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"Tatters" Audio Game

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Last 5 Journal entries
· The Phantom of Wilson Creek 2.5
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· The Phantom of Wilson Creek 2
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· The Phantom of Wilson Creek 1
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· Music of the Spheres 2
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Music of the Spheres 2
Posted on: 10-30-2009 @ 09:59 pm

Wrapped up Music of the Spheres and it went much, much better than the first half. I payed close attention to the pace and cooled things off with a few non-violent encounters and cover-up stories. Reasoning against the characters theory toned things down and reset (slowed) the pace. The events then unfolded along their escalated course, each with an increasingly difficult challenge for the characters to overcome until the climactic end. It really worked out well.

The session started and investigators spoke with several scientists at the lab who rationally debunked the character's theories about the signal causing the natural disturbances. The Mi-Go, who knew they had been spotted, whipped a large dead bat into the door of the observatory, hoping to explain the 'flapping creatures' that had been spotted the night before. A herd of beautiful, migrating Pronghorns strode by harmlessly showing no signs of diress. This worked.

Then came with two important clues and a confirmation that turned the game.

The characters deciphered the Mi-Go device (found in the car, just when everything seemed back to normal) without an issue and the players 'got' the clues pretty quickly. They went back to town to ask Stan about this but didn't have a chance to speak with him. With a casual comment about the giant bat hey did however learn that Farmer Holden reported seeing a giant bat as well. Curious, they drove to his farm.

I had no idea what to do here. I had no plan for the farm, so I went as desolate as possible. They drove through a cornfield out to a barn, cilo, and farmhouse. Nobody was home. Equipment creeked, the cilo moaned, and the corn husks rustled with an awesome dissonance. The players were chewing their pens.

Eventually they came around the corner of the barn and found a fly-covered pile of dead horses, violently hacked and beaten into parts. They went to the house and Farmer Holden attacked them, ranting and raving (love that this is a special ability) successfully :)

There was a struggle, Holden was subdued. It seemed as though he just lost his mind, although the characters made sense of his rantings that the music came from the gound. This got them thinking and the players made the connection. It worked!

The parlay was the last nail in the coffin. It gave them a name, Nemisis, and confirmed their concerns. This was a big turning point. They had figured out what the problem was and grasped the urgent need to solve it.

The players spent about 15 minutes discussing this. In the end, they had a great time and 'solved' the problem successfully.

I learned two valuable lessons as a keeper there. First, I think less is definitely more. Leaving certain things that could be threatening innocent and then making the mundane terrifyingly dangerous was great. Second, pacing is incredibly important. Controlling the intensity of the encounters, and their frequency, made all the difference in the mood and in the players discoveries. I'm sure more practice will help make me better at both.


Last updated on 10-30-2009 @ 09:59 pm


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