Here’s another idea for an RPG campaign that I’ll never get around to running, partially because organising even a single gaming session – let alone a campaign – when you get to my age requires a major effort, and partially because it touches on some tricky issues that I’m nowhere near good enough to handle in a suitably respectable fashion. Oh, and also because I’m explaining it here and my players are a bunch of dirty cheats who’d read this post in its entirety and spoil the whole thing.
So, it starts out as your standard fantasy RPG game, although the players would notice a few non-standard features of the setting. The PCs are all resistance fighters on the run, living rough in the wilderness while fighting back against the evil empire that has conquered the once prosperous realm. Sort of Robin Hood meets John Connor’s guys from The Terminator.
They need to sneak around, gathering resources to survive, making alliances with groups and individuals who may or may not be trustworthy and launching risky strikes against the foe whenever they can manage it. It’s a highly uneven battle – the enemy holds all the cards while the PCs have little but their determination and belief to keep them going.
While the warriors of the enemy are tough, the greatest threat to the PCs are the mind-bending magics of their sorcerers, capable of rewriting memories and personalities and turning trusted friends and allies to the side of evil. Being captured and subjected to mind-magic is the thing of nightmares and to be avoided by the PCs at all costs.
As the campaign progresses it should gradually become clear to the players that things aren’t all that they seem. As evidence mounts up it should slowly dawn on them that the PCs are not fantasy heroes valiantly fighting evil…
…they’re mentally ill homeless people living rough on the streets of a modern day city. The evil forces ranked against them are cops trying to maintain order and the terrifying mind-wiping sorcerers are social workers trying to get them into treatment.
As I said I could never pull this off in a way that firstly works, and secondly doesn’t make a mockery of the very serious issues of homelessness and mental health. But someone else might be able to manage, so have at it!
(Inspirations for this concept include the Tube Station scene in Neil Gaiman’s Neverwhere and Dirt Merchant Games’ extremely messed up – and extremely funny – “LARP” Freebase, which is well worth looking up.)