![]() ![]() ![]() They are the Strife that leads us to violence. We take them for granted, being so close and so central to humanity that to be rid of them would strip us down to primordial soup. ![]() The primary conceit of the Everlasting Summer campaign is this idea: that there exist terrible cosmic horror elder gods, but that one does not need to look to distant stars or realms beyond space and time to find them. Tell your players this is a horror campaign, don't leave them guessing the genre.) Losing can be as fun as winning. It's okay - we all know we're playing a horror game. If the dice have deemed it so, if the players transgress, if they ignore the warning signs, if they misplace their trust then let the punishment come. ".then what does that mean?" It may not 'mean' anything. Don't correct them with the omniscient voice of the Game Master, but rather soothe them with the unreliable voice of the narrator. Even if those connections aren't what you intended or expected. Second, let the Players connect the dots. Hone your instincts during play and try to anticipate when it is a good time to show, when to hide, and when to hint. Terror is not best achieved with a calculative pedantic adherence to orthodoxy, nor is horror best achieved in the metaphorical bog of procedure. My recommendations to you as a horror Game Master starts with this: be flexible. If running it with another system, think about how to integrate or utilize the Insight mechanic, as either a replacement or supplement for Sanity. The Everlasting Summer is a very near future horror campaign for use with whatever game system you desire, though it comes with the Underneath companion system by default. ![]()
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