More experienced ST's, lend me your aid!

Cynis Filthist

New Member
4th game coming up, and each game I've noticed the game has gotten better and better, as I've adjusted and learned as an ST, and my characters have learned and improved as characters.


However, I need some help with some ideas to mix things up.


The characters in question are currently trapped in a First Age University (The university of Hollow in Firewander), where they must contend with tribes of trapped ghosts and Demons (the place is inescapable, even barring paths to the underworld or lethe, or Malfeas). Eventually they will come face to face with the puppet master of the sessions, a pissed off and insane ghost of a First Age solar (who rules the University in much the same way as the Guardian rules the Invisible Fortress)


So far Ive kept my players interested, from circling the table and whispering paranoid thoughts in their ears while we play to providing a crumpled and aged note from a dying Dragon Blooded that gives some information. (The note was a very well received prop)


but i'm running dead on just having thing for them to fight, over and over again. I've had an NPC that followed them inside (mortal) be kidnapped, so thats added something, I was just wondering if anyone had some ideas for puzzles or the like that may fit in.  I'm trying to think of something (for Example) for the Twilight that has found himself trapped alone on the floor that leads to the ancient Sorcery wing, entering Ive decided I think I want some sorts of puzzles or challenges that aren't purely fight this guy! fight this guy! Oops Trap!


Any suggestions would be definitely appreciated.


:)
 
How about instead of fighting the next NPC they encounter, all the characters instead discuss their feelings and try to self-examine why they are so quick to react with violence?
 
eXistenZ (while not necessarily a "good flick" in and of itself) would also be a good flick to check out if you're looking for ways to bring a new sense of paranoia into the game, and mostly without fighting things.


Getting lost in mindscapes, several of them all in a row, with only subtle recurring elements in each to help them figure things out... I love mindtraps.  They're always so mutable and so fun.
 
well, if you really want to put the fear into your players, tell them to roll up secondary characters, "just in case." Or, as I do, keep track of who and what they're pissing off, and whether or not those things can actually pose a real threat to the circle. For instance, I had a character that was pissing off the Guild in a terrible way, and after a while, the st started rolling up random assassination attempts on him. This caused disruptions with the rest of the characters' lives as well. Especially when one of the others was hurt badly by an explosive trap set for my character. Going at your pcs sideways is the best way to keep them on their toes. Unilateral violence can be fun but will get old.


oh and you want puzzles, play myst and riven. also the half life games had some great traps, not just shooting the hell out of people to get through levels. many sci-fi elements translate well into magitech. (the Andromeda Ascendant, anyone?)
 
jademonkeytechnique said:
well, if you really want to put the fear into your players, tell them to roll up secondary characters, "just in case."
I would never use metagame ways to scare my players, because I don't want them to metagame challenges either.
 
Perhaps start sending them some side quests that slowly release the trapped souls, or help them find closure to their haunting nature so that they could move into Lethe. This ultimately starts weaking the ruling Solar-Ghost bit by bit as you take his trapped worshippers, slaves, and troops. Suddenly the mastermind may have to change his plans and start coming for the PCs directly.
 
jademonkeytechnique said:
Or, as I do, keep track of who and what they're pissing off, and whether or not those things can actually pose a real threat to the circle. For instance, I had a character that was pissing off the Guild in a terrible way, and after a while, the st started rolling up random assassination attempts on him. This caused disruptions with the rest of the characters' lives as well. Especially when one of the others was hurt badly by an explosive trap set for my character. Going at your pcs sideways is the best way to keep them on their toes. Unilateral violence can be fun but will get old.
Totally, completely, and unabashedly stolen for my next game! What kind of explosion was it to harm an Exalt though? Was the building left?
 
It was basically an alchemical I.E.D.


something like firedust and oil and tar. Even though the solar that got hurt had dodge charms, the attack wasn't actually directed at her, so she didn't get to use any. just a bomb in the middle of a high traffic street in nexus where the characters were living. it so happened that it went off when a few of them were walking through it. killed alot of extras and nearly offed our eclipse caste. so my character's limit (red rage of compassion) broke, and he went around killing his way to the guildsman that he blamed for the event, and disrupted trade so badly that the Emmisary was very cross with him and brought him down to incapacitated in two turns in the next session.


Don't piss off the Emmissary. Ever.


Imagine Death of Obsidion butterflies, but condensed to a very small, concentrated area.
 
Safim said:
jademonkeytechnique said:
well, if you really want to put the fear into your players, tell them to roll up secondary characters, "just in case."
I would never use metagame ways to scare my players, because I don't want them to metagame challenges either.
you have a good point.
 

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