Adventures That Send A Message
It’s a classic television trope: the message story (sometimes called the Aesop). But there are some serious problems that you’ll encounter adapting the concept to an RPG adventure. Fortunately, they aren’t insuperable.
The Problems
There are four issues that frequently present themselves in creating message stories:
- There needs to be a script
- Players won’t follow the script
- Players may disagree with the message or dislike message stories generally.
- Players may dislike the fact that there is a script.
There needs to be a script
In order to convey the message, you need the plot to follow a particular direction. If it doesn’t, the message doesn’t come through. It’s all well and good to have two societies at war because one side is black on the left, and the other, on the right; but if the PCs simply side with one, the message that you hoped to convey falls to earth with a deathly thud.
But that smacks of railroading the game, and that’s never a good thing.
Players won’t follow the script
Even if you avoid that trap – and there are ways of doing so, a couple of which are especially useful in this context, which I’ll cover in the ‘solutions’ part of the article – no plot survives contact with the PCs unscathed.
Sometimes they will be correct in stating that their PCs wouldn’t want to get mixed up in whatever you’re leaving on their doorsteps. Sometimes they will be contrary just because it sounds like fun, or fits their prejudices (the players, not the characters), sometimes because they are ideologically opposed to railroading and anything that smacks of it, and sometimes just to be contrary.
I’ve even seen occasions when the players deliberately chose an unorthodox path through an adventure simply because they thought the GM was getting too confident or cocky.
And sometimes, the PCs will be taken down a different road simply because in trying to hide or avoid a railroading situation, you haven’t given the players enough information to recognize the path forward. A solution that is obvious to you may not be at all obvious to the players when the time comes.
You need a script that not only won’t generate resistance, but which is protected and buffered against willful interference.
Players may disagree with the message or dislike message stories generally
This continues with the themes raised in the previous point. For example, let’s talk for a minute about that black-and-white vs white-and-black conflict that I mentioned a moment ago. This, of course, is a famous allegory from a Star Trek episode (the original series). Let That Be Your Last Battlefield.
Perhaps you want your PCs to encounter a similar situation and discover that the reason for the unique half-and-half appearance is that this was engineered into the race’s genetics a long time ago to end a terrible war between the blacks and whites. The message is that superficial solutions solve nothing, and meaningful solutions require the addressing of the deeper and less obvious real problems, perhaps because you think that the PCs have been employing band-aid solutions while avoiding the real problems that you’ve been putting in front of them.
That’s a legitimate message, both in the campaign meta-context and in broader terms. But there can be alternative perspectives, and counter-arguments, for example “Solve the immediate problem today and worry about the rest tomorrow”, which presumes that those deeper root issues may well be insoluble but that doesn’t matter so long as they are kept from boiling over, one day at a time.
Anyone who subscribes to that more pragmatic approach is likely to object to a plot designed to force-feed a message with which they disagree.
On top of that, some people have problems with message stories in general, because they are perceived as heavy-handed moralizing and tokenistic back-handed support of an important issue.
My earliest awareness of this was discussion of Lt. Uhura’s role in the original Star Trek, where she was perceived by some as a token Black Woman, present to do nothing but signal the diversity of the cast, and by extension, of the future. The problem wasn’t that she was there, it was that they never gave her anything significant to contribute. This almost led to her leaving the show after the second season, but she was persuaded not to be Reverend Martin Luther King. Just ‘being there’ made her a role model and inspiration, something she had not fully appreciated previously.
George Takai has made similar comments about his casting as a token Asian and his efforts to break out of the ‘racial bubble’ that came with it, for example the assumption that his character would know martial arts because he was Asian – instead, he suggested that his character employ fencing for that plot sequence, which created a memorable impression on cast, crew, and audience and broke the stereotype.
A lot of TV shows are very happy to break stereotypes when they think about them by making the stereotype central to the plot, but their support of the issue is only skin deep and makes no lasting change.
The heavy-handedness has manifested in characters being given flaws that have never been observed in their makeup before, for no other reason than conveying the message about those who suffer from that flaw, to cite just one example.
The cumulative weight of bad message shows has been enough for some people to have decided that they simply don’t like message shows – and that same attitude would extend to RPG adventures.
Players may dislike the fact that there is a script.
Again, I’ve telegraphed this item in my previous commentary. Some players hate railroading with a passion, others only mildly loathe it. A few may go along for the sake of the campaign, or because they trust the GMs – under protest.
That’s a prejudicial hump that any message adventure has to surmount, and it’s not always easy to do so.
The Solutions
So, let’s talk about the solutions to these problems. There’s no one magic bullet; instead, there are a group of techniques that, when applied collectively, make the message adventure more palatable.
- What Is Allegory? Types of Allegory in Writing And 5 Tips on Using Allegory in Writing
- Literary Techniques: Allegory
- Save the Allegory!
(covers the differences between allegory and metaphor) - Literary Techniques: Metaphor
- 7 Tips For Creating (Poignant) Poetic Metaphors
- What’s the Difference Between Metaphor, Simile, and Analogy?
- How to Use Metaphor to Deepen Characterization
- If the goal is to educate them about part of the campaign background, that’s legitimate.
- If the goal is just to educate them, unless you’re a teacher in a classroom setting, that’s NOT an appropriate justification.
- If the goal is to lecture them or convert them to your point of view on something, that’s a LONG way removed from an appropriate justification.
- The Olympian Perspective: Personal Opinions, Fake News, and the GM
and, more specifically,
- Lessons From The West Wing V: Bilateral Political Incorrectness for RPGs
1. Gift-wrap the message
Most people know to do this, anyway. Don’t address the issue directly, because you may hit on a raw nerve; instead, gift-wrap it in an allegory or a metaphor.
An Allegory is the use of a character, place, or event in a narrative to deliver a message, frequently through employing symbolic representations or personifications.
“The story of the apple falling onto Isaac Newton’s head is another famous allegory. It simplified the idea of gravity by depicting a simple way it was supposedly discovered. It also made the scientific revelation well known by condensing the theory into a short tale.” – an example offered by Wikipedia.
A Metaphor is the indirect referencing of a subject by directly referencing a situation, person, or object that can be seen to have qualities that are representative of the original subject.
From Wikipedia:
One of the most commonly cited examples of a metaphor in English literature comes from the “All the world’s a stage” monologue from As You Like It:
All the world’s a stage,
And all the men and women merely players;
They have their exits and their entrances …
– William Shakespeare, As You Like It, Act 2, Scene 7This quotation expresses a metaphor because the world is not literally a stage. By asserting that the world is a stage, Shakespeare uses points of comparison between the world and a stage to convey an understanding about the mechanics of the world and the behavior of the people within it.

Puppies are cute II
Image by Elena Rogulina from Pixabay
The following web pages may be useful. Allegory:
…and Metaphor:
Not all messages are created equal
‘Puppies are cute,’ as a message, won’t elicit the same response as something more controversial. The more intense the feelings or opinions that your story is to engage, the more strongly your players will either agree or disagree. This will color their character choices; I’ve even seen a player quit a campaign because the background required his character to adopt a stance that the player strongly disagreed with. Choose your message with care.
Know your targets
Why are you doing a message story? Who are you trying to communicate the message to?
You should know very clearly why you are presenting this message to the players, and make sure that this purpose stacks up in terms of entertaining them.
There are legitimate reasons to tell message stories in an RPG every now and then. Make sure that your motivation is one of them.
There is also a subtle but profound difference between pitching a message at the characters and not at the players. If there is only one right answer, if you are forcing the characters to act in a certain way or think a certain way, that generally means that you are pitching your message at the players, because you are dictating the reactions of the characters. If the characters are free to react as they see fit, and all possible reactions are catered for (see below), then what ensues may be a challenge to the players’ roleplaying abilities, but if the story is good and internally coherent, they will find it to be fun, anyway.
Agreeing with your players
If you know that your players have a strong opinion on something, DON’T try to send a contradictory message. We play games for fun, not for social commentary or to be lectured at.
I know I’ve made that point a couple of times already, but it bears repeating. I really want to drive it home. If you take nothing else away from this article, I want this advice to stick.
I should also make the point that pretending to agree with your players when you don’t is much harder than most types of falsehood in an RPG and more likely to generate ill-will than most. They may feel like you are trying to sucker them, telling them what they want to hear.
Searching the soul of the characters
Perhaps the best reason to do a “message” story is because it will force the players to consider their character’s positions on a subject that doesn’t often come up in conversation and that isn’t obviously black and white.
The critical thing is for you to be a completely neutral arbiter in such situations regardless of your personal feelings or opinions. That starts by accepting that the opposite side of the fence on any issue may just have a valid point or two to make. Two past articles at Campaign Mastery address this problem directly:

Puppies are cute III
Image by Diego Hernando Otálora Barrero from Pixabay
The Binary Script
The Binary script is a plot outline that is written two ways, depending on whether or not the players choose to agree with the message or disagree with the message.
It’s one thing to pitch a problem or moral conundrum at the characters and let them choose how to react. This means that you are couching your message in the form of events or characters within the game world, and not relying on a particular response by the players or characters to deliver your message, or to make it relevant.
You may find this article to be helpful: Rainbows Of Neon Gray: Moral Topology – even though it’s only indirectly relevant.
The Trinary Script
Even better than a Binary Script is a Trinary Script. This adventure structure adds a third option in which the players may choose to consider both options extreme, and seek to chart a middle course or compromise.
This is particularly relevant if it is possible to devise a process that will deliver the deeper reform that your message is advocating in incremental stages, no matter how long they may take; a long term solution but one that will be of little value without dealing with the immediate brush-fire.
The unfinished Script
Don’t pre-script the ending of a message adventure. Script the situation that delivers the message, draft the alternative courses that the plot might then follow (Binary or Trinary scripts), but let the actual outcome be free floating; take things up to the point of a plot twist (there should always be a plot twist!) and let the players have total freedom from that point.
Heavy-handed NPCs
It’s always better to have the players perceive an NPC as a heavy-handed moralizer, especially if they are occasionally in error or flawed, than to have them think that about the GM (you) or your adventure.
A point that I’ve made before is that players will accept all sorts of things if they can point to an NPC who is to blame that they would never tolerate if they seemed to be coming from the GM. That usually requires establishing the NPC in advance, so that whatever antisocial behavior you seek to attribute to him or her or it can be seen as a logical outgrowth of that personality.
Divine Heavy-handedness
A number of my games have contained the presumption that divine might can only be used clumsily because a Deity never needs to learn finesse. Those with finesse, in contrast, tend to have relatively little Divine Might, so they learn to use it as a lever to get what they want.
That doesn’t mean that Thor or Odin are thick as posts; it just means that they tend to be very heavy-handed when they intervene.
If you are going to restrict the courses of action open to your PCs, it’s far better to do it using an NPC established within the campaign for that purpose than to try and do it as the GM.
Too Many Messages Sink The Ship
If you follow the advice given, you should be able to craft the occasional “message” adventure with perfect impunity. More importantly, you should be able to add them to your campaign toolkit, something to be used for the enhancement and betterment and exploration of the campaign by taking the PCs into areas they wouldn’t usually inhabit.
But Message Adventures are like a strong spice; they can easily overwhelm. Too many such stories in too short a time blunts the appetite for more; it’s easy to grow sick of them.
Multiple messages in the same adventure are definitely too many for most players to cope with, even if each is targeted at a different PC.
Used sparingly, Message Adventures can spice up a campaign and take it into rarely-trodden byways; they can be vehicles for atypical levels of action (much more or creating far more introspection); they can be a positive asset to a campaign. But be careful not to over-use them.
Message Ends :)
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