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/tg/ - Traditional Games


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14737878 No.14737878 [Reply] [Original] [4plebs] [archived.moe]

So me and a bro were discussing horror movies and we came up with an interesting DM vs Player scenario. The players are all members of a "paranormal research group" like the ones on Ghost Hunters or Paranormal State. They have a reality show, the whole deal. The adventure would take place during the filming of one of their episodes. The DM would play as the cameraman. As the story progresses, weird shit starts happening, and the cameraman "notices" weird shit as he's filming. Turns out you can see whatever's fucking with the crew through the camera. The game wouldn't be so much about the DM killing the players or beating them as making them paranoid and scared. What does /tg/ think? Would anyone care to build on this idea? Maybe get /x/ involved? Personally, I think a class system would be neat, like they have on the shows. You'd have things like tech specialist, occult specialist, shit like that.

>> No.14737931

Honestly, you can probably use the "Don't Lose Your Mind" rules or "Little Fears" for that kind of game

>> No.14737942

or a psychic medium that must make perils of the warp rolls or suffer possession by molevolent spirits

>> No.14737953

>>14737878
This honestly sounds like WoD fuel to me

I'd still be very wary about the whole DMPC thing... it never turns out well. Ever. And you'd need a poker-face that could cheat God

>> No.14737985

>>14737953
Yeah, I was thinking about that too. It wouldn't be so much like a VS thing, as the cameraman is on the group's side. It's just he's their eyes.

>>14737942
That would be fucking cool.

>> No.14737990

>>14737878
classes may hinder the game too much

instead you could go for a more open system with people simply buying skills that they want and a role they can call themselves by.

>> No.14738028

>>14737990
While that's an equally reasonable approach, I don't think classes would hinder the gameplay all that much. It would put an emphasis on working as a team and sticking together, and it would make losing a teammate change the group's approach to different problems. Then again, if the skills were restricted to a branch system you get the best of both worlds.

>> No.14738044

>>14738028
>While that's an equally reasonable approach, I don't think classes would hinder the gameplay all that much. It would put an emphasis on working as a team and sticking together

That's just it though. The entire class dynamic has been instilled into the players psyche in such a way that having classes is subconsciously seen as a tool for winning, a goal that this game is clearly not about.

If the players make their own characters from scratch they'll have a deeper emotional tie with said character and be less hesitant to be lolrandumbxD

>> No.14738095

>>14738044
I still think that both are a good way of approaching character creation, but
>If the players make their own characters from scratch they'll have a deeper emotional tie with said character and be less hesitant to be lolrandumbxD
is a great point. I still think that players should be encouraged to make their characters unique from the other players. For example, my group's Dark Heresy characters almost completely consist of void born tech priests. It's kind of annoying, but that's a story for a different thread.

>> No.14738117

It may be too personal, but it may be a prudent idea to ask your players what makes them tick and what scares them, you know?

Also, definitely encourage and reward your players for coming up with elaborate backstories and mannerisms for their characters. Encourage roleplaying as much as possible.

>> No.14738147

>>14738117
>ask your players what makes them tick and what scares them

We actually had this discussion at one of our first meetings (we were playing Call of Cthulhu). I think they forgot about it, but I didn't. Speaking of CoC, that system wouldn't be all that bad for this, would it? It might need a little improvising, but that's the fun of it! Also, yeah I know the whole "can't win CoC, you always die" thing, but that's what I love about it!

>> No.14738161

>>14737878
why not call of cthulhu?
i really have a godd time with it, and i like the skill-system, just ignore the cthulhu-mythos for this game and you can have a good and intuitive game-play.

>> No.14738176 [DELETED] 

Actually, someone managed to win CoC by killing Hastur.

>> No.14738182

>>14738147
Actually, someone managed to win CoC by killing Hastur.

>> No.14738186

>>14738147
i just love my lame connection today...

> iniqueds this

>> No.14738213

>>14738182
How the fuck do you kill that which does not live?

>> No.14738218
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14738218

So the technical talk is interesting and all, but what about the actual gameplay? What do you guys think would be the coolest environment to set the game in? Abandoned asylum? Some dude's house? Old ass jail? What could happen that would fuck with the players? Possessions like
>>14737942
mentioned? Aggressive spirits that hurt the players? Crazy mindfuck hallucinations and shit? Also how do you guys actually scare your players? I usually have to spend time to get them in the mood, whether it's watching horror movies beforehand, sharing creepy stories, whatever it takes to get the players into that mindset.

>> No.14738255

>>14738213
I'm not sure if the GM had made this part up or not, but apparently if Hastur's biggest enemy says his name three times it will summon him and apparently after being summoned Eldritch beings suffer some sort of sickness that makes them mortal to things like a gas truck and an ice skating rink full of plastic explosives.

It's in the archives somewhere I'm pretty sure. The guy also uses a helicopter to steal a yacht from one cult and drop it on the mansion of a rival cult.

>> No.14738280

>>14738218
Old hospitals or elementary schools always work on me.

>> No.14738382

>>14738280
Yeah, they're classic. I'm leaning towards an old house setting, personally, but it would be way too obvious for one of the players to try and just walk out, and "Mysterious force is blocking the door" is kinda lame, if you ask me.

>> No.14738402

>>14738382
Why, did I, use, so, many commas,?

>> No.14739733
File: 27 KB, 512x384, hankscared.jpg [View same] [iqdb] [saucenao] [google] [report]
14739733

>>14738218
Fuck you, man, fuck you. I read those books. Those illustrations always gave me the creeps when I was a kid, and even now they're still fucking disturbing.

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