Friday, 27 October 2017

Welcome to Prepville! Population: YOU

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, 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.