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<blockquote data-quote="Kwalish Kid" data-source="post: 5141400" data-attributes="member: 446"><p>There are a couple of things to think about when running ToC, that I gleaned from my play of it.</p><p></p><p>A. Pay attention to the drives!</p><p></p><p>Make sure that the players know their characters' drives and that it should matter. Try to work aspects of their drives into scenes and descriptions of the scenes.</p><p></p><p>Later in the game, they should not be surprised when they have an option to run away from the horror from beyond, but that they can't take that option because of their drive. This makes the players participants in their own demise---they chose their drives, after all.</p><p></p><p>B. Set up clues in advance that you can throw in when the PCs spend points in appropriate skills. The clues should be ones that make the PCs seem important when delivered, and, in at least some cases, they should be ones that the PCs can call back to in later scenes for a bonus to some general skill.</p><p></p><p>If you think of the kind of clues/bonuses that you want to give out later, then you can make some kind of general clues that you can weld onto a player's description of their character's actions. This would be what the superlative GM might do. One with lots of time.</p><p></p><p>C. Having a couple of handouts for what happens when sanity or stability drops are helpful to the players.</p></blockquote><p></p>
[QUOTE="Kwalish Kid, post: 5141400, member: 446"] There are a couple of things to think about when running ToC, that I gleaned from my play of it. A. Pay attention to the drives! Make sure that the players know their characters' drives and that it should matter. Try to work aspects of their drives into scenes and descriptions of the scenes. Later in the game, they should not be surprised when they have an option to run away from the horror from beyond, but that they can't take that option because of their drive. This makes the players participants in their own demise---they chose their drives, after all. B. Set up clues in advance that you can throw in when the PCs spend points in appropriate skills. The clues should be ones that make the PCs seem important when delivered, and, in at least some cases, they should be ones that the PCs can call back to in later scenes for a bonus to some general skill. If you think of the kind of clues/bonuses that you want to give out later, then you can make some kind of general clues that you can weld onto a player's description of their character's actions. This would be what the superlative GM might do. One with lots of time. C. Having a couple of handouts for what happens when sanity or stability drops are helpful to the players. [/QUOTE]
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