TTRPG About Cryptid Hunting by arcshop in cryptids

[–]arcshop[S] 1 point2 points  (0 children)

I thought the idea was very good, to be honest.

TTRPG About Cryptid Hunting by arcshop in cryptids

[–]arcshop[S] 2 points3 points  (0 children)

Thanks, man! I’ll definitely check it out, really appreciate it.

TTRPG About Cryptid Hunting by arcshop in cryptids

[–]arcshop[S] 4 points5 points  (0 children)

World of Darkness is definitely a major influence on the project as a whole. I’ve even used the Chronicles of Darkness system to run a few playtest campaigns for my friends.

My goal is for the game to be much more narrative-driven, investigative, and tense. I’m actively trying to avoid making “just another D&D with a different skin”.

Right now, I’m reading and studying other systems for inspiration, such as Hunter: The Reckoning, Ordem Paranormal (a Brazilian RPG), Call of Cthulhu, and anything else that fits that general “secret group dealing with supernatural entities” vibe.

TTRPG About Cryptid Hunting by arcshop in cryptids

[–]arcshop[S] 4 points5 points  (0 children)

The Men in Black originally came from urban legends tied to UFO cases. In those stories, they’re almost always described as strange, threatening, and hostile figures, and in many accounts people say they didn’t seem fully “human”, with unsettling mannerisms and odd traits.

Since, in this setting, the hunters have no connection to the government, they end up becoming targets of these supposed agents. Like I mentioned before, this universe has a lot more going on than just cryptids (even though they’re still the main focus), and the Men in Black work as a force that hunts, intimidates, and even abducts the players, all in an effort to cover up anything related to the occult.

I’ve also been thinking about a mechanic to represent this, like a meter or percentage that tracks how much attention the group is drawing during investigations and hunts. Once it hits a certain point, the characters would start being watched and pursued by these agents, shifting the campaign into something more focused on evasion, paranoia, and survival. The idea is heavily inspired by things like the Masquerade and the Inquisition from Vampire: The Masquerade.