I'm sure there's been a discussion on this before, and there's even a sidebar about it ( IN MEDIAS RES) on page 304 of the Core Rulebook.
I recently started GMing an open to the public game at my FLGS, and I've been alternating between a more open, sandbox, style and more structured, module style adventures. More and more, I find myself wanting (and sometimes being encouraged by the players) to begin right with the action.
I have one in particular coming up, a Halloween Special adventure, that I plan to start in medias res in order to get to as much of the adventure in the time allotted. Not to mention, it's not the type of situation that careful characters like my regular players would walk into, or even stumble into without it being the result of several Despairs. So, apart from setting up some grossly weighted checks in hopes of generating some Despair, or hoping for an Obligation trigger to get them to the result, my best option is to just open the game where the action begins.
From the many helpful posts on this forum, I already know that the biggest key to making this work is to talk with the players beforehand. Of my current regular players, I think all of them would be fine with it, and a few will welcome it.
But dumping the characters directly into a "bad" situation is a bit of railroading. I hope that in the end, they will see it as more of a roller coaster. You know, "I'm gonna be sick, get me off this thing... hey let's do that again!"
So one thought I have to help alleviate the railroading is to start the game by immediately flipping 2 Destiny points. And in the rare case that the Destiny pool is all Light Side, I would just put out 2 special Destiny Tokens that they can spend (they don't become Dark Side when they use them, they're just gone) both as a means of cinematically wiping the "how to get the characters there" part, and to provide a means of ret-conning any preparation that they would not be able to do before hand. "Whew, thank goodness I brought a fusion lantern. This would be much creepier in the dark."
Having said that, I will probably only use this type of beginning rarely. Even in more pre-set adventures, the players have the opportunity to turn down a mission - although it's usually not in their best interest to do so. But most of the time, they have a lot of options for how to proceed - calling on allies, spending time on a computer gathering intell, etc.
I guess I don't really have a question, just wanted to share. But if you've encountered challenges with this type of opening, or found other solutions, I'd love to hear about it.
Other than that, I'm just looking forward to October.
edit: as an added note, the working title of the Halloween adventure is "The Rocky Horror Space Opera."
Edited by GM Stark