[RPG] How to check whether an extremely adult/mature plot idea would be accepted by players without revealing any details of the idea itself

gm-techniquesgroup-dynamicssocialsocial-contractsystem-agnostic

I am running a post-apocalyptic zombie game with a dark and mature story, exploring a number of adult themes. I have complete buy-in from the players; some of them have stated it is their favourite role playing experience ever.

One of the PCs took a Hindrance called Enemy(Major), but left the details about exactly who the enemy is up to me. I haven't decided what to do with it yet: as it is the Major version of the Hindrance, it has to be pretty significant. I've rejected a number of ideas for not being strong enough, but an unexpected twist in the character's actions has presented an ideal opportunity.

The problem is, it is probably the most unpleasant, dark and adult plot idea I have ever had, and I don't know whether it would be acceptable to the players in the group (it is only just about acceptable to me). I find myself in a difficult situation because I really don't want to ask any of them for opinions as it would completely spoil the impact of the idea should I go ahead with it.

So my question is – How can I check whether an extremely adult/mature plot idea would be accepted by players without revealing any details of the idea itself?

Best Answer

Ask more generally about their comfort boundaries

Tell the party that you have some ideas you think might be crossing the line, and ask them where they'd like the line to be drawn. In that context you might even give examples and include something similar to your idea as just one of several.

Throw in a scaled-down version as a test

Use the general concept that you're concerned about as the inspiration for a minor encounter/adventure, scaled down and probably depersonalized (NPCs being the targets rather than the PC in question). Then watch their reactions.

This can have the added narrative benefit of foreshadowing and parallelism if you do go on with the main idea.

Ask a mutual friend

Present the scenario to someone who knows the player in question well but isn't involved in the game, and ask them for their opinion.

This is not an excellent option: the friend's guess might be wrong, and it's sneaky, so might not be appropriate for your group's trust dynamic.

Don't underestimate your players

I'm often surprised by how much better our games are when the players are clued in to what their characters have no idea about. It gives the players opportunities to consciously up the stakes and place their PCs in dramatically tense situations.

I liken it to the film style where the audience is shown something dangerous before the heroes know it exists, to increase the narrative tension without giving the heroes a chance to prepare for the danger.

Remember that effect of seeing your players pleasantly surprised by your plot twist only happens once, but building the story from that twist onwards is a combined effort. Sharing them in your plans lets them participate in building the story in a more proactive, rather than just reactive fashion. -lisardggY, in the comments below