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Designing a Horror Campaign
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<blockquote data-quote="Hypername" data-source="post: 6727969" data-attributes="member: 6802639"><p>Thanky you for your answer!</p><p>1) They are on board with this, I discussed it with them today. They liked the idea, and to be honest it's a nice break from the campaigns we used to run.</p><p></p><p>2) I am currently searching for material, to help me get ideas on how to proceed with the story, design appropriate encounters etc</p><p></p><p>3) Mechanics-wise the only new thing I am willing to introduce is a new spell type, rituals. Everything else is going to be the good old rules with a lot more fluff.</p><p></p><p>4) I am fully aware of this. Most of the players were in my old group and we used to either take breaks for discussion or just crack some jokes to lighten the mood and release tension from the suspense. It is kind of needed since our sessions could last 8+ hours at some times</p><p></p><p>5) On that, should we all sit together and design the characters or should I just tell them to make their characters and tell me on the spot about them? I like the idea, and I might do something of the same effect eg their fates bound to the fate of the town</p><p></p><p>6) So I basically need to have them make some Sherlock Holmes-y deductive reasoning while leaving sufficient clues for them to notice. For that I will have to see how they work with the clues I give them in the first sessions. I am fairly confident they won't miss them. They are puzzle solvers and they like solving mysteries and are keen on following clues to a greater or lesser grade.</p><p></p><p>So you are saying I should give them hope, like a light in the dark? That could work well...</p><p>Thanks for your answer again! ^_^</p></blockquote><p></p>
[QUOTE="Hypername, post: 6727969, member: 6802639"] Thanky you for your answer! 1) They are on board with this, I discussed it with them today. They liked the idea, and to be honest it's a nice break from the campaigns we used to run. 2) I am currently searching for material, to help me get ideas on how to proceed with the story, design appropriate encounters etc 3) Mechanics-wise the only new thing I am willing to introduce is a new spell type, rituals. Everything else is going to be the good old rules with a lot more fluff. 4) I am fully aware of this. Most of the players were in my old group and we used to either take breaks for discussion or just crack some jokes to lighten the mood and release tension from the suspense. It is kind of needed since our sessions could last 8+ hours at some times 5) On that, should we all sit together and design the characters or should I just tell them to make their characters and tell me on the spot about them? I like the idea, and I might do something of the same effect eg their fates bound to the fate of the town 6) So I basically need to have them make some Sherlock Holmes-y deductive reasoning while leaving sufficient clues for them to notice. For that I will have to see how they work with the clues I give them in the first sessions. I am fairly confident they won't miss them. They are puzzle solvers and they like solving mysteries and are keen on following clues to a greater or lesser grade. So you are saying I should give them hope, like a light in the dark? That could work well... Thanks for your answer again! ^_^ [/QUOTE]
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