I don't think I've
played with a Dungeon Master that didn't at least consider putting
their party up against an impossible to win situation. However, the
large degree in variance I have seen got me thinking about the
difficulties of doing so. In books, movies and video games we often
see final blazes of glory and valiant last stands. Naturally, it
makes sense that we would try to replicate such situations. However,
as with all things, there are effective ways and ineffective ways to
create such a situation.
Do I Really Want to Do This?
From
my experience, if you are asking this question you probably should
not put your players in an impossible situation. From my experience,
it usually doesn't go smoothly from a role-playing game perspective.
One of the most memorable campaigns I played in had an impossible
situation in our very last session so it is possible to run
effectively. However, I feel that if you are going to try to run an
impossible situation you should be confident before trying to run it
and fix elements you have doubts about. It doesn't guarantee success
but from my experience things don't go smoothly if you aren't happy
with the high level outline.
What Is an Impossible Situation?
Defining
and being aware of what makes the situation impossible is extremely
important. Even if the players immediate goal is not possible (the
players are out matched and can't fight their way to the person they
were trying to assassinate) the players should still have options.
Sometimes the only option that makes sense is to run away. Sometimes
they might be able to accomplish their goal through more clever means
than an upfront assault.
Generally
I define an impossible situation to be one where the players cannot
accomplish something. In such a situation, for the short term it is
perfectly fine for the players' goals to change to survival if
needed. In this kind of situation they will not be able to save the
princess, kill all of the bad guys and live to tell the tale but that
is fine. The important part is that the chances of the situation
going completely the players' way is very small so the best they can
hope for is to avoid a complete loss.
The
players should still have something to achieve. If they do not, the
Dungeon Master is basically killing their party the long way around.
The situation should be desperate but still have a purpose, even if
it is for the players to escape the ambush with their lives. If there
is nothing left to achieve, the Dungeon Master is just taking the
long way to slaughter their party.
Context
When
looking at any element of a role-playing game session it is extremely
important to consider the context and the tone of the adventure that
is taking place. If for the last 4 months the players have always put
into situation where they can reasonably win (maybe by the slightest
of hairs) and they never ran away, retreat may not even cross the
players' minds. Not everyone likes tragedies and not every situation
should be an “impossible situation”.
This
kind of situation also shouldn't feel cheap or forced. It should make
sense based on the decisions the players made, the decisions the
non-player characters made and the world the Dungeon Master built. In
the situation I mentioned earlier from my playing experience, my
group was told from level 1 that we will probably not survive and our
chances of succeeding on our quest were slightly better. We succeeded
in the end, but we did not survive.
Conclusion
I
hope that this discussion helps the get the creative juices flowing
for running these kinds of impossible situations. They are not easy
to run but they can still be used to great effect. Please feel free
to share similar situations.
Examples
Sealing Hell
Due
to failure on the part of the players, a demon army threatens to
destroy the entire realm. The players must journey to hell and
destroy the [Insert Thing Here] in order to close the demons'
method of attack (most likely a portal).
If
the players are a level 20 party and have only one spell-caster, they
may need to use their one and only 9th level spell to
enter hell (either going through the demons' method of attack will be
even worse odds or the portal is one way). Acting in this case would
put the players in an impossible position. However, they still have
options. They can fail or die as heroes. They can also make their way
to hell and try to have smaller section of the party deliver the
finishing blow on the item as well as hold back the horde for other
members of the party to get away. They may also decide that such an
approach is too risky and that they should all die together trying to
close the portal.
Two Objectives but not Enough Resources
There
are two generals that are opposing the army the players are a part
of. They have the resources to stage an assassination attempt lead by
the players. However, there is only enough resources for one
operation and within a week the enemy will attack. Removing both
would make the situation far easier for the players but instead they
must decide on the best way to weaken their enemy. This is kind of an
edge case since I can see it being an impossible situation (we are
forcing the players to choose) or simply a more limiting situation.
The City Will Fall
The
players have been helping in the defence of a city for a long stretch
of time now. They know that sooner or later that the city will fall
but are trying to do their best to weaken the enemy, hold for a
little longer and are looking for a way to escape and fight another
day (hopefully it goes better that time).
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