Re: Weak Horrors
Posted: Thu Jun 06, 2019 9:28 pm
I hadn't gotten around to reading through Questors yet but it does contain an interesting idea. I think what got me thinking along similar lines was a vaguely remembered read of The Space Vampires by Colin Wilson. Some spoilers for it below.
I've always found sci-fi and fantasy had more powerful storytelling when they introduced interesting philosophical challenges. But I get that this might be a bit like dragging the Passions through the muck for some people so YMMV. It might be a bit hard to work into an adventure in any case unless you have characters invested in curing the Mad Pasions.
If that sounds awful, ignore it. Every GM and group is a bit different.
* I usually try for 3 groups because I've been doing this awhile and 3 seems to be the point where you blow people's minds and the whole world starts to feel like it's in motion around them. 2 should be plenty to start with though. You could probably get by with 1 if you wanted.
Spoiler:
The easiest way to do this is pick two groups* and have them plotting in the background. If the adventures at least peripherally relate to their interests, the PCs have a chance to notice them. Until that happens the easy way is to introduce tactical choices based on the location the PCs are fighting in. If they get one of these types of encounter per evening that's enough to play to your strenghts and let the mechanics be a storytelling device. It also gives some visible storytelling until the PCs notice the plots surrounding them.
If that sounds awful, ignore it. Every GM and group is a bit different.
* I usually try for 3 groups because I've been doing this awhile and 3 seems to be the point where you blow people's minds and the whole world starts to feel like it's in motion around them. 2 should be plenty to start with though. You could probably get by with 1 if you wanted.