I love running a game with a lot of surprises. The challenge to pulling this off well is that, unless you’re playing a one on one game, your players outnumber you: and between them, they have a good chance of figuring out what’s going to happen, no matter how sneaky and clever you are.
The first way of dealing with this - which I’ll just call the bullshit way - is to not give your players the information they need to solve the mystery. Don’t let them find out about the secret society until it’s too late. Don’t give them any reason to suspect that their NPC ally is planning to kill them. Don’t let them find the murder weapon, don’t let them locate the witnesses, don’t give them the chance to skip to the end of their investigation.
This sucks, and if you run your games like this, you’re going to piss off your players. Because it isn’t fair.
In mystery literature, a “fair play mystery” is one where the reader is given all of the information they need in order to figure out the solution before the Big Reveal. It’s what makes the reveal good: that GASP, the “oh shit, the knife! the knife from the party! that was hers! I forgot!”
Pulling off a twist in a fair play game is an incredible feeling. Your players will think you’re a genius (or an absolute dick bastard, which is just as good) and they’ll respect it more when they land in hot water that they plausibly could have avoided. So how do you run a fair play game without your players figuring out the twists ahead of time, given that you’re definitely not smarter than all of your players put together?
By fucking with their expectations.
Here are some things that I keep in mind, to keep my players guessing. And it’s important, with all of this, that if your players see through something, let them have it. They should figure out a lot of things on their own! But if you’re regularly seeding your stories with all of this stuff, eventually your players will miss something. Those are somethings you can build on. The same way that a low level enemy who gets away once can keep coming back again and again until they become an important antagonist, a misapprehension your party proves to have a blindspot for can grow and develop until they get smacked with a breathtaking twist.
What’s a twist if not the sudden overturning of an assumption you never thought to question?
1: Make your powerful friendly NPCs know a lot…but not as much as the players think they do.
Player characters often end up with powerful allies. It would be very convenient for the party if those allies always had accurate information. Make sure they don’t always enjoy that convenience.
It’s a balancing act: you want your powerful NPCs to be powerful. You want this alliance to be meaningful and beneficial to your players. But give your NPC an Achilles heel of some kind, when it comes to the information at their disposal. The Noble General commands powerful forces and knows the lay of the enemy’s land well…but that doesn’t mean he knows what every squadron and scouting party is up to. The Political Mastermind may know the ins and outs of the court, and have keen insight into the motivations of others: but he has an enemy who pisses him off so much that he loses all objectivity around her. The Powerful Wizard can call upon great magic to aid the party: but his divinations aren’t as accurate as he thinks they are, and he’s prone to finding, in his signs and omens, what he wants to see, more than what’s actually there.
Most of the time, their information should be good! That will make it more likely that your players will trust them the one time when it isn’t.
2. Let (apparently) less powerful NPCs sometimes know more than the players think they do.
Most NPCs aren’t the Noble General or the Powerful Wizard. Most NPCs are Daves, designed to get the players from place to place. Most of those Daves know about as much as you’d expect them to. But some Daves have plans of their own.
You don’t always have to signpost with big blinking lights which of your NPCs are ‘important,’ and which ones are ‘unimportant.’ Sneak in a crafty Dave from time to time. That assistant they talk to, every time they go to see the prince? That bitch knows everything, and she’s almost ready to make her move.
3: There is no such thing as a completely reliable witness.
If the players only get information from one person, that information should be flawed in at least one, potentially small, but important way. Smart players will seek a second opinion, or at least allow for the possibility that their information may be incomplete. But even smart players get out over their skis sometimes.
4: Let your NPCs be aware of the power of a first impression.
If an NPC gives a strong first impression of being a particular kind of person, it’s because they’re comfortable giving that impression. That might be because it’s who they are. But maybe not.
One of the first characters the PCs met in a VtM campaign I ran was Gawaine. Gawaine was a good old pine-scented man’s man, with salt and pepper stubble and a blue Ford truck. He listened to AC/DC, and talked about the war. He was affable and honest and willing to lend a hand. You already know Gawaine. Everybody knows a Gawaine. Gawaines are trustworthy, salt of the earth types. You don’t necessarily think to question a Gawaine.
That’s exactly why Gawaine was such a useful persona for Krystiyan, the Tzimisce Voivode, a cruel and alien sculptor of flesh who “never left his haven.” There were plenty of clues that they were the same person, but that campaign was in its endgame before the players put them all together.
5: Sometimes, dangerous and villainous NPCs should be helpful and cooperative.
Not even necessarily because they’re manipulating the players, or even deceiving them about their true natures, but because their interests and the players’ interests genuinely align…for the moment.
One of the easiest levers in your players’ brains to exploit is the expectation that people who help you are your friends. Even if your players know, consciously, that they shouldn’t trust this person, most of the time they kind of can’t help it, if the NPC is genuinely helpful to them and at least a little charismatic.
6: Sometimes, good and valuable NPCs should be unhelpful and uncooperative.
No matter how mature your players are, there’s a natural tendency to react to uncooperative NPCs with a reflexive, “Hey, fuck you! We’re the protagonists! This guy is an asshole!” so from time to time have a helpful, honest, good-aligned NPC have a wholly justified but as-yet-unknown-to-the-party reason to flatly refuse to deal with them.
7: Every NPC should have a secret.
Not necessarily a bad secret. Were it to be revealed, it might even make the party like them more! But for their own reasons, the NPC does not want their secret to come out, and they will lie to the party to protect it. Players go crazy when they realize they’re being lied to, and often jump to some wild assumptions about your NPC’s motivations. I’ve had an NPC lie about the opening hours of a shop, and had the PCs assume that they were black market dealers for the villain when the dude just wanted to be able to close early so he could go smoke weed in the park.
8. As a DM, it’s polite to remind your players of the common knowledge their characters would possess…even when it doesn’t reflect the truth.
We all know it’s tedious when the DM calls for a roll when you’re just asking for common knowledge. I shouldn’t have to make a roll to know the dumb space word for plastic in a Star Wars game. I shouldn’t have to make a roll to know who the Holy Roman Emperor is in a game about medieval vampires. The DM should supply common knowledge for free, whenever it comes up.
That doesn’t mean common knowledge is true.
This is different from just lying to your players, because you don’t put the weight of DM word-of-God behind it. It’s not “You would know this guy is a Ventrue, based on XYZ.” It’s “it would be a common assumption that this guy is a Ventrue, based on XYZ.” He might not be a Ventrue. It might in fact be extremely important that he is not a Ventrue. But if it is commonly assumed that he’s a Ventrue, that is - word for word - something you can share with your players. If they don’t look any deeper than common knowledge, that’s on them.
9. Obviously untrustworthy NPCs provide great air coverage for less obviously untrustworthy NPCs.
The obviously untrustworthy NPC might or might not be planning to betray the party. But if you introduce two untrustworthy NPCs in the same storyline, and one of them seems normal and cool and has a genuine plot-related reason to be there, and the other one is Jaffar, Jaffar’s gonna get clocked, but Susan over there will probably slip under the radar, and might even get tapped to help out with the whole Jaffar situation. They might get Susan’s number, by the end of the session. Susan might become an ‘ally.’ Susan might even get romanced by a party member. Play your cards right, and Jaffar might just end up a footnote in the introduction of Susan, Scourge of Worlds and most hated NPC in the entire campaign.
10. Your villains should always have a secret plan B.
Your villain isn’t stupid, right? And your villain probably isn’t so arrogant that it is inconceivable to them that their plan might fail. They’ve been planning this ritual for ten thousand years, after all. It’s always possible that some plucky band of heroes could show up at the last minute and murder your high priest, or steal your amulet, or seduce your second in command. So what does your villain have in his back pocket to make the players go, “Oh, shit - he planned for this!”
This may mean that there is a whole separate plot happening, running alongside the main story. This is great, because when weird things happen, the players have to figure out whether this is part of Plot A or Plot B, and working out who did what and why gets a lot more interesting. If they end up foiling Plot A, great - your villain was also secretly behind Plot B the whole time, and will transfer all of his resources over to that.
Sometimes your players will figure out that Plots A and B were both the same plot the whole time, with the same villain at the head, and they’ll feel like the smartest people on the planet, and it will be their favorite moment of the entire game. That’s great! You gave them that!
Sometimes, they won’t. And when the villain of Plot A, apparently defeated, starts laughing and reveals that he was also the mastermind behind Plot B, which is now too late to be stopped, that will probably be your favorite moment of the entire game.
Corporate takeover of the US
https://en.wikipedia.org/wiki/Lewis_F._Powell_Jr.
Woody Guthrie and his guitar: “this machine kills fascists” - early 1940’s by SweeetPotato
The SS Warrimoo, a passenger steamship traveling from Vancouver to Australia, was silently knifing its way across the mid-Pacific waters. The navigator had just finished calculating a star fix and handed the results to Captain John DS. Phillips.
The Warrimoo's coordinates were LAT 0º 31' N, LONG 179 30' W. The date was December 31, 1899. "Know what this means?" First Mate Payton announced, "We're only a few miles from the intersection of the Equator and the International Date Line."
Captain Phillips was prankish enough to seize the opportunity to do the nautical feat of a lifetime. He summoned his navigators to the bridge to double-check the ship's position. He altered his course slightly to focus directly on his target. He then altered the engine's speed.
The calm weather and clear night worked to his advantage. At midnight, the SS Warrimoo rested on the Equator, exactly where it had crossed the International Date Line. The ramifications of this odd arrangement were numerous.
The ship's bow was in the Southern Hemisphere, in the middle of summer. The stern was in the Northern Hemisphere, in the midst of winter. The date on the aft portion of the ship was December 31, 1899. The date on the forward half of the ship was January 1, 1900. The ship experienced multiple days, months, years, seasons, and centuries simultaneously.
“In case you haven’t noticed … When they say “woke,” they mean Black. When they say “Soros” or “globalist,” they mean Jewish. When they say “parents’ rights,” they mean Christian zealots’ rights to overrule all other parents, ban books, and dictate lessons. When they say “freedom,” they mean freedom to inspect your son’s genitals and log your daughter’s periods. Freedom to indoctrinate and impose an agenda, just like they accuse their opponents of doing. Freedom to restrict voting and overturn elections. Freedom to deny medical treatment so women die and kids kill themselves. Freedom to wield the power of the state and applaud vigilante violence against anyone who disagrees or looks different. Today’s Republican Party serves exactly three groups: the NRA, untaxed billionaires, and bigots who want white supremacist theocracy. To say you’re a Republican is to say you have exactly two values: privilege and hate.”
— Paid for by Eric Grevstad, Bradenton, Florida
“This morning, with her, having coffee.”-Johnny Cash, when asked for his definition of paradise.
(Photo of Johnny Cash and June Carter)
Old Lighters 🤔
Explains a lot...
9/11 happened 20 years ago today. I remember being confused about why they were sending us home early from kindergarten, I remember seeing the man I was told was President Bush speaking on TV, and I remember for the first time in my life seeing teachers and adult strangers who truly looked scared. I was 5 then, and I am 25 now.
About 3,000 people died in the 9/11 attacks. Well over 100 times that many people have died as a result of the US response.
Our government’s response could have been simple, a narrow mission aimed at capturing or killing the architects of 9/11. We eventually achieved that objective, but only as part of a massive, world-changing Global War on Terror which has made us all both less safe and less free. The tragedy of 9/11 was used to justify a campaign that likely ended over a million lives altogether, including:
Brutal invasions and occupations of Iraq and Afghanistan, which were some of the longest wars in US history. Along with the damage caused directly by these wars, they also prompted the creation of ISIS and the complete Taliban takeover of Afghanistan.
Drone warfare in Afghanistan, Iraq, Libya, Niger, Pakistan, Somalia, Syria, Yemen, and other places we don’t even know about.
The use of internationally banned and discouraged weapons in our wars, including cluster bombs, depleted uranium shells, Mark 77 firebombs, incendiary white phosphorus munitions, and anti-personnel landmines.
Torture, both in US military detention and illegal “black sites” run by the CIA and others in numerous different countries. This includes the illegal, unaccountable, and sadistic activities at Guantanamo Bay, stolen territory which is used to commit blatant human rights violations. This came alongside a rise in the US use of extraordinary rendition, a form of kidnapping which is a violation of international law.
The empowerment of the Saudi government (which had actual ties to Osama bin Laden), and the aggressive provocation of the Iranian government (which reached out to help the US in the immediate aftermath of 9/11).
Massive spending on “counter-terrorism” training for governments around the world, often strengthening the grip of corrupt and violent police forces on local populations.
An expansion of secret US Special Operations missions in countries around the world. In the mid-2010′s, journalist Nick Turse revealed that US SpecOp soldiers are deployed in the majority of the world’s countries each year.
A massive reduction in civil liberties and privacy rights in the US, including the PATRIOT Act, the 2008 FISA Amendments, the 2012 NDAA, the rapid growth of the NSA and the surveillance state, and more.
The creation of the Department of Homeland Security, which is today one of the most scandal-ridden departments in the federal government. This includes the 2003 creation of ICE, who have been responsible for the creation of prison camps for immigrants.
A rise in Islamophobic discrimination and government policies, with the US government approach to surveilling Muslims serving as an inspiration for policies which oppress Muslims around the world today, from France to China.
Accelerated militarization of US police, as surplus military equipment from our foreign wars flowed straight into local police departments.
Trillions of dollars wasted on enriching private military contractors and weapons companies, money which is then funneled into lobbying for even more war.
Large, untold counts of lives lost as an indirect result of all the above. These deaths have mostly been imposed on the countries where we’ve intervened, but I would argue for the inclusion of many of the 30,000 suicides of US veterans since 9/11.
Growing up against this political background was hugely influential for how I came to view the world, and the War on Terror was ultimately one of the things which got me interested in politics in the first place. With time, I learned that we were not obligated to do all of this by the loss of life that occurred on 9/11. We are not honoring the memories of the dead when we create more dead.
The War on Terror has been a global disaster of gargantuan proportions. All of its architects have blood on their hands, and we will suffer from the consequences of their actions for decades to come.
Today, 20 years later, I will not be honoring 9/11 by giving a speech about the bravery of our military generals. I will not be cashing a check for writing the exact same 9/11 anniversary essay that gets written every year. I will not be announcing a special 20% discount on inventory, nor will I be giving a lecture about the dangers of foreigners.
This September 11th, I am going to go on a hike, to sit in a bookstore, and to eat a meal outside in the cool breeze of a warm evening. Doing this- living my life normally- is the only reasonable response to two decades of attempts at using this day to stir up fear and hatred. As for the future, I look forward to continuing to fight with others for true peace and security: an end to war, military aggression, and imperialism.
Just wow…
Let’s go back to the year 2000 and the Bush versus Gore presidential contest. The hyper-close election came down to Florida where, at a key moment with a recount underway, Bush enjoyed a threadbare lead of 537 votes out of 5.8 million cast. Bush’s margin had been shrinking as the recount progressed, and Democrats were hopeful it would disappear. Enter the right-wing Supreme Court. In a startling 5-4 decision, the court halted the recount, handing the presidency to Bush. The decision was roundly condemned by nearly 700 law professors of different political views, who warned: “By stopping the vote count in Florida, the U.S. Supreme Court used its power to act as political partisans, not judges of a court of law. By taking power from the voters, the Supreme Court has tarnished its own legitimacy.” (Disclosure: I drafted the statement!) Why did the court perpetrate this judicial coup d’etat on behalf of a candidate who’d lost the national popular vote by over a half million ballots? Because it was necessary to secure the succession. In 2000, the right wing dominated the Supreme Court, but just barely. With two justices in their 70s, the five conservatives feared a Democratic president would be able to shift the balance to the liberal justices. So the conservatives installed an illegitimate president and in return received two illegitimate right-wing justices, John Roberts and Samuel Alito. The right-wingers used their continued ascendancy to enact the GOP’s political agenda. Defying long precedent, they invented a personal right to own firearms in the 5-4 D.C. v. Heller case, enabling a seemingly unstoppable epidemic of gun violence. In the 5-4 Citizens United decision, they emboldened corporations and the rich to corrupt our politics with floods of money. And in the 5-4 Shelby County case, they unleashed a war on democracy by crippling the Voting Rights Act. Now add Justice Neil Gorsuch. In February 2016, conservative Justice Antonin Scalia died. Under the Constitution, President Obama had the right and obligation to fill the vacancy — and the Senate had the duty to consider his nominee, Merrick Garland. Instead, the GOP-controlled Senate spurned its constitutional obligations, refusing to even hold a vote on Garland’s confirmation. Over a year later, Donald Trump — another Republican president who took office after losing the popular vote — gained the presidency and appointed Gorsuch, who stole the seat that was Obama’s to fill under the Constitution. If these three had not been placed on the court through chicanery, we’d have a liberal majority instead of a right-wing supermajority — and we’d see major differences in our lives. We’d get better solutions to school shootings than putting bullet-proof backpacks on our children. The crushing burden of student loans would be lightened for millions. Our democracy would be less at risk, with voting rights protected and gerrymandering reined in.