Hi there!
I’m thinking of redesigning the booklets of my “Horrifique” hack and I’d like to benefit from your advices.
The booklets are based on professions. I have the feeling that this is an old AdC remnant, and that we could imagine another way to characterize the characters.
In Lovecraft’s stories, the protagonists are very little described and are almost interchangeable.
According to you:
1/ In order to stick as well as possible to the Lovecraftian stories, what would give the main colour of a booklet? The profession? Character? Anything else?
2/ In a one shot oriented game (as it is the case here), are the booklets indispensable? Knowing that the game is thought to be played on the go (we create, we play and we close in one session), the time devoted to creation is important.
3/ If they are not, how can we nevertheless allow the characters not all resemble each other?
If you have references of pbta games oriented oneshot, I am taker to see how they organize the game start.
Perso, je me dirigerais vers les rôles dans une histoire horrifique.
La victime (la cible ou victime d’une possession, malédiction, etc.)
Le fouineur (celui qui veut savoir les vrais dessous de l’affaire)
Le gros bras (entre développement des neurones ou des fibres musculaires, il a choisi la seconde option)
Le•a (petit•e) ami•e
Le stressé (la panique, c’est fantastique!)
Le mystique (la vérité est ailleurs)
etc.
L’enfant malsain
Le nihiliste (ça ne peut pas exister)
Le survivant (il a connu pire)
etc.
Thanks Acritarche 🙂
I think about something: My game is based on emerging Mysteries, like the Dungeon Starters for Dungeon World.
So if it is based on Mysteries and designed to play one shot games, it cant be character-centered. Therefore, are the booklets really useful?
If the moves are character-centered AND plot-driving than I would say yes.