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So your Friday night game session hasn’t gone well for your players. Which is to say, they’re all dead or worse — and yes, there is such a thing as ‘worse’ than dead, in a roleplaying game session. For example: the party may have just utterly made it impossible to continue on with the roleplaying game campaign that both you and your players have spent the last six months investing your emotional energy in. Maybe the dice didn’t love the party. Maybe they missed a key clue. Heck, maybe your players were absolutely begging to have rocks fall and everyone die. Whatever the reason, they’re not happy, and you’re kind of not happy, and you’re wondering: “Is it time for a retcon?”

‘Retcon,’ if Wikipedia is to be believed, stands for ‘retroactive continuity,’ which is Slightly Pretentious for ‘We painted ourselves in a narrative corner, and now we’re getting ourselves out of it.’ It’s done a lot in comics (you try keeping Superman and his universe’s story perfectly consistent and non-contradictory for decades, especially when you have multiple writers) and is not unknown in films. For example: depending who you ask, the status of Star Wars’ midichlorians are a retcon either when George Lucas stuck them into continuity to explain how the Force works, or will be a retcon when J.J. Abrams yanks them out of continuity because the very idea was idiocy on stilts. So it’s pretty inevitable that the idea would have eventually ported over to tabletop roleplaying.

All of this doesn’t really help a gamemaster (GM) who needs to to decide what to do when the perceived need for a retcon shows up.  The good news is, there are options. A few of which follow right after the page break.

Retconning options include:

As usual, my opinion on the ‘right’ answer to whether or not to retcon involves the question, “What will be most fun for both the GM and the players?”  If there’s a conflict there, then the question should be, “What can both the GM and the players live with?” You know, communication and interaction and all that other grown-up stuff. After all: it’s a game. People are allowed to make and effort to ensure that they enjoy themselves.

*If you and your players get together every month and spend four or five hours making wisecracks, hanging out, catching up, showing each other fun things they found on the Internet, and oh, yeah, rolling 3d6 every so often, and nobody minds… congratulations, you’ve got a successful campaign going. It won’t GO anywhere, but if everybody’s enjoying themselves, who cares?

(Artwork created using modified Shutterstock.com images.)