One day, the kingdom of the peaceful mushroom people was invaded by the Koopa, a tribe of turtles famous for their black magic. The quiet, peace-loving Mushroom People were turned into mere stones, bricks and even field horse-hair plants, and the Mushroom Kingdom fell into ruin.
The only one who can undo the magic spell on the Mushroom People and return them to their normal selves is the Princess Toadstool, the daughter of the Mushroom King. Unfortunately, she is presently in the hands of the great Koopa turtle king.
Mario, the hero of the story (maybe) hears about the Mushroom People’s plight and sets out on a quest to free the Mushroom Princess from the evil Koopa and restore the fallen kingdom of the Mushroom People.
You are Mario! It’s up to you to save the Mushroom People from the black magic of the Koopa!
This is an epic TTRP adventure if I’ve ever heard one: Black Magic, a kidnapped royal who's the only one that can stop it, creatures turned to stone, and an evil Turtle King! These details didn’t matter much when I was the kid playing a new Nintendo game. You slid the cartridge in and figured out the controls as you went. "Thank you, but our princess is in another castle" had no greater meaning, it just told us that we hadn’t beat the game yet. Had I known, though, had I just realized...would it have changed my gameplay? Were all those stones I bashed for coins and powers...were they really frozen members of the Mushroom Kingdom? Was I destroying a member of the race I was trying to save with every punch? All so I could earn a few coins and make it one step closer to the Princess? Or maybe we were all somehow temporarily rescuing them from their stony imprisonment, and each coin here or there was a thank you for our trouble.
These are the very kinds of details we need in our TTRPG campaigns. That one page, like a liner note, full of the stuff our own stories are made of. Details that make our characters question their actions and decisions. Details that change our tabletops for the better and make them interesting (if sometimes dark) places. You don’t want the flavor of your story to be just “our princess is in another castle.” As popular and memorable that end-of-level quote is, you want more than that. The trick is reminding your players of the kinds of thoughts and feelings the backstory of Super Mario Bros. invokes without having to repeat a paragraph of text each session. Had those end-level scenes shown saved mushroom people dancing (not just Toad) or the faces of those mushroom people worked into the stony levels... Well, not knowing the story, I wouldn’t have remembered, but perhaps I might have questioned just what I was doing.
If you do celebrate Mario this year, and I hope that you do, make sure to take some time and think about the story. Think about Mario’s history, and why he fights so hard through those levels. It isn’t just to save the Princess, it's to save a whole kingdom of the mushroom people. Most importantly, think about how you can add those precious details to your own games to keep the story from being nothing but end-level quips. You can include that paragraph of text at the beginning of your table-top sessions, but be sure to support that story with details in your game. They might just grow your plot from a Mario to a Super Mario. Don’t grab too many of those fire-flowers though - they’ll give you heartburn. Until next week friends, enjoy your tables - get out there and break some dice!
- A