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([personal profile] pyrephox Jun. 9th, 2006 01:51 pm)
See. I wanna play in a horror game. And when I start thinking about what I want to play in, I inevitably start designing a setup, plot, and campaign. This makes me grrrr, because running a game is more work than playing in one, and it gives a very different kind of payoff. It's not /bad/, it's just not what I'm really looking for.

And yet, bad Latin does appear.



Premise: Street level, no magickians at start of campaign. The PCs have each had a 'trigger event', an introduction to the supernatural that has shaken them down to their bones, in the last two years or so. Some time after that (ranging from the day after, to several months), they all recieved an invitation in an elegant hand to join Lux Obscura, a small group of supernatural investigators based out of the city they live in (or next to).

The invitation has the contact information for the group's leader...who, as it happens, is only the leader because he or she recieved the invitation /first/, along with the key to some run down offices, and contact infromation at the First National Bank and Trust. Much like a supernatural Charlie's Angels, Lux Obscura is funded by an unknown hand, an anonymous donor who set up the Madison Grant. The conditions on the grant are but to hire anyone who shows up with an invitation who desires the work, and to have records and evidence of investigations which can be turned over, if requested, to the bank's representative, Cory Wakefield. PCs can work with Lux either full time (for a salary of approximately 20k a year) or part time (for half that), and monthly operating costs and investigation expenses (about 5k) are provided from the grant. So, it's a rather shoestring operation, but ought to be interesting...

Setup: Ideally suited for about 3-5 PCs, especially if some PCs can't make it on a regular basis. The idea is to run it in 'seasons', with each contained adventure being much like an episode of a television show. Start out with several episodic adventures, to establish mood and setting, and give the chance for PCs to soldify inter-relationships and so forth. Eventually, or as the players choose to pursue them, bring in a more over-arching plot and darker secrets, etc. etc.

*sigh* I already have the first episode pretty much plotted out, darn me.

From: [identity profile] pyrephox.livejournal.com


I'd like to do /something/ with it, now that I've gone and essentially written out the first adventure, and have a couple of pages of research on it. :p Maybe I should do a Sammy Intro to the UA system for anyone who's interested?

From: [identity profile] dreadmouse.livejournal.com


I've had trouble with horror games in my group. They're a good bunch of friends but they aren't the best rp'ers in the world, so when it comes time to be frightened in-game, it just doesn't happen. Sardonic and sarcastic, I can have that any time I want. But frightened, or conflicted? Not likely. It's too bad, but at least I have a tabletop group. So-so players are far better than no players.

From: [identity profile] pyrephox.livejournal.com


Yeah, that's the big problem with horror. You have to have a group that's on board with the assumptions of the campaign, even more than any other genre, I think. Because horror is less about setting props than it is about /atmosphere/. And atmosphere requires both the players and the GM to be on the same page.

From: [identity profile] sariel-di.livejournal.com


...I would be tempted. And I still have that UA character you helped me build lying around, even if I'd have to write up a proper background for him... [laughs]

If you decide to run it and you wind up with an open "occasional guest star" slot, let me know? I don't think I should commit to more regular games till I get settled in at whatever college, and I have...an iffy track record with my ability to play normal people (>_>), but good horror is love, so... [grins]

From: [identity profile] cpip.livejournal.com


Interesting!

(I may yet have a CoC campaign pulled together. Fear not.)
.

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