Shout out to Alex, who suggested this topic. Thanks Alex! I don't know how I've been writing this blog for several years and not directly addressed the topic of prep, but it's a huge one.
We started chatting about prep because I was talking about having just finished preparing for the first session of the new game I'm about to start running, MASQUE OF THE RED DEATH. It's a big change of gears after wrapping up NO ONE GETS OUT ALIVE, which was a small-cast, high drama affair. MRD is a more traditional game, running on a traditional (even retro, in a lot of ways) rule system, with a lot more demands on the GM side of things.
I think the two games will provide fruitful points of comparison in terms of what was required to prepare for both of them.
Friday, 27 October 2017
Friday, 13 October 2017
Maybe We Haunt Ourselves: NO ONE GETS OUT ALIVE
Strathclyde House. Whatever walked there, walked alone. |
Last week, we finished my haunted house campaign NO ONE GETS OUT ALIVE. It was a strong finish to a game that had a lot of powerful stuff in it.
Everything about this game was an experiment, really, and it's probably lucky that it came out as well as it did, but I had great players and good tools to play with. The objective of the game was to play something that was focused on going deeper, playing harder than we had for a while, even in games that had a lot of good stuff in them. We were playing with a slightly smaller group, three players and a GM, which had important implications for play down the line. As far as mechanics go, we were using the dramatic petitioner-granter rules from DRAMASYSTEM, with the 2d6+Trait mechanic from Powered-by-the-Apocalypse games to serve as our procedural rules.
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