Tag Archives: Extraction

GMing INCEPTION: A GM’s Paradise is a PC’s Purgatory and Vice Versa – Part 2

When we left off, I was explaining that the role of the Architect in the Inception game module can go both ways.  Either the GM can create the world and guide the PC’s through the layers of dreamscape as per the standard mode of play in a game OR they can let the PC’s run the session and simply enact ground rules keeping the scenario on (justifiable) rails, thus keeping true to the source material in the film.  I explained that the Architect is the most vital and influential character to the Inception module, but they are simply the creator of the world.  If the GM decides to have the Players fulfill the role of Architect, it will most likely be a collaborative effort.  Additionally it is up to the other characters to delve into the dream and accomplish the goals of the scenario, so it is unlikely one of your Players is going to say “Well, I designed it.  I guess my work is done here.”  If they do, you need to find some new players.  More likely is that all the PC’s will delve into the dream and will need to fill a role in order for the team to succeed.  Now we’ll look at those remaining roles to be acted.

The Extractor and The Pointman

The role of the Extractor can be performed by any player and any character type.  What is simply needed is the proper set-up to help that character shine.  Understandable, the Extractor serve’s as the team leader, and will likely end the scenario having accomplished the most important task of either extracting or implanting information.  This character will need to be persuasive, capable and cunning.  As far as Player’s go, your groups strongest role-player has the best chance of selling the interactions to the rest of the group and to the most important person at the table of all, the GM.

The Pointman serves the primary support role in the Extraction/Inception module.  While this character may not receive the laurels for a mission successfully completed, their actions undoubtedly serve as the key to success.  This is particularly important with multiple layers of the dream.  As the team delves deeper and deeper into alternating subconscious’, someone needs to stay behind and make sure all goes according to plan.  Like the Extractor, this role can be fulfilled by any character, but I would suggest that the most well-rounded character assume it.  There is no telling what may happen in the dream, especially if your GM feels like being a particularly conniving psychopath.  If you’ve seen the movie, you’ve seen the great special effects in the “Hotel” sequence and understand how “interesting” things can get.

The Forger and The Tourist

The Forger is perhaps the most unique character type to be involved in the module.  This character is vital if the Mark the PC’s are looking to dupe is a particularly tough nut to crack.  As is seen in the film, the Forger is responsible for assuming various identities within the dreamscape to help deepen the believability of the manufactured dream.  Depending on which roles are assigned to each Player at the table and the way the team plans out their deception, strong role-playing and (for d20 games) either a high bluff modifier or a high Charisma score are a must.  Additionally, this role could be the most fun to play if you really like to assume the role of several characters in a session, or if you happen to be a little schizophrenic.

The Tourist can be, for all intents and purposes, unnecessary and can become a potential hindrance to the team in the module, as seen in the film.  However, given the complexity of the dream, or the number of layers that are to be delved, one extra person can mean the difference between success and failure.  Essentially, any character NOT fulfilling the role of Extractor, Pointman or Forger becomes a Tourist and is responsible for adding additional support to the group.  If the GM wants to be an even BIGGER jerk than normal, they can plant an NPC in the role of Tourist (this is exactly what Saito would be, an NPC) and ever so subtly send the PC’s to Hell in a handbasket….

The Shade

The Shade is an NPC and should serve as the main antagonist for the team during the module.  This is where the GM can really have a field day.  In the film, the Shade is Mal, a projection of Dom’s deceased wife.  Her vindictive nature is a by-product of Dom’s own guilt.  Because all the PC’s subconscious’ are sharing the same head space as one another due to the nature of the module, there really are no limits to what the GM can do in creating the Shade.  Character back-stories can be filled with personal tragedy, unfinished business or emotionally scarring traumatic events.  Any bit of information a Player gives you can be twisted and warped to creating a psychologically devastating enemy.  Additionally, not all dreams are about the mundane or typical.  Think of how much chaos a recurring nightmare could wreak on a fragile dream state, three levels deep!

I had mentioned in the Part 1 post that additional genres could be utilized in creating the dreamscape.  The film portrays every dream level in a consistent real-world manner.  Each location, though fabricated by Ariadne, is essentially a believable, true to life setting.  This does not mean, however, that this has to be the rule the GM abides by.  While most of our dreams are undoubtedly grounded in what our senses provide on a daily basis, the subconscious is still the imagination’s playground.  If the regular game has a modern setting, whose to say the Mark doesn’t dream of historical events, fantasy realms or outer-space exploration?  The intricacy of the module is solely at the discretion of the GM (or Player’s), but the key is making the experience believable, not only for the NPC Mark, but for the Player’s at the table as well.  Just like a dream within a dream, the deeper you go (or the more complicated you make it), the more unstable (and possible less rewarding) the module can become.  Happy Extracting!!!

“Dreams are true while they last, and do we not live in dreams?” – Alfred Lord Tennyson

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GMing INCEPTION: A GM’s Paradise is a PC’s Purgatory and Vice Versa – Part 1

With Christopher Nolan‘s The Dark Knight Rises coming out this year, I can’t help but think of another one of Nolan’s films adapted into a game.  When my wife and I saw Inception the first time, we were both blown away.  Between the writing, the acting, the score and the directing, it has been, for us, hands down one of the best and most complete films either of us have ever seen.  On top of the film being incredible, the gamer in me sat through the film completely intrigued as to how best to translate the ideas presented in the film into the d20 setting.

Writing for an Extraction/Inception scenario as either a one-shot adventure, a side-trek or a full-blown campaign could potentially be the greatest risk/reward endeavor a GM could pursue.  As I’ve said in earlier posts, the greatest challenge a GM faces is the ability to sell the game world to the Players.  Once you start throwing multiple dream layers, architects, kicks and the compounded time differential experienced in subsequent dreams, you better damn well hope your players are hooked or they’re going to walk.  My experience around the gaming table, both as a Player and a GM, has taught me that Players want to think, but sometimes they don’t want to think too much.  Additionally, in writing a scenario as presented by the Nolan film, getting too deep in (from a GMing perspective) may cause you to lose absolute focus and leave your game like the ancient Saito, trapped in Limbo, waiting to die.

If I were to personally write an Inception-based module for a game (which is very likely to happen), I would drop it into either a d20 Modern or Spycraft rule-set campaign.  Given the emphasis in the film on military-grade technology and the undercurrent of corporate espionage, the formula just seems a more appropriate fit to a modern setting.  However, that is not to say the same dream invading effects couldn’t be achieved through psionics or high-level wizardry in a fantasy campaign.  My opinion is that it wouldn’t feel organic enough, but that’s just me.  In order to appropriately present the setting, it’s important for both the GM AND the Players to understand the roles each of the character archetype’s plays.  Based on Nolan’s character’s (and the film’s marketing campaign), they are as follows:

  • The ArchitectAriadne, played by Ellen Page, is responsible for creating the dreamscape that the other character’s will invade.
  • The ExtractorCobb, played by Leonardo DiCaprio, serves as the team leader and the individual responsible for ultimately retrieving or implanting information in the target subject’s subconscious.
  • The Pointman - Arthur, played by Joseph Gordon-Levitt, acts as Cobb’s primary support and the ying to DiCaprio’s yang.
  • The ForgerEames, played by Tom Hardy, serves a secondary support role, providing necessary smoke and mirrors in order to help complete the illusion of reality.
  • The TouristSaito, played by Ken Watanabe, delves into the dream in order to observe and protect his investment, also providing support to the mission success.
  • The ShadeMal, played by Marion Cotillard, serves as the foil to DiCaprio’s Extractor, a vicious x-factor capable of anything.

This first part will focus on the most important and (in my opinion) complex character:

The Architect

At first, the role of the Architect may seem pretty obvious, being in the realm of the GM’s responsibility.  That assumption is not completely wrong.  The GM creates and runs the game world that the PC’s exist in, so it only makes sense that whatever environment they plan to perform their escapade would have the GM at the helm.  Anyone who’s watched the film understands that the Extraction team operates within the subconscious of the target (ie; the Player’s playing within the GM’s setting) with their adversaries being the target and his/her Projections.  The whole point and key to success lies in the PC’s outwitting and/or defeating the Projections and getting out of the dream safely.  This, however, is where I turn things upside down.

An Inception /Extraction module is the exception to my rule of GM vs. PC’s.  The GM has ultimate control over the game world, but in this scenario, the power dynamic has shifted.  The PC’s are the conscious, proactive actors in a scripted drama, whereas the GM-run Projections are reactors.  By handing the reigns of Architect to the Players, the GM will actually be staying far more true to the spirit of the film and it’s themes while creating a new challenge for the players.  I know, you GM purists out there must think I’ve completely lost my mind, and perhaps I have, but what it really comes down to is trust.  If you REALLY trust your Players, it’s as simple as laying some ground rules of what the goal is as well as what is  acceptable and what isn’t.  You, the GM, control the subconscious of the target NPC, so it shouldn’t be hard to establish the limits that the PC’s must keep their subterfuge within.  A good portion of the film focuses on breaking down the target’s psyche in order to create the maximum chance for success.  This process should require plenty of role-playing for the Player’s as they prepare their Extraction.  The GM should provide enough information in the conscious game world for the Player’s to be successful in the subconscious one.  Let the Player’s create the set-up, build the maze and role-play their way through their own plan.  All you have to do is sit back and run your Projections and do your best to trip the players up!

Next week, I’ll delve into the other roles in the scenario, so be sure to check it out!

“You mustn’t be afraid to dream a little bigger, darling.” – Tom Hardy as Eames in “Inception”

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