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Best System for a Silent Hill-like Horror Game?
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<blockquote data-quote="Jabborwacky" data-source="post: 6779768" data-attributes="member: 98608"><p>To all those who suggested it, thank you for suggesting the Gumshoe system. After looking at Fear Itself and Esoterrorists, it is probably the most appropriate RPG system out there for games in the venue of Alone in the Dark, Clock Tower, and Silent Hill. For those who don't know, Gumshoe is an easy to pick up RPG that has a laser focus on investigative gameplay. After eyeballing the rules for a bit, I would suggest some minor additions/alterations:</p><p></p><p>1. Stability Loss Resistance: Repeated exposure to grisly scenes and supernatural abominations should result in players taking less stability loss than what is written. The sort of situations that trigger stability checks tend to be more common in the above horror games than the kind of settings the book has in mind. Fantasy Flight Game's "End of the World" series has a similar mechanic for its zombie survival game.</p><p></p><p>2. Keeping track of resources: Because survival horror requires careful use of resources, keeping track of supplies, especially precious ammunition, is a bit more important. Both books generally don't bother with keeping track of ammunition for weapons, instead suggesting that a check be made to reload a gun if it serves dramatic effect and little else. Given a shotgun is an awfully effective deterrent to a lot of critters, giving players virtually limitless ammunition is probably not conducive to the horror vibe.</p></blockquote><p></p>
[QUOTE="Jabborwacky, post: 6779768, member: 98608"] To all those who suggested it, thank you for suggesting the Gumshoe system. After looking at Fear Itself and Esoterrorists, it is probably the most appropriate RPG system out there for games in the venue of Alone in the Dark, Clock Tower, and Silent Hill. For those who don't know, Gumshoe is an easy to pick up RPG that has a laser focus on investigative gameplay. After eyeballing the rules for a bit, I would suggest some minor additions/alterations: 1. Stability Loss Resistance: Repeated exposure to grisly scenes and supernatural abominations should result in players taking less stability loss than what is written. The sort of situations that trigger stability checks tend to be more common in the above horror games than the kind of settings the book has in mind. Fantasy Flight Game's "End of the World" series has a similar mechanic for its zombie survival game. 2. Keeping track of resources: Because survival horror requires careful use of resources, keeping track of supplies, especially precious ammunition, is a bit more important. Both books generally don't bother with keeping track of ammunition for weapons, instead suggesting that a check be made to reload a gun if it serves dramatic effect and little else. Given a shotgun is an awfully effective deterrent to a lot of critters, giving players virtually limitless ammunition is probably not conducive to the horror vibe. [/QUOTE]
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Best System for a Silent Hill-like Horror Game?
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