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[Dread] The Isle
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<blockquote data-quote="Janx" data-source="post: 5185013" data-attributes="member: 8835"><p>I like the core premise, a plane crash on an island. The familiar intro will lull players into expecting a Lost clone. Having the mysterious Others watching from a distance ensures it.</p><p></p><p>I would suggest making your Acts revolve around tower crashes or pulls.</p><p></p><p>Basically make stuff happen/force pulls to reach a certain point, then allow success and a shift to the next act with a revelation.</p><p></p><p>So for more death, each collapse is a shift to the next act. Make the crash a full airliner, and let them pick a new survivor for the next character. You might even pre-gen all of them (a whole Flight 815's worth).</p><p></p><p>Otherwise, since a tower can take about 45 pulls (if I recall the stats), make each act be 15 pulls worth.</p><p></p><p>I would be VERY wary about dictating that the party gets captured. That's railroading. I'd be more inclined to use Capture to explain why a PC didn't actually die or why the whole party didn't die.</p><p></p><p>Instead, I'd plan for 2 predictable player patterns. They will either try to find the Elgor, or they will try to stay away from them. </p><p></p><p>If they pursue the Elgor, they find their camp (see smoke, hear drums) and see a survivor (from the other half of the plane) caged, or about to be sacrificed (depending on how shakey the tower is. This will culminate in them being detected and the Chase scene for Act 3.</p><p></p><p>If they hide from the Elgor, then of course the Elgor will hunt them, and you can do a scene where they run from that which isn't seen. The t-Rex it turns out is let loose to find them, so it makes the same noise as the Smoke Monster.</p><p></p><p>Use parallels from the show Lost, to convey fear. They know the Smoke Monster is bad, so when they hear the t-rex roar (and we all thought it was a T-rex before we saw it on TV), they will get that same feeling.</p></blockquote><p></p>
[QUOTE="Janx, post: 5185013, member: 8835"] I like the core premise, a plane crash on an island. The familiar intro will lull players into expecting a Lost clone. Having the mysterious Others watching from a distance ensures it. I would suggest making your Acts revolve around tower crashes or pulls. Basically make stuff happen/force pulls to reach a certain point, then allow success and a shift to the next act with a revelation. So for more death, each collapse is a shift to the next act. Make the crash a full airliner, and let them pick a new survivor for the next character. You might even pre-gen all of them (a whole Flight 815's worth). Otherwise, since a tower can take about 45 pulls (if I recall the stats), make each act be 15 pulls worth. I would be VERY wary about dictating that the party gets captured. That's railroading. I'd be more inclined to use Capture to explain why a PC didn't actually die or why the whole party didn't die. Instead, I'd plan for 2 predictable player patterns. They will either try to find the Elgor, or they will try to stay away from them. If they pursue the Elgor, they find their camp (see smoke, hear drums) and see a survivor (from the other half of the plane) caged, or about to be sacrificed (depending on how shakey the tower is. This will culminate in them being detected and the Chase scene for Act 3. If they hide from the Elgor, then of course the Elgor will hunt them, and you can do a scene where they run from that which isn't seen. The t-Rex it turns out is let loose to find them, so it makes the same noise as the Smoke Monster. Use parallels from the show Lost, to convey fear. They know the Smoke Monster is bad, so when they hear the t-rex roar (and we all thought it was a T-rex before we saw it on TV), they will get that same feeling. [/QUOTE]
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