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63

Powerful drama requires powerful motivations. When everyone at the table agrees that they want a Horror game, they must craft their characters around these motivations. If they don't buy in, then you get the kind of power-fantasy where the heroes do the quite sensible thing of feeding Cthulhu a couple cases of dynamite and legging it. That isn't horror, ...


22

I think you're metagaming. You, the GM and player, know that continuing to pursue the truth will lead to madness. Your characters don't know that. They don't know the risks yet. Your characters are just finding out (possibly for the first time) that "magic" or something like it is real. If you, in real life, just found out that magic was real, wouldn't you ...


15

Reward Non-Combat solutions How you reward your players is dependent on the players. Some players will respond to non-traditional investments of XP (the tradition in D&D is to give XP for the murder of animals, you could offer XP for simply solving a problem†). Some players will respond to material items, others will respond to, you as the GM, buying ...


15

You need not be your class(es) You are playing a character, who has a certain skill set. That character may self-identify as a rogue, and then may recognize a distinct switch from being a rogue to following the way of the monk. Those are options. They are not the only options. Consider Miko Miyazaki: Elan: So Miko, did you take levels in the old ...


14

Your PC can invent a new technique on his own Taken from wikipedia's entry on the Southern Praying Mantis kung fu style: Praying Mantis The association of the term "Praying Mantis" with the style is also controversial. Each branch of the style offers a different explanation. The traditions of the Chow Gar and Kwong Sai Jook Lum branches ...


13

In addition to the excellent answers already posted, let me suggest that you look at the kinds of protagonists that Lovecraft wrote about; police investigators ("The Call of Cthulhu", "The Horror at Red Hook"), artists looking for unique experiences ("Pickman's Model"), and people who actually wanted to find out more about the squiggly things under the bed ...


12

It's a good idea to make sure everyone in the group understands what the point of the game is about, so they can build appropriate characters. Sometimes people go in building "survivalist" characters, which means the motivations also don't fit the genre expectations. It's also important to remember that the key point of horror stories is some point of ...


6

The introduction for the wolves you have is great...for a fighting encounter. If you want them to not fight though you need to set up encounters which make it very clear that combat is not the only or even the best option and get them used to the idea. For example what happens if they find a pair of wolves in their den defending a cub, and all the wolves ...


6

One word; Consequences And I don't mean for the characters, not entirely, for the NPCs. If your players are a bunch of happy-go-lucky murder bunnies then they are likely seeing the world in shades of black and white rather than grays that the world really is. Inject some moral consequences into situations that the players encounter; don't flood them with ...


4

In my years (30 years) Ive always found that its their game not mine. Its really what they would want to play. If none think this game style is bad or dont feel like the game is Hack n Slash then just go with it. Now on the other foot as a DM you need to also be the one whos proactive if you want a game to go a certain way. While it is their game you are ...


3

There are no rules concerning time travel in 3.5 Edition. AD&D 2nd Edition had a supplement called Chronomancer. Even then it was very confusing and would be even more so now. There are several deities that govern time and I am quite certain the moment mortals start altering timeways, their eyebrows would be raised. Time, in and of itself, is a very ...


3

I'm going to write this answer specifically to a Rogue taking up Monk levels and continuing down both of those paths, but I don't think the ideas I'll present here are too different for any other MC combination, whether it's a single level dip or a multi-level commitment. There are two paths here, one takes substantial DM buy in and the other you can pretty ...


2

Create advantages representing coordination, planning, and inspiration. A couple weeks ago I ran a Fate Accelerated game with several leader-type characters. An airline stewardess began combat by barking out a plan (Create Advantage, placing the aspect I know what to do! on herself). She succeeded with style, and handed out the free invokes to anyone who ...


2

This is one of those rather broad open question, and often is solved with the good old fashion wandius wavious miraculous. Easiest would simply to have somewhere in his background he had studied it but fallen from the path of training and took up thievery. As an established character it's harder as background is pretty much set unless you have some amnesia ...


2

Especially when improvising social scenes I found it best to have one or at most two NPCs there to interact with. A larger social event (like a party) usually never takes more than two sentences from me because I found them to be bad for gameplay. The reason is that usually only one PC interacts with one NPC when many are there so I basically have to play ...


2

I think it's best not to force anything. It seems unnecessary and ultimately undermines the logic of the situation and its dramatic effect and immersion. As a player, I would come up with clear understandable motivations that make sense and yet can get the character hooked into the scenario. Then I would discuss with the GM to see if the GM finds them ...


2

The easiest to explain route for Rogues is to consider the overlap between assassins and monk powers. "I already knew how to hit vital locations of the body to kill. Training further, I learned how to use my hands instead of a knife (monk unarmed damage). I began to study a few medical texts, and saw overlap with the mystical books about the flow ...


1

What does everyone want? First and foremost: have you considered the possibility that your players like playing in this style, and are more interested in destroying everything than trying to save villages and feed dire wolves? I had a match of the Game of Thrones RPG (highly recommend it) where the GM expected us to become choose to be nobles and go to the ...


1

Traditionally, Rogues have been (are) both nimble and perceptive (they had Spot and similar skills as class skills in previous editions; and in 5E, Rogues can be proficient in Insight, Investigation and Perception). The fact that you start with at least 13 Wis attests to your even higher acuity (relative to other rogues). With that in mind, a few thoughts: ...


1

Set it up before you do it, and it will make more sense. You can even have a bit of fun setting it up. Start eating food with sticks instead of utensils. Try to catch and kill flies with them between meals. Offer to polish/wash people's walls for them, for practice. Apply wax, and scrape it off. Sand decks. When you are standing around doing nothing, ...



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