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<blockquote data-quote="MarauderX" data-source="post: 1185554" data-attributes="member: 9990"><p>Now that is some serious planning and coordination. It sounds good as long as you are running something modern, perhaps even a darker version of Shadowrun. The night before the game you should call each player up when they aren't home and leave a message that pertains to the character, say like an NPC calling for help or saying that they will meet them tomorrow night, the more ambiguous the better. Send a few emails from an address that you haven't used with them before, making it some NPC's address that they can chat with or get ideas from. This is great for Shadowrun as some mysterious Decker helps them out by sharing tidbits of info to use the PCs to his advantage. </p><p>Tell the players that they are not alone in this game world if they ask you about it out of character, and play up that perhaps you are employing the help of someone you know a long distance away, but never say directly 'Joe from Minnesota is helping me out'. Keep it mysterious so that they have to talk to this NPC as part of the team eventhough you may run him at the game sessions. </p><p>I always like using description to frighten the players during the game, making comparisons like zombies as tall as the tallest PC or rats as big as your head. Then give the gory details when a planned event occurs, like an NPC being slain and "having a hole large enough to fit a bowling ball through, and you know there is no gun, let alone other weapon, that could ever have made this wound." </p><p>Whatever, have fun, but the mail thing could get creepy to sig others of the players, and they wouldn't care to ever understand why it might matter for the aspect of the game.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1185554, member: 9990"] Now that is some serious planning and coordination. It sounds good as long as you are running something modern, perhaps even a darker version of Shadowrun. The night before the game you should call each player up when they aren't home and leave a message that pertains to the character, say like an NPC calling for help or saying that they will meet them tomorrow night, the more ambiguous the better. Send a few emails from an address that you haven't used with them before, making it some NPC's address that they can chat with or get ideas from. This is great for Shadowrun as some mysterious Decker helps them out by sharing tidbits of info to use the PCs to his advantage. Tell the players that they are not alone in this game world if they ask you about it out of character, and play up that perhaps you are employing the help of someone you know a long distance away, but never say directly 'Joe from Minnesota is helping me out'. Keep it mysterious so that they have to talk to this NPC as part of the team eventhough you may run him at the game sessions. I always like using description to frighten the players during the game, making comparisons like zombies as tall as the tallest PC or rats as big as your head. Then give the gory details when a planned event occurs, like an NPC being slain and "having a hole large enough to fit a bowling ball through, and you know there is no gun, let alone other weapon, that could ever have made this wound." Whatever, have fun, but the mail thing could get creepy to sig others of the players, and they wouldn't care to ever understand why it might matter for the aspect of the game. [/QUOTE]
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