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Post by allivingstone on Feb 4, 2010 1:53:00 GMT
I'm in the process of writing a scenario for a one-off game at the end of the month, which will be my first stab at GMing the game (rather than playing using a playtest copy). I don't think any of my players frequent this forum but, just in case, please read no further if you are one of them. Thanks. Anyway, for anyone who's still here, I'm looking to pick your brains for a few ideas. One of the prospective players is completely new to non-computer RPGs, so I'm wanting to showcase both setting and system. During the playtests, one of the things my group particularly enjoyed was the way that chases worked. Therefore I plan to include a chase scene (or two, or...). Similarly, I'm a fan of the initiative system for genre emulation. My question is this: What other parts of the system/game mechanics have people found particularly enjoyable to use during play? I'm specifically looking for things that will work well in a 'haunted' house that features these nasty things. Is there anything that is good in a way that isn't apparent from reading the game? If it helps to know: The PCs will be pre-generated paranormal investigators, either in the style of Most Haunted investigators or a university parapsychologist and his assistants. In either case, their number will include a psychic character. Any suggestions will be gratefully received.
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Post by Curufea on Feb 4, 2010 2:34:10 GMT
I think it may be worthwhile to restrict the spending of story points in some parts of your game - it would enhance the feeling of helplessness and add to the horror feel of the haunted house. Not too often, but just now and then perhaps. I've not played the game yet, so can't yet give my opinion on what mechanics are fun
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Post by allivingstone on Feb 5, 2010 16:21:05 GMT
I think it may be worthwhile to restrict the spending of story points in some parts of your game - it would enhance the feeling of helplessness and add to the horror feel of the haunted house. Not too often, but just now and then perhaps. I think the availability of Story Points has quite a significant impact on tone. Having said that, I've tended to think about this more in terms of multi-session scenarios - restore them 'per session' for cinematic adventure, but only 'per story' for darker material. Probably the best way to get the scary feel is to give the PCs the chance to use up a lot of Story Points early on, and award them sparingly throughout the rest of the story. I think I need to include a pretty dangerous encounter quite early on. Thanks for the suggestion and I hope you will accept some karma in exchange.
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Post by traveller61 on Feb 5, 2010 20:09:29 GMT
Just a thought but if your Howling Ones (excellent monster by the way, I might just have to steal borrow them to give my players a fright or two) scare the PCs could they do "damage" to their Resolve, thus making them more vulnerable to future encounters? They could recover the "damage" by morale boosting events - a good hot meal, meeting comrades, finding a clue to defeat their foes etc (Resolve regained at the GM's discretion) Or they could just use up more precious plot points to avoid the scare in the first place.
DW
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Post by allivingstone on Feb 5, 2010 22:20:17 GMT
Just a thought but if your Howling Ones (excellent monster by the way, I might just have to steal borrow them to give my players a fright or two) scare the PCs could they do "damage" to their Resolve, thus making them more vulnerable to future encounters? They could recover the "damage" by morale boosting events - a good hot meal, meeting comrades, finding a clue to defeat their foes etc (Resolve regained at the GM's discretion) Or they could just use up more precious plot points to avoid the scare in the first place. DW It's an interesting idea, but I think that might make them a bit too deadly. Resolve is definitely one of the attributes that is likely to be affected by a Wraith's Deadly Touch, and I do like your ideas for justifying it's recovery. The suggestion is a bit more like a Mental Conflict than use of the Fear Factor, but it doesn't quite fit with how I see the Wraiths as working. My intention is for them to be the kind of monster that you can't afford to get close to, but that are slow-moving enough to escape from (for a while). Then the shadows gather en masse around the base-under-siege... A bit like slow-type zombies - that can walk through walls. Your suggestion has given me an idea for another alien, which will fit into this scenario as a coordinating intelligence. I hadn't realised until now that I needed one, but I think it'll help to make it more Whovian. It also helps to tie together a few loose threads in my mind. Hmmm...have some karma while I go and think it over.
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Post by JohnK on Feb 6, 2010 15:07:34 GMT
Hullo, Al, I think the availability of Story Points has quite a significant impact on tone. Having said that, I've tended to think about this more in terms of multi-session scenarios - restore them 'per session' for cinematic adventure, but only 'per story' for darker material. This raises an interesting point. I'm running a campaign with scenarios that are multi-session affairs (heck, my first scenario, "Ghosts in the Machine", went four sessions!). Since the Story Points default back to whatever the players have listed as their maximum at the end of an adventure, I allowed the player characters to retain their current Story Points at the end of each session of the adventure. This seemed to work well, and that's how I plan to handle the use of Story Points.
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Post by traveller61 on Feb 6, 2010 19:08:54 GMT
Hmmm...have some karma while I go and think it over. Yum, yum! My first karma ;D Most kind Do your Howling Ones really need a co-ordinating intelligence? I thought they were terrifying enough as they are. Of course if the players are not expecting it then a "hidden hand" could give them a nasty surprise (and very "Dr Who" - one force hiding behind the actions of another). DW
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Post by allivingstone on Feb 6, 2010 22:46:05 GMT
Do your Howling Ones really need a co-ordinating intelligence? They don't, but I think the specific scenario does. More later, once I've written things up...
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Post by ugavine on Feb 8, 2010 12:18:32 GMT
I've only just read the write-up for The VOID WRAITH, brilliant. Rules wise, lots of Awareness rolls to spot things. If the players are new to this system you will probably need to advise them on the use of Story Points. It took a session for the players to get into them, but when they did they game just got better. As for your adventure I'd have just a single creature trapped in the house. In keeping with Doctor Who tradition your PCs can try to help creature rather than kill it. Ah, but what if a member of the team (an NPC) is trying to use the creature, trap it. That is why it is angry? The House should be a mansion or even castle, plenty of room. Maybe a member of the investigation team has already found the Void ship and already knows that Ultra-Violet light hurts the creature. The ship is in a hidden room surrounded by ultra-violet light. The creatuire has just been lashing out in rage. The PCs can eventually discover the plot of their team mate and then have to try to lure the creature towarsd his ship after they have turned off the lights. They could build light-rays to herd it. In the final encounter the bad party member would have a powerful light-ray and cuts off the creature from it's ship, he'd rather kill it than let it leave. He's there, blasting the creature. The PCs cannot get close to stop him, but maybe they can cut the power to his light-ray? The creature kills the bad party member and escapes in it's void ship. One more thing, paranormal investigators? Prepare for your players wanting to rename their PCs Venkman, Stantz & Spengler. ;D As for Most Haunted, while I'm not a fan I've actually been at one of their Live Broadcasts, the one at RAF Llanbedr. Their organisation was abysmal! That aside, I chatted with Yvette Fielding for about 10 minutes and she is really nice. My grandad was actually stationed at RAF Llanbedr after the war. When I got home he asked me if they mentioned Captain [something]. I was amazed, yes, yes they did! My grandad smiled, "yes I know, I watched the show."
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