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mxyzplk
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I guess that if you want to adapt the Trial as a scenario, you'd have more than one player at the table. i'dI'd also venture that you'd like to go for a bad ending. So here are a few pointers, out of the top of my head

  • Don't tell! At no time should the players be forewarned that they're going to play through the kafkaian nightmare. If you do inform your players, they'll be contaminated by the surrealism and won't fight the system as hard as if they thought they stood a chance. Keep them in the dark about the context
  • Don't tell, take two! Since nobody knows what's the offense is in the Trial, your players shouldn't either. If you want to play in a larger universe (is this one-shot?) let them agonize over which of their petty (or not so petty) crimes brought them in this.
  • Sever the ties! If your PCs have relationships outside of the PCs, cut them off one after another after another. They're sliding off the face of the earth and each point of support should give
  • Offer redemption. If you want to add to the "alone" feeling, you could introduce at two thirds of the session a kind of prisonner's dilemnaprisoner's dilemma to destroy the group's unity; ok, you're not going to get out of this shit... not all of you. But if somebody were to... dirty somebody else... That could add tension and paranoia, and you could weave a system of PCs secret inside....

Obviously the "Paranoia" universe could be used, especially in its masterful examples of non sequitur in Justice (or inn whatever's the funniest). You could play Paranoia very straight and dark, the latest edition offers such options.


Now, on another completely different note, it's a bit hard to say if players would enjoy playing a game with no hope of success. Be sure that your players are ok with "failing". I know i prefer the story to my character, but YMMV...

Good luck!

I guess that if you want to adapt the Trial as a scenario, you'd have more than one player at the table. i'd also venture that you'd like to go for a bad ending. So here are a few pointers, out of the top of my head

  • Don't tell! At no time should the players be forewarned that they're going to play through the kafkaian nightmare. If you do inform your players, they'll be contaminated by the surrealism and won't fight the system as hard as if they thought they stood a chance. Keep them in the dark about the context
  • Don't tell, take two! Since nobody knows what's the offense is in the Trial, your players shouldn't either. If you want to play in a larger universe (is this one-shot?) let them agonize over which of their petty (or not so petty) crimes brought them in this.
  • Sever the ties! If your PCs have relationships outside of the PCs, cut them off one after another after another. They're sliding off the face of the earth and each point of support should give
  • Offer redemption. If you want to add to the "alone" feeling, you could introduce at two thirds of the session a kind of prisonner's dilemna to destroy the group's unity; ok, you're not going to get out of this shit... not all of you. But if somebody were to... dirty somebody else... That could add tension and paranoia, and you could weave a system of PCs secret inside....

Obviously the "Paranoia" universe could be used, especially in its masterful examples of non sequitur in Justice (or inn whatever's the funniest). You could play Paranoia very straight and dark, the latest edition offers such options.


Now, on another completely different note, it's a bit hard to say if players would enjoy playing a game with no hope of success. Be sure that your players are ok with "failing". I know i prefer the story to my character, but YMMV...

Good luck!

I guess that if you want to adapt the Trial as a scenario, you'd have more than one player at the table. I'd also venture that you'd like to go for a bad ending. So here are a few pointers, out of the top of my head

  • Don't tell! At no time should the players be forewarned that they're going to play through the kafkaian nightmare. If you do inform your players, they'll be contaminated by the surrealism and won't fight the system as hard as if they thought they stood a chance. Keep them in the dark about the context
  • Don't tell, take two! Since nobody knows what's the offense is in the Trial, your players shouldn't either. If you want to play in a larger universe (is this one-shot?) let them agonize over which of their petty (or not so petty) crimes brought them in this.
  • Sever the ties! If your PCs have relationships outside of the PCs, cut them off one after another after another. They're sliding off the face of the earth and each point of support should give
  • Offer redemption. If you want to add to the "alone" feeling, you could introduce at two thirds of the session a kind of prisoner's dilemma to destroy the group's unity; ok, you're not going to get out of this... not all of you. But if somebody were to... dirty somebody else... That could add tension and paranoia, and you could weave a system of PCs secret inside....

Obviously the "Paranoia" universe could be used, especially in its masterful examples of non sequitur in Justice (or inn whatever's the funniest). You could play Paranoia very straight and dark, the latest edition offers such options.


Now, on another completely different note, it's a bit hard to say if players would enjoy playing a game with no hope of success. Be sure that your players are ok with "failing". I know i prefer the story to my character, but YMMV...

Good luck!

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samy
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I guess that if you want to adapt the Trial as a scenario, you'd have more than one player at the table. i'd also venture that you'd like to go for a bad ending. So here are a few pointers, out of the top of my head

  • Don't tell! At no time should the players be forewarned that they're going to play through the kafkaian nightmare. If you do inform your players, they'll be contaminated by the surrealism and won't fight the system as hard as if they thought they stood a chance. Keep them in the dark about the context
  • Don't tell, take two! Since nobody knows what's the offense is in the Trial, your players shouldn't either. If you want to play in a larger universe (is this one-shot?) let them agonize over which of their petty (or not so petty) crimes brought them in this.
  • Sever the ties! If your PCs have relationships outside of the PCs, cut them off one after another after another. They're sliding off the face of the earth and each point of support should give
  • Offer redemption. If you want to add to the "alone" feeling, you could introduce at two thirds of the session a kind of prisonner's dilemna to destroy the group's unity; ok, you're not going to get out of this shit... not all of you. But if somebody were to... dirty somebody else... That could add tension and paranoia, and you could weave a system of PCs secret inside....

Obviously the "Paranoia" universe could be used, especially in its masterful examples of non sequitur in Justice (or inn whatever's the funniest). You could play Paranoia very straight and dark, the latest edition offers such options.


Now, on another completely different note, it's a bit hard to say if players would enjoy playing a game with no hope of success. Be sure that your players are ok with "failing". I know i prefer the story to my character, but YMMV...

Good luck!