I am so happy and giddy right now. I just finished a playtest of Horror! including character creation and then about a two-hour scenario sketched out ahead of time and then improvised. I went in with a premise but not knowing what kinds of characters the players would create.
Character creation went really well – a little slow in parts, but I didn’t print enough rules handouts for the group, and that didn’t help at all. I want to write a post in a few days about what went well, and some feedback I got in the character creation department.
The session also went well. They were actually frightened, disgusted, and felt despair. Hooray! That is exactly what this game is shooting for, and it delivered.
The big challenges now:
Integrating the feedback (which was wonderful and very helpful) on character creation, the game system, and how I the GM applied the game system. I’ll sketch this out in the next post.
Writing into the game what I do, what another GM might do – particularly my friend Arnold’s challenge – how to make a scenario like this into a module, when so much of it hinged on improvisation? I think that the Horror! system works specifically well at doing just that, but now I have to prove it. So at least one post will posit this idea of a meta-module for horror games using our system. We’ll see if it works…