Tuesday, September 8, 2009

Encounter Clarifications

I'm still editing the summary, but thought I'd post something in the meantime. I answered some questions in the comments, but I figured I might want to revisit and rephrase some of my answers here.

hansotterson asked me to clarify the game's structure: what's the game about, and how do you play it? It's a horror-adventure game with scenes broken up into:
  • horrific atmosphere, like meeting the captain, dealing with thirst and hunger, minor incidents on the ship or in port;
  • traditional adventure encounters, like storms, sea monsters, raids, chase and pursuit;
  • flashbacks to life before damnation, which set up relationships and thus aide in escaping damnation.
The traditional adventure encounters are generated randomly on the dice map. noahsgamechefpage asked for clarification on using the dice map: the dice map can actually be used any time the GM wants inspiration on what happens next, but the major events are intended to occur after sunset each day, with minor events and flashbacks filling up the rest of the time. Also, some of the major events and all flashbacks will create NPCs as a side effect. Can these be fleshed out? Certainly. When the Dutchman raids a ship, many of the living crew will be killed and eaten, others will try to escape, but a few may be taken captive as newly damned, which means the PCs can interact with them over the next couple days.

mark vallianatos had some questions as well about the guts of resolving tasks and conflicts, but I'll cover that in a separate post.

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