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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Piratecat" data-source="post: 4867145" data-attributes="member: 2"><p>A few quick suggestions, with more to come. This is a great idea.</p><p></p><p>- I agree, too big and sprawling. Perhaps they can seal off the opening to the third world without entering?</p><p></p><p>- Give the players something to fight for. Have several survivors in the town (women, kids, and an old crusty prospector) who beg for their help. Kill at least one of these in order to show that the villains are villainous. Consider having the prospector infected, but in denial. (Alternative, a woman who is feverish and apparently pregnant, but is implanted with a spiderling, is pretty gruesome.)</p><p></p><p>- Deal with more investigation and growing horror than out-n-out combat, especially through the middle part of the game. </p><p></p><p>- Remember that monsters are scarier when the PCs can't really see or classify what they're fighting. Their imagination will do all the hard work for you. Have action occur at night, or perhaps in a dust storm.</p><p></p><p>Possible act structure:</p><p></p><p>Act 1: train crash. Initial investigation. Finding of first husk.</p><p></p><p>Act 2: zombies. Meet panicked, somewhat insane survivors. Begged to enter mines and blow them up - but the explosive is stored outside mine up on the mesa.</p><p></p><p>Act 3: learn that the explosive has been dragged into mine by *something*. Enter, learn that these tunnels are older than recent mining tunnels. Fight spiders. See horrific entrance to third world in sipapu; their presence alerts Seven Death. Try to get to explosive and detonate it before he and his brood reaches them.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 4867145, member: 2"] A few quick suggestions, with more to come. This is a great idea. - I agree, too big and sprawling. Perhaps they can seal off the opening to the third world without entering? - Give the players something to fight for. Have several survivors in the town (women, kids, and an old crusty prospector) who beg for their help. Kill at least one of these in order to show that the villains are villainous. Consider having the prospector infected, but in denial. (Alternative, a woman who is feverish and apparently pregnant, but is implanted with a spiderling, is pretty gruesome.) - Deal with more investigation and growing horror than out-n-out combat, especially through the middle part of the game. - Remember that monsters are scarier when the PCs can't really see or classify what they're fighting. Their imagination will do all the hard work for you. Have action occur at night, or perhaps in a dust storm. Possible act structure: Act 1: train crash. Initial investigation. Finding of first husk. Act 2: zombies. Meet panicked, somewhat insane survivors. Begged to enter mines and blow them up - but the explosive is stored outside mine up on the mesa. Act 3: learn that the explosive has been dragged into mine by *something*. Enter, learn that these tunnels are older than recent mining tunnels. Fight spiders. See horrific entrance to third world in sipapu; their presence alerts Seven Death. Try to get to explosive and detonate it before he and his brood reaches them. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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