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PCs start out dead...but what now?
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<blockquote data-quote="FrankTrollman" data-source="post: 1189260" data-attributes="member: 14225"><p>I like waking up in an abandoned monastery. If you've seen Haibane (from the makers of Serial Experiments: Lain), you'll understand.</p><p></p><p>The players can wake up naked on the floor with sore spots on their bodies where their mortal wounds were inflicted. There could also be other people waking up in different parts of the building - some of them hostile.</p><p></p><p>It can dovetail nicely into a dungeon crawl through the building as they attempt to figure out why there are a bunch of ex-deadites in the building, why the dead are waking up, and perhaps why the monastery was abandoned in the first place.</p><p></p><p>Because they are all stuck together in a time-critical and dangerous situation, the players will gravitate towards each other and work as a team. Also, since equipment is relatively low and things are weird - you can get a lot more fear mileage out of relatively simple and/or weak monsters, enemies, and traps.</p><p></p><p>At some point you can reveal that the monastery has a maguffin in it - perhaps an artifact or dissease. Bonus alienation points if the players gradually come to understand that they are in fact <em>not</em> the people they remember being (they could be plants - like swamp thing, or worms like Shredder, or even just <em>other people</em> whose memories have been intruded by ghosts).</p><p></p><p>So you could, for example, have it turn out that somewhere there is an item that fills people's minds with the memories of the long-departed dead (thus indicating that the players <em>are</em> the clerics of the monastery), or perhaps an item that brings the dead to life and kills the living (this could be reinforced by them finding dead spiders curled up on window sills, and never hearing birds call - and eventually finding the clerics dead and dessicated huddled together in the cloister). In any case, the Maguffin should be stolen by one of the other awakened people and taken from the monastery.</p><p></p><p>This now goes into a chase scene - as it should be relatively obvious that if the item is removed too far either the players will go back to being dead, lots of innocents will die, or perhaps both.</p><p></p><p>-Frank</p></blockquote><p></p>
[QUOTE="FrankTrollman, post: 1189260, member: 14225"] I like waking up in an abandoned monastery. If you've seen Haibane (from the makers of Serial Experiments: Lain), you'll understand. The players can wake up naked on the floor with sore spots on their bodies where their mortal wounds were inflicted. There could also be other people waking up in different parts of the building - some of them hostile. It can dovetail nicely into a dungeon crawl through the building as they attempt to figure out why there are a bunch of ex-deadites in the building, why the dead are waking up, and perhaps why the monastery was abandoned in the first place. Because they are all stuck together in a time-critical and dangerous situation, the players will gravitate towards each other and work as a team. Also, since equipment is relatively low and things are weird - you can get a lot more fear mileage out of relatively simple and/or weak monsters, enemies, and traps. At some point you can reveal that the monastery has a maguffin in it - perhaps an artifact or dissease. Bonus alienation points if the players gradually come to understand that they are in fact [i]not[/i] the people they remember being (they could be plants - like swamp thing, or worms like Shredder, or even just [i]other people[/i] whose memories have been intruded by ghosts). So you could, for example, have it turn out that somewhere there is an item that fills people's minds with the memories of the long-departed dead (thus indicating that the players [i]are[/i] the clerics of the monastery), or perhaps an item that brings the dead to life and kills the living (this could be reinforced by them finding dead spiders curled up on window sills, and never hearing birds call - and eventually finding the clerics dead and dessicated huddled together in the cloister). In any case, the Maguffin should be stolen by one of the other awakened people and taken from the monastery. This now goes into a chase scene - as it should be relatively obvious that if the item is removed too far either the players will go back to being dead, lots of innocents will die, or perhaps both. -Frank [/QUOTE]
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