Of course, this was far from one-way traffic: North America got off far worse by comparison with regard to the Eurasian diseases which came in their direction after first contact. (I've written about the apocalyptic consequences of this before.) But, separating the conceptual from the awfulness of the actuality for a moment, there is something compelling about the idea of explorers/adventurers being unwittingly exposed to some disease which has potentially history-defining consequences when taken back home.
Disease, though, is not a very interesting or appetising subject for a pen & paper RPG. What if instead we were to think about a metaphysical version of the phenomenon? What is metaphysical syphilis and how is it to be made gameable?
Metaphysical Syphilis: Definition and Examples
syphilis, metaphysical noun a condition of corruption, deterioration or confusion which typically accompanies transition through ontological gateways
A metaphysical syphilis would most commonly arise in the context of adventure. After the PCs have gone from the place of safety (the town, the tavern, the guild, etc.) to the place of danger (the dungeon, the wilderness, the underworld, etc.) there is a risk that they bring back with them an ontological disruptor that causes the place of safety to instead become itself dangerous, different, or discombobulated.
This could be as simple as a literal parasite (as in Alien) or a haunting (a poltergeist or somesuch which follows the PCs back home) that spreads when brought home. But there are other more creative examples in the literature.
One that springs to mind is from the Chronicles of Amber. I only recently re-read the Amber books (about 12 months ago) for literally about the fifth time, but I am now a forgetful old sausage and the exact details have already slipped from my mind - somebody will appear in the comments to tell me I am an IDIOT for getting it wrong - but the main superplot of the first five novels concerns the corruption by blood of the 'pattern' by which Amberites are able to transition between realities. This results in a 'black road' of chaos spreading across all known realities and bringing with it all kinds of ghoulies and ghastlies. This eventually comes to threaten 'home', Amber, itself.
Another more leftfield and perhaps benign version is the Star Trek: The Next Generation episode 'Force of Nature', in which it is revealed that travelling by warp speed at too fast a speed (this was conveniently forgotten about the following week) actually causes reality itself to deteriorate. It is only a short step from there to 'causes reality itself to deteriorate and for demons to come through the gaps' (now that I think of it, this is I suppose the plot of Event Horizon), which would be a nice way to add complications to any campaign involving actual physical travel between two different planes of reality. (For example, each time one passes through a Planescape gate, there is a chance the gate loses coherence and opens a branch in a totally random other plane, creating a three-way juncture.)
Then there's magic. In MERP, it's the case that any use of magic might attract the attention of a 'shadow'. What if the use of magic may cause reality to decay in some way? Or may indeed cause magical entities to appear as byproducts?
And, finally, there is the, if you like, biggest 'meta'-metaphysical syphilis of all, which is the PCs themselves. What are the PCs, in the end, other than syphilitic in the purest sense - travelling from one reality to another and, whichever way they go, bringing violence, magic, disruptions, and so on with them - and thereby subjecting it to fundamental change? How about that, eh?
I love this idea of undetected transition or mutation brought about as a side effect of breaking reality. The old film Flatliners had a change like that, which Keifer Southerland's character tried to hide from the others.
ReplyDeleteWhat if something happens to characters when they go to a certain place or pass through a gate or try some experimental magic item, something subtle enough that the player might ignore it at first in order to reap the benefits? How could you introduce that mechanically without giving away the secret too soon?
If you just tell the player, "You're kind of disoriented, put a -1 on your INT stat," the cat's out of the bag. But if you secretly bump up DCs without telling the player, then they'll just think the adventure is getting harder over time as a consequence of the DM ramping the challenge up.
It would be cool to find something that works into the mechanics without alarming the player too quickly.
This relates to the broader question of how to do things 'in secret' as the DM. Worthy of a much longer post I think.
DeleteI'd actually love to see this post. This is a topic that has so much potential and I don't think I've ever seen much on the nuts and bolts "how to do it right" question. It gets even more complex when you're dealing with one character who is experiencing something unusual that the rest of the party isn't, which I think comes up more frequently. I've tried notes in the form of little slips of paper and direct messages. In the first case players other than the intended recipient simply seeing the note will twig to the fact that something is off. The second reveals my terrible multitasking skills.
DeleteI think my most successful attempt at this was a game where after getting the characters separated, I got buy in from my players to separate them as well and then I ran four separate sessions one after another in the same week (one for each player). When the characters were reunited the players were also reunited and we went back to once a week sessions. During the "solo session," each player faced a situation where their character could have been replaced by something malevolent, in effect becoming an PC/NPC ally of the GM. I hinted that other players were facing similar kinds of situations during their own solo sessions. The suspicion and tension when the players were reunited was a really nice moment in the campaign, and even better was the relief when they ultimately figured out that no one had succumbed to temptation. But it was a LOT of work as a GM, and I would love to hear how other people engineer things happening "in secret," whether that thing is supposed to be a slow reveal to the entire party or something that only one character knows about or experiences.
These posts are good game interpretations of "reality/perception of such breaking down as a consequence of the PCs' actions". Note that several involve retroactively changing established facts about the setting.
Deletehttps://falsemachine.blogspot.com/2014/03/derro.html
https://coinsandscrolls.blogspot.com/2018/03/osr-der0-encounters.html
https://aloneinthelabyrinth.blogspot.com/2020/06/the-butterfly-effect.html
A spiritual sickness made physical. I think this dimension builds on the idea of alienation people feel (mutually) when someone has returned from a transformation, unrelatable experience. From war to an adventure, people lack the common touchpoints. This isolation and alienation that can prevent some transitions back to society from ever occurring. Maybe we don't talk about the malaise enough when amid the triumph. There are so many ways people can return "marked" by their journey. I like that you make this concrete, even if it's merely the mindset of "the adventurers." From carnal desires of "carousing" through to possession...
ReplyDeleteYes, this is a great point. Thanks for this.
DeleteThis theme is implicit in fantasy. Conan is irrevocably civilized into being a king. Frodo witnesses the death of gods and may never return to the Shire. When on Earth John Carter can only look toward Mars and mourn. It is present in the genre from its earliest stirrings, for example The Hollow Land by William Morris.
DeleteAnother great point.
DeleteOr carrying humoral imbalances of specie, hoards not seen since the time of Croesus, crashing the cash-poor economy of this fallen age.
ReplyDeleteYes, precisely. Gold as metaphysical syphilis!
DeleteRecall, of course, the driving desire of the PCs to venture to danger and return with that which allows them to gain greater power. As they gain levels and all that accompanies that trajectory, they end up making great and indelible marks on the places of safety. Even with the utmost care and best intentions, a PC of sufficient level will prove disruptive to the power structures of the ordinary world, bending them in ways they likely do not foresee.
ReplyDeleteBy playing the game "right" - whatever that means - the PCs will visit corruption upon the places of safety. It's in their very nature.
Yes, exactly - this is what I was driving at in the final paragraph.
DeleteIt doesn't have to even be unconscious. Ideas are plenty dangerous. There is debate over the American Revolution's influence on the French, but it seems to have certainly been non-zero. Or the countless examples of settlers choosing to run away and live among the natives because they preferred the lifestyle.
ReplyDeleteAlso, y'know. Lovecraft and ideas that resemble Lovecraft.
The unsettling insights about humanity's origins, found beyond the Mountains of Madness, literally originated from a "dungeon adventure".
DeleteYes, although it is a bit harder to 'gameify' that.
DeleteThe tv series Fringe's core theme was very much this. A scientist breaks the barriers between two universes and everything goes to crap in both as reality warps in weird ways.
ReplyDeleteAnd Simulated Knave's post reminds me of The Gardens of Ynn with its Idea of Thorns, a mixture of meme and curse that will kill a great many people and alter the worlds it invades. It wouldn't take much to change the former into transform a great many people into plants.
Yes, good call.
Delete