One guy showed up with no character aside from a generic concept (elven arcane archer). So I used ChatGPT to make a character sheet for him, and he promptly named the character "Bob", and the rest of the party began joking that he has amnesia (because he had no backstory). He's been kind of disinterested and mildly disruptive to the game. I thought I'd try making up something interesting and possibly funny/annoying to get back at him and hopefully drag him into being a bit more engaged in the game... and this is what I came up with (mostly this is going back and forth with ChatGPT, but honestly it didn't actually add much... I was just using it as a sounding board and place to store and organize my ideas a bit):
https://chat.openai.com/share/9fcb0528-b5e3-434e-94bf-2a5cac11bee6Excerpts:
Me:I think I want to play upon this "joke" and develop a background and plot for "Bob" based on this idea. I want to combine some elements of the movie Memento with others from the Planescape: Torment video game. In both, the protagonist had amnesia, and was manipulated by others to do things because of it.
I want to come up with an antagonist for Bob, who will likely be a devil in disguise (although their latest adventure involves them escaping from Hades, so they may be very quick to suspect a literal devil or something like that... so maybe just a nefarious mortal). This mortal will claim to be Bob's old friend/agent/butler or something like that, and will give him information that's supposed to be about his past, but will really be made up to manipulate him into doing what this character wants (probably something illegal/immoral like assassination or robbery, etc). In an earlier game I ran, I made a custom item called a "Thought Bottle" that could be used to store memories. It could be done as a "backup" in case your memory was erased/tampered with, or as a way to "hide" important memories even from yourself, in case you were captured/tortured/mindread. I think I'd like to incorporate this into Bob's story as well. The individual manipulating Bob (we should come up with a name and description, and also an alias, etc) will supply Bob with a thought bottle that supposedly contains memories of his past (his family being murdered, etc) but which are really not his, and are merely used to manipulate him.
ChatGPTThis is a fantastic plot setup for your D&D campaign, rich with intrigue and potential for dramatic twists. Let's flesh out this antagonist and the use of the Thought Bottle in Bob's story:
Antagonist Creation
Name and Alias:
Real Name: Varian Thorne
Alias: Eldon Greycastle
Description:
Appearance: Varian, under the guise of Eldon, presents himself as a well-dressed, middle-aged human with sharp features, a neatly trimmed beard, and piercing grey eyes. He carries himself with an air of sophistication and confidence.
Personality: Charismatic and articulate, he is adept at persuasion and deception. He exudes an aura of trustworthiness and benevolence, which masks his true manipulative and self-serving nature.
Background:
As Varian Thorne, he is a devil or a mortal deeply aligned with infernal powers, skilled in illusion and mind manipulation. His true motives are shrouded in mystery, but they involve intricate plots and the manipulation of others for his gain.
As Eldon Greycastle, he claims to have been Bob's trusted friend and confidant, spinning tales of their shared past and adventures, all fabricated to serve his hidden agenda.
Motivation:
Varian's ultimate goal could be tied to a larger plot in your campaign, such as destabilizing a kingdom, acquiring a powerful artifact, or eliminating a rival. He sees Bob's unique skills and amnesia as the perfect tools to achieve his ends.
Incorporating the Thought Bottle
The False Memories: The Thought Bottle given to Bob contains fabricated memories, such as witnessing his family's murder or being betrayed by a close ally. These memories are designed to evoke strong emotions like anger, sorrow, or a desire for vengeance, manipulating Bob into carrying out Varian's bidding.
Discovery and Revelation: As the campaign progresses, Bob might find inconsistencies in these memories or encounter individuals who contradict them. This could lead to a quest to uncover the truth about the Thought Bottle and the memories it contains.
Climactic Confrontation: The climax could involve a confrontation with Varian, where the truth is revealed. This could be a pivotal moment for Bob, offering a chance for catharsis and resolution.
Additional Plot Twists
Real Memories: At some point, Bob might come across a genuine Thought Bottle containing his real memories, leading to further revelations about his past and his true identity.
Varian's Vulnerability: Varian's connection to Bob and the Thought Bottle could be a double-edged sword. Perhaps there's a way for Bob to use the Bottle against Varian, turning his own weapon to the party's advantage.
Moral Dilemmas: The false memories might involve moral quandaries, forcing Bob and the party to make difficult choices based on information that may or may not be true.
This setup offers a rich narrative full of potential for intrigue, character development, and dramatic revelations. It's important to balance the revelations so that they feel earned and impactful, and to ensure that the player controlling Bob is engaged and enjoys the unfolding of their character's story.
Me:I would like Bob to occasionally run into someone who has met him, find wanted posters of himself for crimes he has no memory of, and find secret hideouts where he has left messages and equipment for himself (hidden from Varian also). Help me flesh these ideas out. I think I will have the history of Bob involve the city of Baldur's Gate, as I just bought a book with a lot of information about that fictional city (and have played several video games set there).
ChatGPTIncorporating elements like encounters with past acquaintances, wanted posters, and secret hideouts into Bob's story, especially with a setting like Baldur's Gate, can add depth and intrigue to his character arc. Here's how you can flesh out these ideas:
Encounters with Past Acquaintances
Unexpected Recognition:
Bob could be recognized by various NPCs in Baldur's Gate, ranging from former allies to old enemies. These encounters should be sporadic and unpredictable, adding to the mystery.
Example: A former comrade-in-arms who greets Bob warmly, reminiscing about a battle they fought together, leaving Bob confused and curious.
Mixed Reactions:
People's reactions to Bob can vary greatly, depending on his past interactions with them, which he doesn't remember. Some may be friendly, others fearful or hostile.
Example: A street vendor who suddenly becomes nervous and refuses to serve him, hinting at a past intimidation or wrongdoing.
Wanted Posters
Crimes He Can't Recall:
Bob discovers wanted posters with his likeness, accused of crimes like theft, assault, or even darker deeds. The details are vague enough to be plausible but not so specific that they give away his entire past.
Example: A poster in a tavern's notice board accusing "an elf of high skill in archery" for a high-profile assassination.
Bounty Hunters and Law Enforcement:
These posters could lead to encounters with bounty hunters or city guards, adding an element of danger and urgency to his quest for the truth.
Secret Hideouts
Hidden Safe Havens:
Bob finds hidden caches or safe houses throughout Baldur's Gate, which he apparently set up for himself. These could contain equipment, gold, notes, or clues to his past.
Example: A hidden compartment in an old inn room, containing a bow, some gold, and a cryptic note written in his handwriting.
Messages to Himself:
In these hideouts, Bob might find messages he left for himself, possibly hinting at his past actions or warning of future dangers. These messages could be riddles or coded to prevent others, including Varian, from understanding them.
Tying It All Together
Integration with Baldur's Gate: Use the lore and setting of Baldur's Gate to enrich these encounters. The city's diverse districts and infamous criminal underworld provide a perfect backdrop for Bob's mysterious past.
Gradual Revelation: The information Bob gathers should slowly piece together a larger narrative. Each encounter or discovery provides a piece of the puzzle but also raises new questions.
Player Agency: Ensure that the player controlling Bob has agency in how they respond to these revelations. They should feel like active participants in uncovering their character's past, not just passive recipients of a pre-determined story.
By weaving these elements into the tapestry of Baldur's Gate, you can create a compelling and immersive narrative for Bob that keeps the player engaged and invested in uncovering the truth about their character's mysterious past.
Me:I want to have a child (about 10 or 11) come up to Bob on the street and deliver a letter warning him. When he asks who gave the child the letter, the child will say that he did, about 3 weeks ago, and paid him to give it to Bob himself when he saw him again, but to make sure he was alone and that no one else was watching.
ChatGPTThis scenario is a great way to deepen the mystery surrounding Bob's character and his forgotten past. Here's how you can structure this encounter:
The Encounter with the Child
Setting the Scene:
Choose a location in Baldur's Gate where this encounter will have the most impact. It could be a busy market square, a quiet alley, or near a landmark that might be significant to Bob's past.
The Child's Approach:
The child cautiously approaches Bob, looking around to ensure they're not being observed. The child's demeanor should be a mix of nervousness and seriousness, indicating the importance of the message.
Delivering the Letter:
The child hands Bob the letter, explaining that Bob himself gave it to him three weeks ago with specific instructions on when and how to deliver it.
The Letter's Contents
A Warning:
The letter should contain a warning or critical information that is immediately relevant to Bob's current situation. It could be a warning about Varian's manipulations, a hint about his true past, or a clue to his next course of action.
Bob's Handwriting:
The letter is unmistakably written in Bob's handwriting, adding to the authenticity and mystery. It might reference things only Bob would know, further convincing him of its legitimacy.
Cryptic Clues:
Include cryptic elements or riddles that Bob (and the player) will need to decipher. This could lead to new locations, NPCs, or plot points in your campaign.
The Child's Role
Limited Knowledge:
The child knows very little beyond their instructions. They were told to look for Bob and to ensure he was alone when delivering the letter.
Payment:
Bob apparently paid the child a notable sum for this task, suggesting the importance of the message. The child could mention this as proof of the encounter's authenticity.
Aftermath and Implications
Player Reaction: Allow the player controlling Bob to react and decide how to proceed. They might want to question the child further, investigate the letter's contents, or look into where they were three weeks ago.
Building Suspense: This encounter should raise more questions than it answers, driving the plot forward and deepening the mystery surrounding Bob's lost memories.
Integration with Ongoing Plot: Ensure that this letter ties into the larger narrative of your campaign, whether it's related to Varian's schemes, Bob's forgotten past, or another plot thread.
This encounter can be a pivotal moment in your campaign, offering new directions for the story and further engaging the player in the mystery of their character's past.
Further ideas: if questioned, the child will tell Bob that this isn't the first time they've delivered this letter, and that Bob has paid them to keep it and show up again later with it (a clue will be that the letter looks old and yellowed, and not something 3 weeks old...).
Me:Also, I have a crazy devious idea: Bob will be a mindless clone created by an insane/evil wizard/crimelord who basically grows them in vats using magic, and "programs" them to go out and do his dirty work. The original "Bob" is probably either dead, or kept imprisoned to use as "source material" for the clones.
ChatGPTYour additional ideas add even more depth and intrigue to Bob's story. Let's explore how these can be integrated into your campaign:
The Child's Additional Information
Recurring Deliveries:
The child reveals that this isn't the first time they've delivered the letter to Bob. This could have happened multiple times over months or even years, suggesting a cycle that Bob is unaware of.
The aged appearance of the letter, contrasting with the child's claim of a recent handover, will be a significant clue to the players.
Bob's Instructions:
Each time, according to the child, Bob instructed them to keep the letter and return at a later date to deliver it again. This could imply that Bob (or his previous iterations) knew about the cycle of forgetfulness and tried to leave clues for himself.
The Twist of Bob Being a Clone
The Insane/Evil Wizard or Crimelord:
Introduce a new antagonist: an evil wizard or crimelord who creates clones for nefarious purposes. This character could be connected to Varian or operate independently, adding another layer to the campaign's plot.
This antagonist uses advanced magic or alchemical processes to create and "program" clones like Bob, sending them out to perform tasks like theft, espionage, or assassination.
The Original Bob:
The original Bob could be a tragic figure, either deceased or imprisoned as a source for the clones. Discovering the fate of the original Bob could become a significant plot point.
If alive, rescuing the original Bob could be a major quest for the party.
Implications for Bob:
Discovering he is a clone could be a shocking revelation for Bob and the party. It raises existential questions about his identity, free will, and the nature of his existence.
This revelation could lead to a crisis of identity for Bob, compelling him to find a new purpose beyond the intentions of his creator.
Integrating These ElementsGradual Revelation: The truth about Bob being a clone should unfold gradually, with clues like the letter from the child, encounters with people who remember "Bob" differently, and discoveries that challenge his understanding of himself.
Moral and Ethical Questions: This plot twist opens up opportunities to explore themes like the ethics of cloning, the nature of identity, and what it means to be human (or elf, in this case).
Player Engagement: Ensure that the player controlling Bob is comfortable with this direction and is actively engaged in exploring these revelations.
This storyline offers a rich and complex narrative that can deeply engage your players, offering them a unique and memorable D&D experience. Remember to balance the darker elements with moments of hope and opportunities for the characters to assert their agency and impact the world around them.
Me: Some of the "clues" that Bob is a clone could be him hearing eye witness accounts of his own past deaths, including some in ways that would be impossible for him to have survived or have been resurrected from. I will of course hold off on using these until later in the course of unfolding this mystery. Heck... at some point, I might even have "Bob" find another dead clone of himself (or even witness their death).
ChatGPTIncorporating these clues into your campaign adds a chilling and surreal element to the mystery surrounding Bob. Here's how you can effectively use these ideas:
Eyewitness Accounts of Past Deaths
Incorporating Accounts:
As the party travels and interacts with NPCs, Bob could overhear or be directly told stories about an elf matching his description who met a gruesome or impossible-to-survive end. These stories should be spread out and come from various sources to avoid immediate suspicion.
Example: A tavern patron recounts a tale of an elven archer who fell from a cliff during a skirmish, a death that would be impossible to survive.
Details and Reactions:
The accounts should be detailed enough to unsettle Bob and the party, especially as they align closely with Bob's appearance and skills.
Bob's reactions to these stories, especially confusion or an inexplicable sense of familiarity, can add to the intrigue.
Discovering Another Dead Clone
Stumbling Upon the Scene:
At a climactic moment in your campaign, arrange for Bob and the party to find the body of another clone. This could be in a dungeon, a hidden lab, or even in the aftermath of a battle.
The discovery should be shocking, providing undeniable visual proof of Bob's true nature.
Witnessing a Clone's Death:
Alternatively, Bob could witness the death of another clone in a situation where their identical appearance and skills are unmistakable.
This could be a dramatic and emotional moment, especially if the dying clone shares a few words or a significant glance with Bob.
Handling the Revelation
Timing and Pacing:
Introduce these elements gradually and at a pace that keeps the players intrigued without overwhelming them. The discovery of another dead clone should be timed to have maximum impact, ideally when the players are starting to piece together the truth.
Player and Character Reactions:
Be mindful of how the player controlling Bob and the rest of the party react to these revelations. It's important to balance the shock and drama with opportunities for the characters to process and react to these discoveries.
Further Plot Development:
These revelations can lead to new quests, such as finding the creator of the clones, uncovering the purpose behind their creation, or seeking a way to end the cycle of cloning.
Moral and Ethical Implications:
Encountering past deaths and another clone raises deep questions about identity, morality, and the value of life, especially a life that can be so easily replicated. This can lead to rich role-playing opportunities and character development.
By carefully weaving these elements into your campaign, you can create a deeply engaging and thought-provoking storyline that challenges your players and leaves a lasting impression. Remember to balance the darker aspects with moments of hope, discovery, and triumph to keep the campaign dynamic and rewarding.