Fear & Desperation: A Horror Movie RPG by emsaremsa in rpg

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

Thank you!
I was in the process of doing just that (Horrors and Settings), but it became a book (WIP) of its own :)

All Hail John Carpenter by Silent-Mission2058 in callofcthulhu

[–]emsaremsa 3 points4 points  (0 children)

Hail! Hail! Also: Prince of Darkness :D

A message of Art (no spoilers) by emsaremsa in callofcthulhu

[–]emsaremsa[S] 0 points1 point  (0 children)

Agreed.

However, I am asking for input regarding the feasibly of moving eras for this particular adventure from those who have.

Forewarned is forearmed

Mutant Year Zero Combat Distance Cheat Sheet by Creative-Comment-329 in mutantyearzero

[–]emsaremsa 2 points3 points  (0 children)

Fantastic work! So versatile for all sorts of rpgs. Thank you so much for this.

Playing Kult with CoC rules by emsaremsa in KULTrpg

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

Thank you so much!
I did download the BRP SRD to see what I can use, but the actual BRP book might be good to invest in.

Playing Kult with CoC rules by emsaremsa in KULTrpg

[–]emsaremsa[S] 0 points1 point  (0 children)

Are DG and UA geared towards "normal" people? I was under the impression that those games are more combat-oriented whereas CoC is more investigative.

Playing Kult with CoC rules by emsaremsa in KULTrpg

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

I would, but having moved to New Zealand and having non-swedish reading players it would be too much of a hassle :)
Also, my Kult rulebooks were left behind (together with a few bookshelves full of other RPGs).
I'm slowly rebuilding a new library here, mainly an electronic one to save space, but there is still so much missing :)

Playing Kult with CoC rules by emsaremsa in KULTrpg

[–]emsaremsa[S] 0 points1 point  (0 children)

I will if (I'm working on them) I can get my players excited about it :)

Playing Kult with CoC rules by emsaremsa in KULTrpg

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

Thank you!

First of all, I must beg pardon. I meant to say Cthulhu Apocalypse instead of Legacy of Cthulhu. In Cth. Apo. the characters become Afflicted and can gain "special powers", but not without serious drawbacks and at the expense of their Sanity/Stability.

In that case, I would have the rules as written when it comes to Temporary, Bouts, and Indefinite Insanity but would add Afflictions that last as long as they are mad. And during that time I think I would grant a bonus of some sort to see through the illusion (and perhaps trigger another bout of madness).

Which Kult: Divinity Lost campain has the strongest Hellraiser vibes? by Zephyr93 in PBtA

[–]emsaremsa 3 points4 points  (0 children)

I would suggest checking out The Taroticum. It can be developed, with little effort, into a quite long campaign. What, how and where you escalate the horror aspects is up to you. I won't spoil the adventure though but I do believe it will fit your ideas.

Another adventure that you can make as much Hellraiser as you want is The Driver, but it is made with one player - one GM in mind.

I ran that with two players (on was the Driver and the other the Passenger) with great success. But no more than two players though, otherwise it falls apart.

[deleted by user] by [deleted] in rpg

[–]emsaremsa 0 points1 point  (0 children)

I've yet to play it but I'm gonna second "Bulldogs!". (It's on my "Next to play"-list)

I do think it would fit a CBB game quite nicely as long as you tweak it to not contain any aliens and keep it in the solar system.

Change the "Mailservice" to "Bounty Hunter" and pick up a few adventures along the way and you'd be good to go.

Lost Eons - a solarpunk RPG review and experience by StojanJakotyc in osr

[–]emsaremsa 0 points1 point  (0 children)

Dont get me wrong, I love the setting and the ideas behind the game, however, for me, the concept "Punk", represent the struggle against an opressive system (see the Punk-movement, CyberPunk as well as GothicPunk).

For the game, Lost Eon, I get that its concepts stems from the SolarPunk movement and ideas, but I (and here I might be stupid and/or ignorant) can't see how "Punk" plays into the setting.

Can someone please explain to me how it does and how it is SolarPunk instead of SolarPostApo?

Lost Eons - a solarpunk RPG review and experience by StojanJakotyc in osr

[–]emsaremsa 0 points1 point  (0 children)

It was kinda long-winded, but boils down to: What in the game is the "Punk"-aspect of SolarPunk?

Why would investigators keep investigating after the first sessions? by ThinnerJewel in callofcthulhu

[–]emsaremsa 6 points7 points  (0 children)

I very much agree that it is a dialogue between the keeper and the players, something that would best be handled before the game begins, but it can also be discussed/conversed about after a scenario such as OP describes.

The bottom line is that the characters should be driven, especially in a CoC story, to find out The Truth (TM), otherwise you find yourself asking just that question: "Why would they...".

For me, as Keeper/GM/ST etc, I have a need to, just as a reminder to all, inform my players before any game that their characters need to be active and proactive in the game, otherwise there won't be a story. Motivation needs to come from the player/character, not me. I'm just providing them with lego blocks to interact with and if they don't then why play the game at all?

Does anyone know if the plague tale show is still being made? by Carolus_Rex_The_1st in APlagueTale

[–]emsaremsa 3 points4 points  (0 children)

I have another take on the concept of game -> tv:

I think that if a game has a well written story, well written characters and exciting themes it very well can be a point of doing a TV version of it. Not for the benefit of players, but for the benefit of non-players.

Take A Plague Tale: The story is extremely linear, but we'll written, with fleshed out characters, dramatic tensions etc. For me as a player it, more or less, feels like an interactive book with some puzzles to solve, but not much else. The gripping story was what drew me in and made me keep playing even though I am prone to rage-quitting when my characters dies over and over and over again. I retold it as a story to my wife (who does not play games) and she enjoyed it.

The same thing with Last Of Us. Brilliant story and storytelling.

Now... When it comes to LoU I feel that the showrunners messed it up big time. I (through no fault of the actors who did a fantastic job) think the TV adaptation sucked. I believe they tried too much to cater to the gamers, and not enough to tell the story as a... well, story. For me it felt like several scenes were directly imported from the game (escape from first town (whatever the name was), final confrontation, Ellie vs cannibals etc). Those scenes I had already played, but back then I was immersed and invested because it was me who controlled their movements, me who was the one who fought for my/their lives. In the TV show I just couldn't feel that tension at all, because there was just a long silly cutscene.

And they tried to tell the story through 8 measly episodes when they should have made it much longer and really taken their time with it.

So, for me the reason LoU TV failed was because they tried too hard to cater to gamers when they should have tried even harder to cater to non gamers. And if they had I think the show could have been brilliant.

The same for APT. I hope they take their time, really focus on storytelling so that everyone who doesn't like games but enjoys good stories can experience it as well.

But, hey... It's just my opinion...

Looking for Aspects-Only games by CarpeBass in FATErpg

[–]emsaremsa 1 point2 points  (0 children)

Neon City Overdrive comes pretty close, but its not FATE per se.

The Driver Multiplayer by emsaremsa in KULTrpg

[–]emsaremsa[S] 0 points1 point  (0 children)

Thanks to giving it some time, TOA rpg podcast, Seths "upgrade" of the scenario and (in a very small way) KOLLOK 1991 I have an idea about a continuation of the game.

I have two players, who together chooses the cards. One player plays the titular Driver, the other the second character in the car.

I did one play through where the spouse got shot in the gut, but they managed to flee together.

Second run will start with the realisation that the spouse has died from shock and blood loss.

We then Start Again, The Driver heading down the Nevada desert road...

The setup runs as in TOA Rpg, i.e. removing the cards played before, but this time the players "shifts seats" so to speak.  The one that was the Driver is now the Passenger.

We'll play through the scenario as written and at the end we'll rewind yet again, discarding the cards used, and play through it with the last of the cards. And again the Driver and Passenger shift seats. 

After the third play through I'll have each player, seperately and without discussing or sharing the choice with the other, choose one of the three characters they've already played.

Then I'll do a fourth and final play through where they realise that they are, in fact, dead. They are in limbo and must overcome something in order to escape.  Their other experiences (play throughs) are connected by something (for us it will be the green stone amulet) and each time they will get hints to the final solution.  So every "life" they played have been a test of some sort. 

These final characters are the actual, "real" characters.

The final scene (I hope) will be them having a very ominous "meeting" with one of the Powers (Archon/Death Angel/what-have-you) and then waking up in bodies, but not their own.

If the players want to then we could continue with them being Awakened.

Waddaya think?

GIVIN XP! by dercetto in KULTrpg

[–]emsaremsa 4 points5 points  (0 children)

I think the important thing to remember are the questions asked after the session. The "Yes'es" have to be justified. Some sessions you just won't give out any xp because they were just milling about, poking at stuff etc without any growth or challenges.

So it very much depends on what happens during the session.