Here is a mystery idea that I put together based on a Nameless Horrors scenario.

Here is a mystery idea that I put together based on a Nameless Horrors scenario.

Here is a mystery idea that I put together based on a Nameless Horrors scenario. I intend to do more of these for my favorite scenarios in that book, before I start trying to do original scenarios.

https://hourswithoutsleep.wordpress.com/2015/07/29/conversion-of-the-space-between-for-monster-of-the-week/

3 thoughts on “Here is a mystery idea that I put together based on a Nameless Horrors scenario.”

  1. A few comments: (spoilers, obviously)

    – The Countdown could be more aggressive, and it should start from when the hunters get to town – the first two items have already happened in the hook.

    – I’m also wary of having something as specific as “this character betrays the hunters” in the countdown – it might be more useful if that step was that she is totally hollowed, which allows the Keeper a bit more flexibility on handling things in play.

    – For the move when a hunter is hollowed, I prefer to have moves like this still leave the player in control. Perhaps allow the Keeper to suggest actions to them, and if the hunter does it then they mark experience? It might also be good to have an option for a hunter to spend a Luck to resist the transformation process (although as it takes time maybe just relying on the rest of the hunters getting to them in time is enough).

  2. Thanks for the comments. I did this in part to try and wrap my head around how to setup mysteries, with this being my first attempt.

    I will definitely revisit the Countdown clock and I definitely like your second point’s phrasing better than mine.

    For the move, I was trying to balance the lethality of it against leaving the character in play. I was mostly hoping that the player’s would find a way to interrupt the process of being hollowed.

  3. Cool, glad my comments are useful.

    If you want being hollowed out to be an ongoing process, perhaps make a countdown for it? Then you can mark off a step whenever it reaches the next stage, which should make it very immediate for the player.

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