Lackofname
Explorer
I had a fun idea for a one-shot but am not sure exactly what system would be best.
The base premise is a reverse horror game. All the PCs are ghosts haunting a site, and some living people have come into their place--either moved into a house, urban explorers, a movie crew doing a shoot, etc. From that, there's two approaches it could take:
EDIT: To Combat future confusions, I am not looking for a system for playing ghosts, but one that snowballs successes towards a climax. 'Everyone are ghosts' is just flavor.
Approach 1: The ghosts have a shared goal: scare or kill all the living people who just showed up.
Approach 2: Each PC has their own goal. Possess a host and live in their body, uncover/reveal their own murder, get the living people to destroy the evil keeping all the ghosts there, kill a specific type of person (or everyone), be set free, prevent another ghost from accomplishing their goal, etc.
Regardless of approach, the way the PCs achieve the goal is through scaring the living people. At first all they can do is little visual tricks. Then as the fear and tension rises in the living people, the ghosts have more options, can do more, which builds more fear. Until the climax where they go for their final move. The way I imagine this working is that each scare is a roll of a die, and they are stacking successes. After so many successes, they can do more (which I don't know, might add modifiers? Or more dice to the pool? Or...?) Then at the end they have enough to...do the final thing?
A twist to the "ghosts with different agendas" is that each character is collectively contributing to the pot. So a ghost that wants their murder revealed is still scaring people, which is helping the others move closer to their own goals. Not everyone can achieve what they want, since some goals are mutually exclusive, but it means that everyone is driving towards an eventual winner.
Are there any systems that could do the above?
The base premise is a reverse horror game. All the PCs are ghosts haunting a site, and some living people have come into their place--either moved into a house, urban explorers, a movie crew doing a shoot, etc. From that, there's two approaches it could take:
EDIT: To Combat future confusions, I am not looking for a system for playing ghosts, but one that snowballs successes towards a climax. 'Everyone are ghosts' is just flavor.
Approach 1: The ghosts have a shared goal: scare or kill all the living people who just showed up.
Approach 2: Each PC has their own goal. Possess a host and live in their body, uncover/reveal their own murder, get the living people to destroy the evil keeping all the ghosts there, kill a specific type of person (or everyone), be set free, prevent another ghost from accomplishing their goal, etc.
Regardless of approach, the way the PCs achieve the goal is through scaring the living people. At first all they can do is little visual tricks. Then as the fear and tension rises in the living people, the ghosts have more options, can do more, which builds more fear. Until the climax where they go for their final move. The way I imagine this working is that each scare is a roll of a die, and they are stacking successes. After so many successes, they can do more (which I don't know, might add modifiers? Or more dice to the pool? Or...?) Then at the end they have enough to...do the final thing?
A twist to the "ghosts with different agendas" is that each character is collectively contributing to the pot. So a ghost that wants their murder revealed is still scaring people, which is helping the others move closer to their own goals. Not everyone can achieve what they want, since some goals are mutually exclusive, but it means that everyone is driving towards an eventual winner.
Are there any systems that could do the above?
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