03-18-2019, 05:25 PM | #11 |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: Campaign idea inspired by GURPS Cabal.
I did this kind of thing (although not this exact thing) in Facets. I warned the players things would go sideways really fast, and that the characters should be able to handle themselves in strange and dangerous situations.
I also foreshadowed weirdness at the start of the first session, and by the end of it the group knew they'd stepped beyond the Pale. That may be one key reason it worked out as well as it has. I didn't wait to drop them down the rabbit-hole. I slam-dunked 'em into it, straight away.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. Last edited by tshiggins; 03-19-2019 at 05:21 PM. |
03-18-2019, 06:00 PM | #12 |
Join Date: Apr 2012
Location: Thomaston, GA
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Re: Campaign idea inspired by GURPS Cabal.
I also wouldn't do this to a group I hadn't played with before or hadn't been playing with for a while.
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03-18-2019, 06:50 PM | #13 |
Join Date: Apr 2012
Location: Thomaston, GA
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Re: Campaign idea inspired by GURPS Cabal.
This was just a thought experiment; I don't have a group to play with right now.
Maybe I'll write something up formally. Mostly just wanted to see what others thought as a concept. I liked the idea of starting off in a game in the mundane, modern world with not one hint of the occult or supernatural, then revealing how the world really is... Obviously, I wouldn't spring it out of nowhere. I might be able to pull that off with a group that I'd been playing with for a while. Last edited by AllenOwen; 03-18-2019 at 06:53 PM. Reason: typos |
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