Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
What is the proper feel of a DG game? Some suggestions.
Reading Lovecraft, one can't help but notice that the monsters are
nearly always in the periphery. Once they've been glimpsed they lose
their power to frighten. Likewise, the players should know something is
out there - and should feel it's effects - but they should never be
fully confronted until they already know something else is out there
too. The players in my game are about to come face to face with their
first MiGo. They've had hints, but don't know what to expect exactly.
And in the last session they came to the realization that there's some
sort of black organization pulling strings around them. They don't know
if it's related to this thing they're about to confront or not, but they
do know that just getting rid of this upcoming thing isn't going to
solve everything like they thought it might. The monsters can't be kept
of of sight forever (that would be monumentally boring), but once the
spotlight hits them the fears should already be gathering elsewhere.
About
character death versus insanity - both must be tangible possibilities.
Almost every game I've ever played in has been run by game masters
afraid to actually kill characters. Recognizing this, the characters
I've run have become increasingly brash, and often do things that most
players are shocked at - and yet I have never lost a character that way.
I'm usually the first to open the ominous-looking door, and the hidden
dice of the DM always seem to fall so that I'm left with a hitpoint or
two - or, at worst, unconscious with some easy access healing nearby.
That won't fly in a good DG game. The last DG Keeper I played with ran
Tatterdamalian a long time ago. He was as surprised when I walked off a
Carcosan spire where I thought there might be an invisible bridge as I
was when he killed my character for it. That was my first game with him,
and I kept going back for more because I finally had a real game keeper.
I can't recall ever getting killed by any other game master in any RPG.
So,
entering a combat should carry with it the risk of death. If it doesn't,
what's the point of running it? By the same token, opening a tome of
eldritch lore or casting a spell or tracking down a sanity-blasting
creature should carry with the risk of losing a character to insanity.
Otherwise, two hours of roleplaying can be summed up as, "Okay, you get
out of the car and get shot at. It takes time, but you successfully
manage to bring down all fifty of the hidden enemies and make your way
into the tomb where you find a book with a big 'N' on the cover. Opening
it, your mind melts, but only for a minute or two, and then you become
the most powerful sorcerer in the world and bring about the endtimes and
the Earth explodes. Okay, where's the Monopoly board. Got any beer?"
In
my game, the players are beginning to realize that pulling a gun is
tantamount to finally admitting to themselves that they screwed up
somewhere. They know that combat is deadly. They also know that had they
not screwed up, they very well might have lost their minds in some other
way.
At the same time, the illusion of progress is important.
When I player goes through a character sheet every month, they like to
know that they are at least getting closer to some hidden truth. Even if
they know that the world is doomed, at least they can put it off another
day. Without that, there's even less reason to play than when your
Keeper can't being themselves to kill you.
Those are my three
most important "feel" elements: Death is around the corner to those
careless enough to seek it, insanity lurks everywhere if you only know
where to look, and that by confronting those possibilities you can make
a small difference in what happens next.
Another thing that lends
itself to feel is environment. Appropriately chosen scene-specific
music, scenario-specific background music, lots of handouts and props
whenever possible. If they can hear the ambiance and see and feel the
objects their characters are manipulating, then that's three senses that
they are sharing with their characters. In some rare cases you can even
engage the other two if you feel like cooking scenario-appropriate food.
By engaging these physical senses in addition to the "mind's eye" of
imagination that most keepers try to engage, you can lend an amazing
amount of feel to your game.
And here's the kicker: All the above
stuff applies, regardless of what system you use. Spycraft is great, but
it's not going to make your props any better. D20 has it's plusses and
minuses, but none of them matter if your players have immortal
characters.