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Made in fr
Inquisitorial Keeper of the Xenobanks





France

Ok guys, it is me again.
It has been quite a long time, but I will soon be mastering a campaign again.
And again, I 've come to you to find help, as you helped me greatly before !

Firstly, any tips on how make it easier for a GM ? I heard about Obsidian Portal and now I have an account. Any other useful info ?

Then, the big part.

My next campaign will be set in a backward town (think puritan settlers of the New World, or, even better, the movie "The Witch" if you saw it, it looks close to my next campagin atmosphere).
I want a psychological campaign without too many fights, and with a great emphasize on sociability (the last campaign I played in was more like a Deathwatch campaign, in fact).
I already have the setting, parts of the scenario and some NPC.

However, there is something I do not feel up to the task: how to keep the players interested in the campaign mainly with supernatural events, psychological tense etc.
I am no bad GM, but I may be lacking creativity for this kind of mechanics.
How would you do ?

This message was edited 1 time. Last update was at 2017/08/16 00:28:56


   
Made in sg
Humorless Arbite





Hull

In regards to ease of GM'ing --- 40kRPGTools is brilliant for quick reference (http://www.40krpgtools.com/), especially the armoury in my opinion.
Making quick reference sheets you believe you'll need is essential as well, one of the main detracting factors in a game is pausing in order to look up a rule/mechanism (if you find yourself without a quick reference sheet and need a ruling, use your best judgement and look it up later after the game).

----------------------------------------------------------------------

Now onto your main point. Instilling a sense of dread/horror/suspense in your players is HARD. No two-ways about it. Players are safe around a table, laughing, maybe enjoying a drink and able to look at phones/computer screens so how can you instill a sense of fear?

If you truly want to do a 'horror', you HAVE to control the environment. You want a quiet area with limited to no background noise, no lights apart from maybe a candle (best) or a low level lamp. Ban computers (use paper sheets) and limit phones to emergencies only. Once you set the mood your players will find it much easier to slip into the environments their characters exist in.

Then when you begin to do the game itself, less is more; throwing so much supernatural gak at them will desensitize them 'oh that's cool, is the shop open?'... you want them to imagine more than you ever show.

Here's a good link that helps with running horror RPGs.
(http://www.mindspring.com/~ernestm/horror/horror.html)

   
Made in gb
Impassive Inquisitorial Interrogator




U.K.

Try these

http://www.sjgames.com/gurps/Roleplayer/Roleplayer17/ScaringPlayers.html

http://www.challengerrpg.com/2012/07/10-keys-to-generating-suspense-in-rpg.html

https://pawnsandpints.wordpress.com/2016/06/21/how-to-terrify-your-playersand-make-them-love-it/


a few things ive doe are taking a player out of the room and telling them something their character has witnessed etc that others havent, and theyre not allowed to say anything until they meet up again etc

3 SPRUUUUUEESSSS!!!!
JWBS wrote:

I'm not going to re-read the lunacy that is the last few pages of this thread, but I'd be very surprised if anyone actually said that. Even that one guy banging on about how relatively difficult it might be for an Inquisitor to acquire power armour, I don't think even that guy said that.
 
   
 
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