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>> No.78019976 [View]
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True Hopelessness Edition

Tell us about your horror settings, games, etc. Share inspirational art, prompts, etc.

>List of games:
Call of Cthulhu, Chill, Cold and Dark, Degenesis, Delta Green, Don't Rest Your Head, Dread, Esoterrorists/Fear Itself+Book of Unremitting Horror, Fall of Delta Green, GORE, Into The Shadows, KULT, Little Fears, Mothership RPG, Nemesis (free on Arc Dream's website), Nights Black Agents, Silent Legions (Mostly for the tables), Stalker: The SciFi RPG, Symbaroum, Ten Candles, Trail of Cthulhu, Unisystem (All Flesh Must Be Eaten, Witchcraft, Conspiracy X, etc.), Unknown Armies

>Inspirational stuff:
Caitlin R Kiernan, Castlevania, Doomwatch, Fear & Hunger, George Romero, Ghostwatch, House of Leaves, I Am In Eskew, John Carpenter, Kolchak the Nightstalker, Laird Barron, M.R. James, Nick Cutter, Old Gods of Appalachia, Quatermass, Ramsey Campbell, Remedy Series (Alan Wake, Control), SCP Foundation, Scarfolk Council, Shaun Hutson, Silent Hill, Stand Still Stay Silent, The Evil Dead, The Magnus Archives, The Secret World, The Stone Tapes, Thomas Ligotti, Twin Peaks, Vault of Evil forums, toomuchhorrorfiction

Questions for the Thread:
>How hopeless do you like your games, if at all?
>What's the 'right' way to present inescapable hopelessness in a game?
>Is there a point where something can be *too* bleak?

Questions for Horrorverse refugees:
>What is your favorite bleak setting?
>What do you think is the most hopeless setting you've ever seen?

Previous Thread:

Please try to keep arguing to a minimum. Don't respond to bait/drama posts.
And as usual, try and keep it alive, or at least undead.

>> No.77868470 [View]
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>> No.77822246 [View]
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>> No.77727092 [View]
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By that logic any threat to personal safety can be a horror story. D&D has never really been a horror game or did the genre well but if they think just going into a dungeon to kill some monsters is "horror" then the new ravonloft book is going to be absolutely fucked. Horror is wondering if you would be better off dead, being stacked against huge odds where even a rifle might not do you well. It is about mounds of rotting body's stacked up that even the crows refuse to touch. It is about losing people you care about while you slowly die inside. Just because you need a silver sword to kick ass doesn't make it scary, it is jus a slight inconvenience to the person who does adventuring for a living. How about giving that silver sword to a peasant who pulled the short straw to go slay the werewolf who was only given a month to train.

I do wonder what they think what else is scary and how they would react to true horror. Or would that be to triggering for them? It isn't what you see or don't see but what the characters go through.

>> No.77692580 [View]
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Fair point on the discard. That was added in to help be a madness trigger since red had no other built in outlets besides blue on a mechanical level, however there's so much discard support currently and pending that it'll be a non issue.

The problem I have with 5 and 6 is that the mill feels more like it should be a cost than anything else, but the keyword is designed to be flexable and work with several different types of triggers.

7 is my favorite of the lot due to its flexibility and design space and you raise a good point on the trample thing. I actually had it like that originally, but reverted it so it would be more in-line with the other cards.

9 is a good point with allowing the land to grow rather than the number of cards milled and I like that revision idea.

That said I think I might go with 7 or this version here which is a sort of offshoot of it with a lot of flexibility and scaling potential >>77691923

Interesting and good to know. In that case, barring any additional feedback and input from the thread, I think I may use your version if that's ok with you; it's a bit more broad and refined version of 7 where I can use similar costs, triggers, etc and more.

>> No.77685055 [View]
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Good work anon.

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