By Scott
Bingham
Hey all! This is the Fine Line
with yours truly, the newest of the wizards at the Flying Pincushion, and this
is Farscape week. Now before this
week I had caught perhaps a small snippet of the show and even that wasn’t
enough to spark enough of a memory. However I spent quite some time catching up
and watching my way through Season 1 and I’ve enjoyed the series thus far. The
universe of Farscapeis vast in
creativity and endless in opportunity. At some point in time I feel I’ll want
to run a campaign wherein I can do just about whatever I please because of the
endlessness of my setting but for now a single continent or world will satisfy
my needs. For the point of this Fine Line discussion however I would like to
bring up an age old conversation that takes place between the players and the
DM.
Player A: “I’d like to play a wizard this time around.”
Player
B: “Alright. I guess I’ll be the meatshield and keep you safe. Fighter for me.”
DM:
“Who wants to play the Dex-based hero?”
Player
C: “I will! I’ve never played a rogue before.”
Player
B: “We still need a healer.”
Player
D: “I’ll be a cleric. Don’t worry.”
DM:
“Perfect! You’ve got just about everything covered.”
No. No. No. No. Stop it.
For many adventuring parties and dungeon masters there seems to be this
incessant need to fill roles, to meet a certain status quo when filling out
character sheets. Everyone has a job, a predetermined part that “must” be
filled. Usually this is centered on combat and overall such a practice it is
something that I outright despise. One of the last things any DM should do is
encourage limitations on their players. Rather we should encourage our player’s
creativity and thrive on the opportunity to stretch our own. Encounters become
so much more interesting when each player has a different solution to the
problem.
In Farscape season 1 the crew of
the Leviathan Moya is as diverse as
the come; KaD’Argo the barbarian whose solution to most problems is to smash
and break and ask questions never, Aeryn Sun the fighter who comes from the
very race responsible for imprisoning the others, Pa’uZhotohZhaan the
pacifistic cleric who spends a good measure of her time naked, Rygel the XVI
who acts as both diplomat (when he has to) and royal pain with an ego large
enough to fill a star system and, my personal favorite, John Crichton the
could-be-bard who prefers to find a non-violent resolution to difficulties and
yet is not afraid to get his hands dirty.
It is indeed a pleasure when members of the party get along and have a
solid synergy about them. Perhaps their alignments match up or they hold some
of the same beliefs or practices. Still one of the more powerful motivators for
role play is conflict and the crew of Moya
is full of it. There are different beliefs, stereotypes, alignments all
over the place, and no clear reason as to why the crew stays together at all.
It’s not uncommon to find the Moya’s crew
nearly at one another’s throats and yet there is a deep, undeniable trust that
exists underneath all of the posturing and harsh words. Crichton in particular
does his part to bring the conflicting party members closer together with both
his actions and his words. That is the sort of thing that gives an adventure
depth when the supposed meta is broken and players create characters that can
be individualistic and altogether memorable. They don’t have to get along and
honestly it is a much deeper connection between players when something more
than matching alignments or happy-feel-goods keeps them together.
To draw upon Farscapewe will
examine the episode Exodus from Genesis.
Whilst traveling through the Uncharted Territories the crew of Moya narrowly dodges being discovered by
a Peacekeeper Marauder housing a team of commando specialists. As they pass on
and the Moya moves beyond the debris
field that hid them something from the cold of space slides undetected into the
Leviathan.
The party soon discovers the Draks, small insectoids that are capable of
taking DNA samples and replicating it perfectly, creating copies and clones of
the existing crew. In order for the Draks to give birth heat is necessary and as
such the temperature inside of Moya is
steadily increasing causing the cold blooded Aeryn Sun to succumb to heat
delirium, a condition that if left untended or unchecked can cause a fate known
as living death. At first the crew sees this as an attack but Crichton manages
to broker a deal through Zhaan with the Monarch, the mother/queen of the Draks
now living inside of the ship. Whereas D’Argo was all for killing every last
bug in a one Luxan war Crichton in his brilliance moves in a different
direction. The heat will be reduced, good news for Aeryn, and the Draks allowed
to complete their birthing cycle before returning to space.
Unfortunately the Peacekeeper commandos find Moya and infiltrate the Leviathan. The five man team begins a sweep
and comes across some of the clones gunning them down mercilessly. The Monarch
in response cranks up the heat and believes the attack to be a violation of her
agreement with Crichton. Now it’s Rygel who acts the diplomat meeting directly
with the Monarch and securing an alliance to get the commandoes off of the
ship. At the risk of losing Aeryn the heat is turned up even further reducing
the commandoes to delirious, incapable sweat-sacks. Crichton, D’Argo, and the
Draks work together to Intimidate the commandoes and send them off with their
tails between their legs with stories of why you don’t mess with the crew of Moya. The Draks complete their birthing
cycle and return to space parting on excellent terms with Rygel and an
understanding with the other members (all of which survived) of the crew.
There is a certain sense of pride that comes when our players not only
have to role play out a situation or disagreement but want to. Yes they may get in each other’s faces, compare egos,
throw some insults, or even fight but in the end that deeper, underlying
connection, the one less understood, is far more desirable than the standard
“we travel together because we’re a party” reason. As I continue to watch Farscape I am still doing what I can to
understand just what that connection is. It’s real. It’s there. It’s
attainable. So the next time around you’re organizing a character creation go
ahead and add in some conflict. Encourage your players to break the meta and
write their own story rather than follow in the footsteps
of the status quo.
You’ll be happy you did. Even during the fist fights.
I agree with that sentiment. I think there always needs to be friction in the party to keep things fresh and interesting, but there also needs to be some kind of motivation that keeps them working together until a crucial decision needs to be made. Nice article, though I've never watched farscape so it was a bit confusing in the middle.
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