Forum changes: Editing of posts has been turned off until further notice.
Started by DarrenGMiller, May 02, 2010, 05:14:09 PM
Quote from: Locke on May 04, 2010, 05:00:17 PMi like it... cool- think about this... since only the anchors shift, after surviving a few times wouldn't they always carry weapons? It would just be basic survival instincts. I would say that any object an anchor carries could or not shift. This means any items they wear or carry. Maybe their clothes would change and the gun they are carrying goes missing. It would be cool to see classes like: lawyer, cop, nurse, plumber... everyday ordinary people. Maybe another could be that reflections could reveal the shifted or non-shifted world. So a person trapped could look through glass and scream at the happy people at home but they can't be heard. Also maybe some can control shifting more than others, or every time a shift happens the persons tays longer and longer so that some older people are trapped there forever or will only briefly shift into the real world.
Quote from: Jeff Russell on May 05, 2010, 10:37:52 AMDarren, This looks pretty cool so far. I haven't had a chance to check out your blog yet, but have you started developing mechanics yet, or are you trying to nail the world first? I think you basic idea about "shifts" is creepy enough and broad enough to really set the tone, but allow lots of flexibility for groups to play to what scares them. Are you planning on incorporating any horror game standbys, like 'sanity' mechanics or anything of the sort?I haven't checked it out yet, but "Zombie Cinema" apparently has a cool dynamic for creating the sort of tense cooperation/falling apart scenarios you get in zombie movies/other survival horror with groups of people thrown together by horrifying circumstances. Horror is hard to do as a game, but you're off to a great start so far and I look forward to hearing more.
Quote from: Christoph Boeckle on May 11, 2010, 09:56:18 AMHi DarrenSorry for not getting back in touch sooner.Sounds like a good start to me! I've got some questions for you.Is this going to be a GM game, where his job is to provide scenarios and reveal some secret over the course of a number of sessions of play? Or is this world only a poetic device to establish some thematic content via the characters, the GM being here to put the characters in difficult positions (e.g. with great power come great responsibilities, etc.?)