this post was submitted on 06 Jun 2023
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Ah, you have some horror under your belt.
How did you achieve that?
The adventure presented almost every character in a situation where players could almost no interact, but they were spectators of a weird situation that something felt off. Then later in the second day the adventure gave them freedom to try whatever they wanted.
For example, first interaction with the person who give them shelter, was requiring them payment after a heated discussion with some familiy members. With this, goes along a description where "players can feel that they are not welcome". It's in this moment when the discussion stops and this character began asking for something to stay the night, and it's not money, and just aims at items they carry, like watches, or bracelets they could have.
Another example, there was an orphanage in this town, when they go to just investigate, they are presented with a person that controls the orphanage, and while they are talking, they hear screams from a child who is permanently locked in a room without windows.
The first example builds distrust in the family who gave shelter, and the other does the same for the person who controls the orphanage. Every person in this town has something wrong with them.
Even the less dangerous was a drunk person, which also build distrust, not because of danger or horror, but because trusting a drunk person could unveil their plans of escape to other people.
Also, there were minor factors that engrained on the players. One of the characters lies to them, and from then, they think that anyone could also be lying.