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OSIAdept Heroic

Joined: 19 Oct 2007 Posts: 1523
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sirdrasco Novice
Joined: 08 Aug 2012 Posts: 54 Location: Utah, Roy
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Posted: Fri Nov 02, 2012 2:52 pm Post subject: |
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During character creation talk to them and find their comfort level. They could want it real gritty, or just a light dose of whats happening.
That way you know what level they would be okay with. _________________ "I say Mr. Chesterson, is that a giant ether squid following us?"
"Why yes it is Mrs. Monns."
"Well guess we should get ready to receive it."
"Blast I hate squid for dinner."
"But the cook has a new recipe.." |
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Virgobrown72 Veteran

Joined: 19 Jan 2010 Posts: 843 Location: The other side of the Sun, baby!!!
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Posted: Fri Nov 02, 2012 6:13 pm Post subject: |
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i'd keep it light but implied... _________________ "Anything smaller is just fiddly, and fiddly is not one of SvgW's three Fs..." |
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JCDenton28 Novice
Joined: 01 Nov 2012 Posts: 46
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Posted: Fri Nov 02, 2012 6:38 pm Post subject: |
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The important question is to ask why you want it graphic?
Is it to curry motivation, affect the players in some specific way, or to try and make things seem "real"?
Think through it carefully. Most people play games to escape reality, or simulate an experience they can't effect in real life (save the world, stop human predators, etc).
Definitely know your playgroup. |
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OSIAdept Heroic

Joined: 19 Oct 2007 Posts: 1523
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GruffaloCrumble Seasoned

Joined: 19 Sep 2011 Posts: 147
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Posted: Sat Nov 03, 2012 10:56 am Post subject: |
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Our 50 Fathoms campaign manages to remain light-hearted, despite frequent eruptions of graphic ultra-violence.  |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4459
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Posted: Sat Nov 03, 2012 2:53 pm Post subject: |
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| OSIAdept wrote: | | I wanted to run a Taken style game with plenty of action, and intrique but still have an emotional impact/motivation and keep the players going. |
I've found that shocking scenes work best when handled the same way as terrifying scenes.
Give them enough details to fill in the rest with their imagination - don't dwell on the specific details of the many malnourished and badly beaten women and children (of both sexes) chained to pallets in what's obviously a cheap and filthy brothel. It's enough to mention the sight, the sound of their pathetic whimpers, the smell that mixes a locker room with rotting meat, and the taste of human fluids in the air.
That description gives enough clues for the audience to fill in the specifics from their own imaginations. And their imaginings will ignite a disgust and righteous fury in the players' hearts, which will be expressed in their characters' actions. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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