Mascarade, a board game. It's a game of hidden indentities, where everyone can lie to try to get all the money and win the game. I've had A LOT of fun playing with as much as 10 people. The game can be played between 2 and 13 players, but less than 4 I think it's not that worth.
rgalex
Screencheat if you want a game to "pick up and play". It's a shooter with different modes where everyone is invisible and you must look at the other players split screen to deduce where they are and shoot them. It's really fun to play!
I think I've been lucky building an horror atmosphere, because the only one I played was for Call of Cthulhu and was with a combination of casual DnD players and new players to TTRPG in general. So, explaining to them the kind of game keep them on the mood since first minute, since CoC has pretty hard rules about sanity and the posibility of dying, and there is a lot of emphasis on not beign combat focused.
Then, the adventure I played had a lot of elements that create a build up for the sessions. Things I can identify that helped where:
- That the players where given a clear objective as a premise, but then an aircraft accident happened and they were completely lost. The whole adventure is escaping from the town were they are after the accident, the premise was a lie, and this gave them a sense of constant danger and a direct problem that they can not just forget about.
- In the adventure, language was a barrier. They were on a town where everyone spoke an old romanian dialect. Their only way of communication they had were trying to use their hands or talk to only one person in town which could translate their requests. This augmented the isolation factor.
- With the first two points, everything else flowed, because if they found, like, signs of blood somewhere, or strange paintings, talking about them ment using this one character that could translate their requests, but they didn't trust them, because everyone on that town felt like an enemy, so everything else exponientialy grew in possible theories because trying to just grab information felt dangerous in itself.
This may be too much specific, but could be translated in other contexts by using those kind of barriers and immediate unavoidable problems that felt real, that augment a normal spooky scene you can imagine, supported by a game system that danger is a real threat in the rules.
I don't like it. I play with a Steam Deck from my bed and the Wi-Fi connection is pretty bad from there. I easily loose connection every five minutes.
That means I can't play any games that require constan online connection, which is a bummer.
Alien! I've got it on my hands a few days ago at my local store. I'm probably going to buy it by Monday or shortly after.
I've only read good things about it so far.
I've run a short adventure of three sessions for Call of Cthulhu, and so far is my favorite. Also, I want to expand on The One Ring 2e. I've run an introductory one shot and I was impressed about the flow and brutallity of the game, and I really liked it!
The controls has been modernized, it feels like a game that launched this year, but everything else is completely faithful to the original. I've only tried the original briefly, but I've red from people who played both that you could basically follow a guide from 1994 and still be able to get through the remake.
Aside from that, they added a scrap system which you can collect junk, destroy it, and recycle it for coins which can be spent on weapon upgrades. I think that's the only major addition in the gameplay itself, and it's something that was already in a similar way for System Shock 2 with the nanites.
The remake of System Shock and Path of Exile, both on the Steam Deck. I'm enjoying gaming again with this beast :)
I'm having a ton of fun playing the remake of System Shock. Earlier I played Pentiment, which was amazing, and wasn't able to get on other games until System Shock came out, which I must say that I'm having a blast with it.
When I finish System Shock, I'm planning on starting Deus Ex or something similar.
OpenSUSE Tumbleweed, because it's stable enough while also beign a rolling release distribution. I wanted to remove the hassle of updating debian/ubuntu once in a while to jump through LTS versions.
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.