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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Random221B" data-source="post: 4867697" data-attributes="member: 84458"><p>Thanks for the suggestions so far. Glad you like the idea. It just sort of started coming together for me all at once, so I knew it was the scenario idea I had to pursue first.</p><p></p><p></p><p></p><p>Yeah, that's what my gut was telling me...it was too big. Plus, I am thinking now that having them not actually enter the Third World keeps it more mysterious, frightening, and threatening. Maybe some elements of the Third World are spilling out through the portal, making the tunnels and caves weirder and scarier.</p><p></p><p>As a side note...do you think tunnels and caves are "western" enough, even if they do extend off an old mine? Or am I running the risk of the game starting to feel "dungeon-delve"-y?</p><p></p><p></p><p></p><p>Had definitely planned to have a few townsfolk still alive, in order to give them people to fight for/protect. The feverish pregnant woman is inspired, though. I am definitely thinking I will use that one. I'm thinking I will also have a kid, who *isn't* slated to die...to cushion the blow, and give them someone to fight for all the way through. Kids seem a good choice for that kind of thing. The prospector is an interesting idea, too...</p><p></p><p></p><p></p><p>Yes, that's what I was thinking. I figured it would kind of go "Train accident...make their way into town...be creeped out and wonder what's going on...discover the horror, and have a period of chaos and bloodshed fighting the husks...hunker down and defend while trying to figure out/investigate what the hell is going on, while s#!t gets weirder and scarier...figure out enough to head out into the badlands...first direct--but fleeting--encounters with the Anasazi along the way (perhaps in a dust storm, like you suggested)...into the mines/tunnels, serious encounters with the Anasazi...reach the sipapu, confront the horror, try to close it...get away, if there are any survivors.</p><p></p><p>What I'm not sure about is how they figure out what is going on during the investigative portion. I have a couple of thoughts--"Whistler" should recognize some things, and be able to relate some of the Hopi mythology, and "Sarge" is very well--but self--educated, so he might have some odd bit of occult lore or info. But I could really use some suggestions of encounters or avenues of investigation that could help them figure things out. They certainly don't need to learn or understand the whole background or underlying cosmology. Just enough to give them an idea of what's happening and how to deal with it.</p><p></p><p></p><p></p><p>I was already intending the whole thing to take place at night. The dust storm is a really interesting idea too, though. I may have the weather starting to really act up, due to the intrusion of the Third World through the portal...so they need to cross the badlands from town to the mines/mesa in a wind-and-dust storm. And that's when the Anasazi will first strike directly at them, before vanishing back into the storm and darkness. What do you think?</p><p></p><p></p><p></p><p>The train crash should be caused by something that either the Anasazi or the husks did...or possibly by the crazy weather caused by the intrusion of the Third World. I'm just not sure what, yet. I don't think I want it to just be like, a downed telegraph line pole or something. It should be something more shocking, that when the PCs see it, it will make them wonder "how the hell did *that* happen?"</p><p></p><p>As for the husks...I'm basically picturing a person who looks like they've been fed on by a giant spider...like a shriveled, withered, more mummy-like zombie. I'm also thinking that the PCs can find either cocooned townsfolk (still time to save them or too late?) and/or possibly empty cocoon husks/pods as well. My only concern is, that would most likely get the "spider" idea into the players' heads right away, and I'm not sure I want them thinking that quite so soon. Any thoughts?</p><p></p><p></p><p></p><p>Forces them to do more hard traveling, instead of going directly into the mines. I like it. They can have some pretty terrifying encounters climbing the mesa. The only question is, when they get to the top and discover that the explosive has been dragged off, they might feel like it was just a pointless, wasted trip. So they should be able to learn or gain something else useful and important up on the mesa. Don't know what yet.</p><p></p><p></p><p></p><p>The first question that popped into my mind is, why have the creatures dragged the explosives into the mine? To hide it and keep it from being used against them? To use it themselves? To try to blow *open* the sipapu and complete the release of Seven Death? Something else?</p><p></p><p>Overall, I like it. It's definitely helping point me in the right direction. Thanks so much. I look forward to hearing more thoughts.</p><p></p><p>Best,</p><p></p><p>~~~~Random</p></blockquote><p></p>
[QUOTE="Random221B, post: 4867697, member: 84458"] Thanks for the suggestions so far. Glad you like the idea. It just sort of started coming together for me all at once, so I knew it was the scenario idea I had to pursue first. Yeah, that's what my gut was telling me...it was too big. Plus, I am thinking now that having them not actually enter the Third World keeps it more mysterious, frightening, and threatening. Maybe some elements of the Third World are spilling out through the portal, making the tunnels and caves weirder and scarier. As a side note...do you think tunnels and caves are "western" enough, even if they do extend off an old mine? Or am I running the risk of the game starting to feel "dungeon-delve"-y? Had definitely planned to have a few townsfolk still alive, in order to give them people to fight for/protect. The feverish pregnant woman is inspired, though. I am definitely thinking I will use that one. I'm thinking I will also have a kid, who *isn't* slated to die...to cushion the blow, and give them someone to fight for all the way through. Kids seem a good choice for that kind of thing. The prospector is an interesting idea, too... Yes, that's what I was thinking. I figured it would kind of go "Train accident...make their way into town...be creeped out and wonder what's going on...discover the horror, and have a period of chaos and bloodshed fighting the husks...hunker down and defend while trying to figure out/investigate what the hell is going on, while s#!t gets weirder and scarier...figure out enough to head out into the badlands...first direct--but fleeting--encounters with the Anasazi along the way (perhaps in a dust storm, like you suggested)...into the mines/tunnels, serious encounters with the Anasazi...reach the sipapu, confront the horror, try to close it...get away, if there are any survivors. What I'm not sure about is how they figure out what is going on during the investigative portion. I have a couple of thoughts--"Whistler" should recognize some things, and be able to relate some of the Hopi mythology, and "Sarge" is very well--but self--educated, so he might have some odd bit of occult lore or info. But I could really use some suggestions of encounters or avenues of investigation that could help them figure things out. They certainly don't need to learn or understand the whole background or underlying cosmology. Just enough to give them an idea of what's happening and how to deal with it. I was already intending the whole thing to take place at night. The dust storm is a really interesting idea too, though. I may have the weather starting to really act up, due to the intrusion of the Third World through the portal...so they need to cross the badlands from town to the mines/mesa in a wind-and-dust storm. And that's when the Anasazi will first strike directly at them, before vanishing back into the storm and darkness. What do you think? The train crash should be caused by something that either the Anasazi or the husks did...or possibly by the crazy weather caused by the intrusion of the Third World. I'm just not sure what, yet. I don't think I want it to just be like, a downed telegraph line pole or something. It should be something more shocking, that when the PCs see it, it will make them wonder "how the hell did *that* happen?" As for the husks...I'm basically picturing a person who looks like they've been fed on by a giant spider...like a shriveled, withered, more mummy-like zombie. I'm also thinking that the PCs can find either cocooned townsfolk (still time to save them or too late?) and/or possibly empty cocoon husks/pods as well. My only concern is, that would most likely get the "spider" idea into the players' heads right away, and I'm not sure I want them thinking that quite so soon. Any thoughts? Forces them to do more hard traveling, instead of going directly into the mines. I like it. They can have some pretty terrifying encounters climbing the mesa. The only question is, when they get to the top and discover that the explosive has been dragged off, they might feel like it was just a pointless, wasted trip. So they should be able to learn or gain something else useful and important up on the mesa. Don't know what yet. The first question that popped into my mind is, why have the creatures dragged the explosives into the mine? To hide it and keep it from being used against them? To use it themselves? To try to blow *open* the sipapu and complete the release of Seven Death? Something else? Overall, I like it. It's definitely helping point me in the right direction. Thanks so much. I look forward to hearing more thoughts. Best, ~~~~Random [/QUOTE]
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