A call of Cthulhu post..great!
So..I think it's difficult, extremely difficult, to establish an aura of mystery in a role-playing game. Whether you're playing something related to Call of Cthulhu or something like D&D, it doesn't matter, creating a space where mystery can develop is no simple matter. Players are generally disorderly and hate anything serious or solemn.
Obviously, this isn't true of all players, but the fact that they're playing a game puts many people in a state where they want to be chaotic or more disorderly than usual, so in general it's difficult to create an aura of mystery amid so much chaos and disorder.
But anyway, leaving aside the specific elements that will only apply in specific cases. In general, the mystery has worked well for me, if we find ourselves with a plot that gradually unveils the BIG REVELATION.
And in general, I see that Cthulhu modules work that way, a creature in a rural village. Dead animals, accidents, unusual weather events. Disappearances or sudden changes in behavior, violent and repulsive deaths. And then the creature suddenly appears, perhaps even ending the existence of an important NPC in front of the group of investigators.
That's usually the method: three forceful presentations in three different scenarios and moments in order to build mystery, plant clues, and then end with a grand curtain call where a tentacle grabs and squeezes the groom to death.
But they can also present a mystery, since all the machinery is already in motion. A campaign begins with Cthulhu standing on the shores of New York, so that his mere presence generates a large number of events.
Similarly, you can start with the classic prison break. Tied to an operating table in a sad, abandoned, smelly place, with a burning pain in your right side.
The mystery may already have been revealed, but its effect can be felt and the actions of the investigators can begin to be set in motion, who will generally fight to survive or to prevent the THREAT from causing as much damage as possible.
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