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Monster of the Week / MotW and 3:16
« on: September 17, 2012, 02:44:30 PM »
Okay, here's a question. Last week, we began a campaign of MotW, and we just about managed to bring the group together and frame the first mystery; and already now (after writing up some mysteries) I am wondering how a MotW campaign will go, with special reference to 3:16. Why 3:16? Well, that was for us "Planet of the Week", and the only strictly episodic game I ever really ran, so that's the basis for comparison; and during that campaign, we really slipped into the productive pattern of "it's about the mission", "it's not about the mission" (repeat ad destructum), discussed elsewhere specifically for 3:16. That pattern entailed that the first few missions were just that, straightforward missions with happy killcounting, and then every now and then, there was a session where the mission of course also took place, but really only provided a backdrop for other developments in party dynamics or in the group's engagement with the setting, such as when people tried to find out more about the 3:16, about Earth, etc. These "other" missions often followed up on missions which introduced some elements of doubt into the basic premise (i.e., shooting up a planet of pacifist rock-painting squirrels). Now, such shifts are obviously built into 3:16.
But what about MotW? The book (RAW) leaves little doubt that there could be anything dubious about going out and killing monsters. But how about a monster which happens to be the protector of a community ("kill the murderous golem!")? Or unique monsters which might be dangerous, but enrich the biosphere ("kill Alec Holland!")? Of course, nothing stops me from setting up such mysteries, but I was wondering whether just as in 3:16, it might be a "natural" development of a MotW-campaign that such grey areas show up, and muddle the hitherto straightforward campaign premise... Thoughts? Experiences?
But what about MotW? The book (RAW) leaves little doubt that there could be anything dubious about going out and killing monsters. But how about a monster which happens to be the protector of a community ("kill the murderous golem!")? Or unique monsters which might be dangerous, but enrich the biosphere ("kill Alec Holland!")? Of course, nothing stops me from setting up such mysteries, but I was wondering whether just as in 3:16, it might be a "natural" development of a MotW-campaign that such grey areas show up, and muddle the hitherto straightforward campaign premise... Thoughts? Experiences?