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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: 5429433" data-attributes="member: 84458"><p>Thanks so much. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> I hope it goes at least reasonably well.</p><p></p><p>I admit, I am still very torn on the whole "they're already dead" thing. On the one hand, I really think it could add an unexpected twist and a really unique atmosphere and angle to things. On the other hand, I worry that it will complicate things too much, and/or feel like a cheat to the players in the end. Luckily I still have a little time to hammer things out. Once I get the questionnaires back, that may help me figure out how I ultimately want to go.</p><p></p><p>You're right, I think the questionnaires are really key. I agonized over them quite a bit. Initially, I had one question the same in all the questionnaires, "How did you almost die during the war, and how does it still haunt you today?" The point was to determine how they *actually* died, and then have them re-experience it within the game. But I decide I didn't like that. It felt clunky, and I wanted to change things up between the characters. So instead, I tried to ask leading and/or suggestive questions about each character's experiences during the war, like "How did you manage to escape execution when the Abwehr was disbanded and most of the German Resistance groups were rounded up in late '44 and early '45?" or, "Tell me about that night in Berlin, when it all went to hell." The hope being that the players will provide answers from which I can extrapolate their deaths. The upside is that if I decide *not* to go with the whole "They're already dead" thing, then I haven't wasted a question slot on something fairly generic whose only purpose was to provide information I'm not even going to use. Fingers crossed that it works out.</p><p></p><p>I also focused a lot of the questions on regrets, losses, and things they are holding onto...the kind of things they'll have to let go of, if they want to move on and rest at the end, after they destroy the Big Bad. Again...we'll see how things play out.</p><p></p><p>Your comment about the CoC scenario has inspired a new scenario idea in me, based on that premise;</p><p></p><p>"Reconstructing Harry"</p><p></p><p>Harry Blackwood is missing...or maybe he's been murdered (or possibly even dismembered...nice and gruesome.) There's evidence to suggest that his death or disappearance is because of something he knows; something terrible that he learned somehow. A group of people who all have some sort of unusual connection to Harry, and a vested interested in seeing him found or avenged, come together in a desperate effort to piece together exactly what Harry knew that got him killed (or taken.)</p><p></p><p>As the story progresses, it becomes clear that he learned of some terrible threat to humanity/the world/etc. We're talking Lovecraftian-Apocalytpic here, real "Things Man Was Not Meant to Know" territory. And something about the nature of what he learned means that Harry is the only one who can stop it. Now the race to either get him back or--if he's dead--learn *everything* he knew becomes even more desperate. And of course as the climax approaches, it slowly dawns on the characters that what Harry learned shattered his mind...and they are the fragments, each with a little piece of the knowledge Harry needs to save the world. They have to figure out how to reintigrate themselves in order to rebuild Harry's mind, so he can do what he needs to do.</p><p></p><p>I'm thinking that in the end the players will have to decide which of them will ultimately "become" the integrated Harry. The others will cease to exist at that point, and the last remaining player--the "true" Harry--has to make the final pulls to save the world.</p><p></p><p>I envision things like weird telephone calls or radio broadcasts representing conversations and comments bleeding in from the "real" world outside of Harry's mind, to add elements of weirdness.</p><p></p><p>What do folks think? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Of course, if I do put this one together, and I plan to run it for some of the same players as the game I'm running in a couple of weeks, I'll have to run 3 or 4 other scenarios first, before I follow the "you're all actually dead" scenario with the "you're all actually fragments of somebody's mind" one. LOL</p><p></p><p>Thanks for thoughts and comments.</p><p></p><p>Best,</p><p></p><p>~~~~Random</p></blockquote><p></p>
[QUOTE="Random221B, post: 5429433, member: 84458"] Thanks so much. :D I hope it goes at least reasonably well. I admit, I am still very torn on the whole "they're already dead" thing. On the one hand, I really think it could add an unexpected twist and a really unique atmosphere and angle to things. On the other hand, I worry that it will complicate things too much, and/or feel like a cheat to the players in the end. Luckily I still have a little time to hammer things out. Once I get the questionnaires back, that may help me figure out how I ultimately want to go. You're right, I think the questionnaires are really key. I agonized over them quite a bit. Initially, I had one question the same in all the questionnaires, "How did you almost die during the war, and how does it still haunt you today?" The point was to determine how they *actually* died, and then have them re-experience it within the game. But I decide I didn't like that. It felt clunky, and I wanted to change things up between the characters. So instead, I tried to ask leading and/or suggestive questions about each character's experiences during the war, like "How did you manage to escape execution when the Abwehr was disbanded and most of the German Resistance groups were rounded up in late '44 and early '45?" or, "Tell me about that night in Berlin, when it all went to hell." The hope being that the players will provide answers from which I can extrapolate their deaths. The upside is that if I decide *not* to go with the whole "They're already dead" thing, then I haven't wasted a question slot on something fairly generic whose only purpose was to provide information I'm not even going to use. Fingers crossed that it works out. I also focused a lot of the questions on regrets, losses, and things they are holding onto...the kind of things they'll have to let go of, if they want to move on and rest at the end, after they destroy the Big Bad. Again...we'll see how things play out. Your comment about the CoC scenario has inspired a new scenario idea in me, based on that premise; "Reconstructing Harry" Harry Blackwood is missing...or maybe he's been murdered (or possibly even dismembered...nice and gruesome.) There's evidence to suggest that his death or disappearance is because of something he knows; something terrible that he learned somehow. A group of people who all have some sort of unusual connection to Harry, and a vested interested in seeing him found or avenged, come together in a desperate effort to piece together exactly what Harry knew that got him killed (or taken.) As the story progresses, it becomes clear that he learned of some terrible threat to humanity/the world/etc. We're talking Lovecraftian-Apocalytpic here, real "Things Man Was Not Meant to Know" territory. And something about the nature of what he learned means that Harry is the only one who can stop it. Now the race to either get him back or--if he's dead--learn *everything* he knew becomes even more desperate. And of course as the climax approaches, it slowly dawns on the characters that what Harry learned shattered his mind...and they are the fragments, each with a little piece of the knowledge Harry needs to save the world. They have to figure out how to reintigrate themselves in order to rebuild Harry's mind, so he can do what he needs to do. I'm thinking that in the end the players will have to decide which of them will ultimately "become" the integrated Harry. The others will cease to exist at that point, and the last remaining player--the "true" Harry--has to make the final pulls to save the world. I envision things like weird telephone calls or radio broadcasts representing conversations and comments bleeding in from the "real" world outside of Harry's mind, to add elements of weirdness. What do folks think? :) Of course, if I do put this one together, and I plan to run it for some of the same players as the game I'm running in a couple of weeks, I'll have to run 3 or 4 other scenarios first, before I follow the "you're all actually dead" scenario with the "you're all actually fragments of somebody's mind" one. LOL Thanks for thoughts and comments. Best, ~~~~Random [/QUOTE]
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