MOMENTS OF HIGH
DRAMA
By Jonathan Hicks
It
might sound like a bad thing to say but let’s face it; Star Wars Role-playing is
really two-dimensional. You blow things up, defeat the bad guys, solve
mysteries and blast about in high-spec ships popping bolts of light at the
enemy. There’s explosions and lasers and bombs and
aliens and.... that’s pretty much it. It’s
very easy to look at Star Wars as a pretty
black-and-white thing and in many respects it is. When you first see Episode
IV you want to cheer the good guys and throw popcorn at the bad guys.
It’s very easy to see it as a big dumb sci-fi action movie. But
what about that scene in that movie when Luke Skywalker went racing back to
his uncle’s farmstead to find the bodies of his guardians torched, the home
burning? Highly dramatic music coupled with heart-wrenching visuals. It
pretty much hit home with everyone and made for an emotional scene. Or,
moving on to The Empire Strikes Back, how about the scene in the carbon
freezing chamber between the heroes before Han Solo was frozen? Chewie
was desperate to help his friend, Leia was torn apart
because, let’s face it, she’d done discovered she loved him and now she was
about to lose him. Who wasn’t moved? And what about Han being tortured? Who
didn’t cringe at his screams? Or Luke finding out that Darth
Vader was his father? Or the death of Obi-Wan Kenobi? Or the
death of Yoda? Or the death of Qui-Gon Jinn? Or his funeral? Or Anakin
Skywalker forcing himself to walk away from his mother? Take
a long hard look at the films and you’ll see scenes far beyond black and
white. I’m a bit guilty myself; for a long time I craved adventure in the Star
Wars universe and I simply re-created the high from the most high-octane scenes in the movies. I didn’t see the
drama behind the special effects, which was not wholly my fault considering
the effects are what you take away from a film like that, and after a while
my games and creations started to suffer from it. Unoriginal games gambolling
over into the next one, each one the same as the last but with different
ships and locations. So,
what am I talking about here? Well, what if you could insert these
emotionally dramatic moments into a scenario or campaign and make them do two
things? (1) Throw a shocking
spanner into the works, and (2)
give the players something to sink their teeth into instead of the next
puzzle or threat? The emotional shock of a sudden revelation during a
campaign can heighten senses and make quite an impression on the players. Making The Scene Work
The
difficult thing is the most important thing, unfortunately - how are you
going to insert a scene that makes sense to the story and is an emotional
shock to the players? Let’s
use Star Wars Episode V - The Empire Strikes Back as an example.
The scene with Luke and Vader is a classic and is down as
one of the most dramatic moments in cinema history. The revelation of the
father and son relationship is well placed and totally unexpected yet subtly
clever. You knew that Obi-Wan and Vader knew each other,
knew that Vader was Obi-Wan’s pupil from the talk they
had in Episode IV, knew that Vader was supposed to be
responsible for Luke’s father’s death. The only thing you didn’t count on was
Obi-Wan
keeping it all a secret but when the truth does come out you can understand
why. It all slots in nicely and makes a lot of sense. So
how can you set up such a thing in a game and make it work? The
first thing to do is take a long hard look at the character backgrounds the
players have created for their alter egos. There is always little snippets of
information in there you could use and more times than not the players have
created things about the past and haven’t really taken much notice of it, or
have detailed friends and relatives they knew but don’t take much notice of.
You could take the details of the person, flesh it out (without the player’s
knowledge) and introduce him or her (or it) as an NPC at a key moment, or
have them a long-term NPC whose identity isn’t revealed until later. For
example, let’s say that a character called Jevin Dayy (and that name isn’t in our official lists
so do with it what you want!) has had her background fleshed out by the player. Just to
make the character more interesting the player has entered details about a
father she had, who was a business man who she ran away from because of his
pro-Imperial feelings, which explains her well-spoken manner but also her
dislike of the Empire and money-hoarders. She loves her father but can’t
condone what he is doing. A nice little detail she added just for effect. Jevin
has been used for quite a few games and is very good at what she does (a
technician with the group) but the GM decides that one day on-planet she
works on a vessel she recognises - one of her father’s business vessels. What
will she do? Carry on as if nothing has happened? Run for it? She’s quite
capable of doing these things but then finds out that the man who is now
running the company is her fathers’ brother, her uncle, who has basically
murdered his predecessor to take over the business. This is revealed during a
moment of high drama to increase the emotional charge of the event. Let’s say
that her uncle knows she is trying to find out about how her father died and
sent men after her. She assumes it’s her father’s murderers trying to get her
but, whilst she’s crawling to safety over an old rickety steam pipe over a
shipyard, her uncle catches up to her.
“Jevin!” he cries. “Get away from here, uncle! It’s
dangerous!” The pipe creaks and she hangs on for her life.
“Jevin, come back, it’s dangerous out
there!” he holds out a helping
hand. “It’s the men who killed my father! We
have to get away before they get you, too!” She despairs for her uncle’s
safety and grabs hold of his offered hand to pull herself
to safety. “No,
Jevin, I came out here myself. These men are my
employees.” He tightens his grip. “You’re lying!” “I’m
not lying, Jevin. I killed him.” “Nooooo!” she
screams. See
how that works? It doesn’t need to be a character that was created for the PC
background; it can be a long-running NPC that the players know from previous
scenarios or campaigns. In
some extreme cases it can even be a situation designed by the GM and a
player, with them getting together to sort out a private agenda for the
player he carries out, and when the other PC’s find out it’s even more of a
shock! You have to be very careful with this option - the other players who
aren’t in on the secret may feel a little left out, even a little used and
offended, if they think the GM was favouring or singling out a player that
was working against them or secretly. How Embarrassing For You
You
also have to be sure that the emotionally charged scene your about to put in
isn’t going to make anyone sat around the gaming table uncomfortable. After
all, some of them are there to just game and not get emotionally involved and
having one of the NPC’s suddenly leaping forward shouting ‘I love you!” or
something or other can be a bit of a shock, especially when most of the game
has centred on action and adventure. Remember, also, that the scene you’re
going to introduce has to be a shock that’s not out of context and just
suddenly appears out of nowhere. That can be embarrassing for the GM as well
as the player. One
final thing - the father-son thing has been done a few times in Star
Wars and I’m guilty of it
myself with the Racers Part One - Shadows From The Past novel on this
website. So here are a few things you could use as a basis to charge the
scene. It’s a bit of a challenge, actually, to see if you can insert these
NPC phrases into a game and get the emotional response needed. 1
- ‘I’m not your father’ 2
- ‘I’m your mother’ 3
- ‘I sold out your family/city/planet/race’ 4
- ‘It wasn’t me who killed him’ 5
- ‘He’s been dead for years’ 6
- ‘She’s the commanding officer of the new garrison’ 7
- ‘I am here to take you back’ 8
- ‘You are not who you think you are’ 9
- ‘This is my home’ 10 - (my personal
favourite) ‘I’m your sister’s husband’s friend’s cousin’s flatmate’s former
room-mate’ |