The Best Selves should be tailored to what the PCs each individually hopes for more than anything (e.g., bringing lasting peace between the goblins and other civilizations; creating perfect harmony throughout the land between nature and civilization; breaking your Warlock patron curse and becoming a true Wizard who founds his own Wizard College; bringing a golden age to the kingdom). Then, if you are doing a regular Aesop's Tale, the PCs wake up from the time loop and the Mastermind tells the PCs that these visions can become reality and they can be their best selves if they work hard and continually do the right thing. However, if you are playing the much more fun Broken Aesop, the the PCs wake up from the time loop and the Mastermind tells the PCs that they will never be their Best Selves and they'll never be their Worst Selves. They will die in mediocrity, unknown and un-cared for. They will rot in the ground and no one will ever mourn them for they are worthless and insignificant. Either way (regular or Broken Aesop), reward the PCs with a ton of XP. They just lived through several adventuring days over and over again. Yes, the reveal of the it was All Just a Dream (https://tvtropes.org/pmwiki/pmwiki.php/Main/AllJustADream) might agitate your Players or make them groan; but this is good because that will help the Players get into the mindsets of the PCs who are very exhausted by this point.
Map/Grid: Although the entire session will be run via Theater of Mind and all battles will be decisive (with easy victory by the PCs or their death and a reseting of the timeline), a map/grid is critical. You will start the session with a blank map and narrate the start of "Event 1". This will be your alarm clock moment (see Groundhog Day movie and "Mystery Spot" episode of Supernatural). Make it fun because it will keep happening. When the PCs decide to go to an event marked on your Timeline, add the number to the PCs map with a couple keywords and move the mini-figures to that spot. This is necessary to avoid confusion for everyone. Play out that scene as the PCs decide. If they veer too far off the beaten path, find a reason to kill them to reset the timeline or have an obstacle block their path. The numbers on the Player Map will also help them slowly realize what events are missing, which may help or hurt their solving of the puzzle. Proceed to laugh either way. Gradually, the entire map will show all of the events.
Exit Plan: Have an early exit plan. If the PCs struggle too much with achieving the "Best Selves" or "Worst Selves" ending, have them roll an insight check and then give them clues to try something new. You'll want them to trigger the "Worst Selves" ending (if applicable) with at least an hour left in the session. You'll want them to trigger the "Best Selves" ending with at least 20 minutes left in the session. For the impact of this to work, especially with some many time resets, you need to resolve this within a single session or everyone will be too confused.
Groundhog Day (1993) with Bill Murray
"A Very Special Adventure" (https://theangrygm.com/a-very-special-adventure/) by the Angry GM
"The Darkest Timeline (https://community-sitcom.fandom.com/wiki/Darkest_Timeline)" of Community
Dark Phoenix's revenge (https://comiczombie.files.wordpress.com/2012/03/phoenix131.jpg)on Mastermind during the Dark Phoenix Saga
Scrooged (1988) with Bill Murray
The "Mystery Spot" episode (https://supernatural.fandom.com/wiki/Mystery_Spot)of Supernatural
It's Always Sunny in Philadelphia (2005-Present)