There hasn’t been a great deal of activity here in recent
weeks. Mostly this is because I’m in the
middle of trying to revise EPOCH, my horror roleplaying game, and add some
adventures. Posted below is a teaser
extract of the blurb and cover:
"EPOCH is the
game of character-driven horror. At its
heart is the goal of delivering a genuinely scary experience in a single game
session. EPOCH delivers this by
identifying, and cutting through, conventional barriers to achieving strong
player engagement, placing the focus squarely on character and supporting this
with a simple, yet evocative, system.
There will be blood… EPOCH is a game of survival horror, and much
like the movies, not all of the characters can expect to survive until the
final scene. Unlike many other games,
EPOCH players have complete control over the fate of their characters. They may know the rules of the horror genre,
but who becomes a victim, and how, is different every time.
There will be drama… EPOCH rewards interesting character play with
increased chances of character survival.
Players are not just the protagonists, but also act as the audience who
hold the fate of all the characters in their hands. Using a simple, flexible, character creation
method, complications and flashbacks, players shape their back story to reveal
interesting new facts and surprising twists.
There will be a reckoning…
EPOCH assumes a high level of character competence, streamlining skills and
abilities, and placing the focus back on the characters’ story and the personal
impact of the horror. But victory is
never assured, evil may prevail, and the true cost of the horror is never fully
revealed until the final credits roll."
Thanks to Doug for an amazing job with the cover art.
In other game news, I finished running Lure of the Expanse with a suitably epic ending. As with the
rest of Lure, the ending has grand ambition and scope, but is not backed up
with a lot of detail. I think the
campaign could easily have been 2-3 times longer and really done a great job of
each of the really ambitious and fascinating elements. As it is, it feels like the outline of a truly great campaign, but ultimately fails to deliver on its promise..
This week I hope to run a one-off game of Flying Coffins for my Cthulhu group this week - I've long throught WWI aviators would make a great cthulhu adventure, and even wrote a plot outline of an adventure myself, but have yet to write it up:
This week I hope to run a one-off game of Flying Coffins for my Cthulhu group this week - I've long throught WWI aviators would make a great cthulhu adventure, and even wrote a plot outline of an adventure myself, but have yet to write it up:
Next, in time for the return of winter, it’s a journey
Beyond the Mountains of Madness. I’m
using a toned down version of my pulp house rules, which allow the players a
finite number of skill re-rolls. I’ve
also drawn on the Pillars of Sanity concept from Trail of Cthulhu to have the
players crate several anchors for each character – unfulfilled ambitions or
links to the world, which can restore a limited amount of sanity during the
campaign with appropriate play.
EPOCH sounds very interesting, but making a game scary can't be easy. If you encourage dramatics, won't that risk introducing a lot of levity?
ReplyDeleteThanks for the question. EPOCH includes a range of techniques designed to increase the tension, and therefore the suspense, leading up to a climax. Each scenario is designed to have a series of climax scenes - but because I don't believe it's a good idea to hold that tension for the whole game -immediately after each there is an opportunity for the players to blow-off steam and relax a little before beginning the next tension phase. This structure, combined with a range of techniques, and the eplicit consent of the players, is intended to create a the potential for a truly scary game.
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