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Scene Construction

SPOILER WARNING: I’m going to make some references to the plot of the movie Serenity below. Continue at your own peril.

In recent planning of my upcoming campaign set in the Firefly universe, Stewart and I realized that we had a scene that needed to happen pretty early on in the campaign, but we weren’t sure what shape it should take. To clarify, when I say “scene” in this case, I’m using it in the sense of, “A scene where the PCs learn about the ruins outside of town.” or “…where the Big Bad’s henchman makes his first appearance.” Knowing that something like that needs to happen still gives you tons of leeway in how it happens and that’s what I’m going to discuss today.

In our case, the thing we were worried about was Reavers. Basically, Stewart and I feel like Reavers have Been Done. They were pretty central to the movie and as space boogey-men go, they’re sort of played. So we’re removing them from the universe. Not in a meta-game, retcon kind of way, but in that the Alliance went and cleaned them all out after having gotten egg on their face. We wanted to convey this to the players in an in-game way, rather than just say it once before we got started. So we need a scene where the players learn that Reavers are over.

The First Idea

Our initial idea was to have them overhear someone using Reavers as an excuse; sort of like the dog ate my illegal cargo. We envisioned a scene where they go to meet Badger or some equivalent and see him finishing up with a previous meeting during which the hapless NPC captain says something like, “B-b-but we was attacked by Reavers!” and then for Badger to say, “Oh. Sure. Everyone’s attacked by Reavers these days. They must be slipping, though. Their victims’ mortality rates are suffering greatly. No, you prat! Everyone knows the Alliance cleared them all out months ago! You’re just late with your cargo and you’ve broken our agreement.” That conveys the information, certainly, and it’s passable, but as it was our first idea, we kept going.

The Cliche

The next idea was that cliched scene from all movies where you cut in and catch the tail end of a news report. I imagined the anchor saying something like, “–enate’s Private Security Liaison Office has announced that the government sponsored bounty on Reavers has been rescinded citing the fact that there have been no confirmed Reaver sightings in over a year.” That’s a bit more concise, but that is the only thing it’s got going for it. The first problem, and this is a big one, is that the news is going to be immediately untrustworthy to PCs in this setting. They’ll assume the station is an Alliance mouth piece and it might actually convey that Reavers have not been cleaned out.

Secondly, and this is a failing of the first idea as well, it is a major shopping cart. If you tell the players about something they’ve overheard, it’s almost as big a signal as a prop that this thing is Important and probably a Clue. They will likely perceive it as you going out of your way to make sure they heard something. If it is a clue and important and you want to make sure they know it, then maybe that’s a good tactic. In our case, we don’t want to give them that red herring. We want them to know it and not be distracted by knowing it.

The Actual Idea

We circled back to the idea of a contact and using Reavers as an excuse, but with a twist. See, one way you can slip in information without drawing attention to it (especially valuable for this sort of flavory, setting-establishing information) is to directly engage the PCs about it. Or, rather, bring it up in a conversation with the PCs. Now I’m envisioning a scene where the PCs come to Badger at the completion of a job and are late (or are simply accused of being late) and he says something like, “And what’s your excuse, eh? Wait. Let me guess. You were asked by a passing Alliance patrol to take some emergency medical supplies to Whitefall and, noble souls that you are, you couldn’t decline. Nono! It was Reavers. Were you attacked by Reavers? The last ship of Reavers, which has been pluckily dodging Alliance patrols and bounty hunters for months now came out of hiding to find you. Luckily, you escaped with your lives and managed to lose them before coming here or, clearly, we’d all be in very, very bad danger.”

This is hopefully elaborate enough (and we’d see if I could keep up his accent at the table for that long of a stretch) that it would embed the information in the players’ minds. Also, because we’ve directly engaged the players on the topic, they’ll feel more tied to the exchange than if they merely overheard it. Further, since Badger’s a snotty guy and his goal in this speech is to heap derision on the PCs there’s less chance that they’d get distracted into thinking that Reavers were some sort of plot thing. The more likely case, I’d think, would be that they’d start to think Badger being a jerk was a plot thing. What I’m saying is, the information feels just like flavor, as it should. It would also be at least a little funny.

Categories: Mastering the Game
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