I'm going to run my first BTS game soon, but I am having problems.
Firstly, I don't really know how to run this sort of game. I used to watch X-Files alot, and that's all I've got to go on.
Second, I want to ultimately introduce the PCs to dimensional travel. I kind of want to recapture the feel from one of my old games. When the PCs ended up in the Elysian Fields, one of them commented that it was "like a storybook." They greatly enjoyed the interplanar travel (at least the very little they did).
Third, I want to instill an urge to explore in the game. I still haven't really figured this one out yet :ugh
Need Advice
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Re: Need Advice
Gazirra wrote:Firstly, I don't really know how to run this sort of game. I used to watch X-Files alot, and that's all I've got to go on.
Second, I want to ultimately introduce the PCs to dimensional travel. I kind of want to recapture the feel from one of my old games. When the PCs ended up in the Elysian Fields, one of them commented that it was "like a storybook." They greatly enjoyed the interplanar travel (at least the very little they did).
Third, I want to instill an urge to explore in the game. I still haven't really figured this one out yet :ugh
Well, i don't have the 2nd ed, but in 1st, there is an adventure specifically designed to let people travel to alternate realities via time traveling gazebo! Just kidding...kinda.Gazirra wrote:Well, one of my PCs is making an Autistic Savant XD
I also want to totally agree about the characters being really important to a good game of BTS. One thing you could try to get the players curious about things would be to use the Autistic Savant. Have weird people and things come after her/him from day one. There could be some huge conspiracy that exists soley (for now) "to get that kid!" In order for the players to stop being harassed, they have to go and find out what exactly is going on, and why they want this Savant so badly (maybe she/he knows some earth shattering information?)
I think an organization (of some kind) is almost a must for a BTS campaign. That's why Boxed Nightmares was so useful. They not only provide leads and hooks for the characters, they can have just as much intrigue, mysteries and evil inside them as out. I played in a game where i was the grandson of another PCC (so the "organization" was a family) there were enough skeletons in the closet for lots of scenarios.
As far as inspiration... There's some cartoons that you could look into: "Ben 10" and "Roswell Conspiracies" are two that could easily be shifted from alien stories to supernatural ones. I've only seen one episode of Supernatural, but that looked good...
Re: Need Advice
Gazirra wrote:I'm going to run my first BTS game soon, but I am having problems.
Firstly, I don't really know how to run this sort of game. I used to watch X-Files alot, and that's all I've got to go on.
Second, I want to ultimately introduce the PCs to dimensional travel. I kind of want to recapture the feel from one of my old games. When the PCs ended up in the Elysian Fields, one of them commented that it was "like a storybook." They greatly enjoyed the interplanar travel (at least the very little they did).
Third, I want to instill an urge to explore in the game. I still haven't really figured this one out yet :ugh
I would suggest combining a story element akin to that used in the TV series "Sliders" where some magic wand/crystal skull/supernatural hotspot has the power to catapult the players into whatever situation/location your deranged mind can conjure up.
For instance, through some twist of fate one of the character inherits a rare crystal skull akin to those found in Mayan and Aztec ruins, only this one has an ego--a will of its own--or may be connected to some alien intelligence, or both! Anywho, the skull then fixates on the PC's and tosses them onto parallel or alien worlds, or summons up some icky monster they will need to dispose of. Soon some paranoid FBI agent/Journalist/Conspiracy Theorist connects the PC's to some of these strange events and starts hounding them. Maybe the skull tries to manipulate the PC's into releasing it or some old drinking buddy from its extradimensional prison.
Hmmm, I'm gonna have to use that some time...
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Don't make the mistake of trying to "Gross out" players - it really won't work well, and they will become desensitised to it. You must use psychological horror, not visual gore.
Keep all your descriptions brief. Don't refer to your creatures by name and keep the amount of supernatural opponents to the absolute minimum. If the players know that the noises from upstairs are caused by a bogeyman, they won't be scared at all - you need to suggest that it could be anything. As Lovecraft said, the oldest emotion of man's is Fear, and the most powerfull fear is of the unknown.
Build the tension with simple everyday events - constant supernatural omens and signs soon become dull. Instead use mundane facts to build suspense e.g. "The kitchen is small and dirty, apparently unused in months. You also notice a knife is missing from the knife block..." or "As you go to leave, you notice that the door is now locked". Give away as little as possible, let the character's jump to their own conclusions.
Remember, human beings are every bit as scary as monsters and demons. Every session doesn't have to revolve around the SN - throw in the odd stalker or serial killer to keep things fresh.
The key really is:
1. Less is more!
2. Keep it real! (Use the supernatural Sparingly!)
Keep all your descriptions brief. Don't refer to your creatures by name and keep the amount of supernatural opponents to the absolute minimum. If the players know that the noises from upstairs are caused by a bogeyman, they won't be scared at all - you need to suggest that it could be anything. As Lovecraft said, the oldest emotion of man's is Fear, and the most powerfull fear is of the unknown.
Build the tension with simple everyday events - constant supernatural omens and signs soon become dull. Instead use mundane facts to build suspense e.g. "The kitchen is small and dirty, apparently unused in months. You also notice a knife is missing from the knife block..." or "As you go to leave, you notice that the door is now locked". Give away as little as possible, let the character's jump to their own conclusions.
Remember, human beings are every bit as scary as monsters and demons. Every session doesn't have to revolve around the SN - throw in the odd stalker or serial killer to keep things fresh.
The key really is:
1. Less is more!
2. Keep it real! (Use the supernatural Sparingly!)
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Advocating: A free, super-slick .pdf of Palladium's core system with sample characters and scenario
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Reading: Savage Worlds / Savage Rifts
Playing: Nothing U_U
Advocating: A free, super-slick .pdf of Palladium's core system with sample characters and scenario
My Dead Reign Character Sheet
Palladium Books RPG Google+ Community