Scavenging for Inspiration: The Hunger Games
I admit, I’m only halfway through The Hunger Games (by Suzanne Collins). I know there are two more books in the series so far, and I am already eager to tear through them. The author has done many things that I complained about when I tried to mine The Room for inspiration. The characters are compelling, the vistas strange, interesting, and with just enough familiarity to not put me off.
I can already tell you that what I have read would make an amazing short campaign for D&D. The players’ backstory runs like this: You have long been an oppressed citizen of the state, which every year holds a lottery called the Reaping to draw random people from the slums to participate in the Games. The Games are a huge televised event, yet despite the pageantry and fame and esteem of them, they are truly meant to illustrate to the poorest citizens that rebellion will be met with destruction, and that their cruel overlords have ultimate control over every aspect of their lives.
The hook, of course, is that this year the names drawn from the Reaping were those of the players. They will be whisked away, treated like royalty, fed like they’ve never eaten in years, clothed and styled to gain the adoration of fans within the elite Capitol city, trained and tested to see where their abilities lay (and this gives the GM the reason why the Games seem so precisely tailored to the player’s strength’s and weaknesses), but ultimately thrust into the controlled environment of the Games–where only the last man standing will be the one to leave with riches and glory, not to mention his life.
Once the Games have begun, I imagine the plot going a couple of different ways: if the players band together, clearly they can more easily take out the competition. The Games are filled with traps and hazards as well, though, so at any time the GM can up the stakes by making the encounters more or less difficult. It is also at the GM’s discretion how many other players there are in the Games, and setting up how the players can take them out. It would all come to the same point, however: once the competition is eliminated, the players will be expected to fight each other to the death.
That may very well be the epic climax of the short campaign, too. It’s certainly not a bad place to end things, if a bit gruesome (and the book is gruesome, so I would not recommend using this as inspiration if your players aren’t comfortable with the brutality of it). However, it’s not impossible to imagine the players craving more; who are these oppressors, why are they so powerful and the rest of the lands so poor and slavish? What gives them the right to this tyranny? I can foresee the players using their time in the Games not to hunt the other players (although conflict would be inevitable), but instead to look for an escape from the Games themselves, an escape from the oppression, and an opportunity to disintegrate a government that would be so cruel and casual with the lives of its peoples.
As I said, I’m only halfway through the first book, and while I hope that this is the ultimate goal of the novels, I don’t actually know how the author intends to resolve it all. I just know that I have been inspired, and would find an adaptation of this plot to D&D just as compelling and interesting.
What about you? Are you comfortable with a brutal setting of man against man, or do you prefer your monsters to actually be monstrous?