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how much grime and grit

 
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OSIAdept
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Joined: 19 Oct 2007
Posts: 1751

PostPosted: Fri Nov 02, 2012 2:42 pm    Post subject: how much grime and grit Reply with quote

Hey guys i have some what of a curious question, how gritty do you guys get in your games.

The reason i ask is that i plan on running a cyberpunk game, but one of the main plots is to break up a child/human trafficking ring smuggling people to the far flung corners of the solar system for all manner of unsavory activities.

I am not sure how far to take the imagery, my players are mature enough and we are all fans of crime/noir films/shows
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sirdrasco
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Joined: 08 Aug 2012
Posts: 87
Location: Utah, Roy

PostPosted: Fri Nov 02, 2012 2:52 pm    Post subject: Reply with quote

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.
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Virgobrown72
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PostPosted: Fri Nov 02, 2012 6:13 pm    Post subject: Reply with quote

i'd keep it light but implied...
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JCDenton28
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Joined: 01 Nov 2012
Posts: 48

PostPosted: Fri Nov 02, 2012 6:38 pm    Post subject: Reply with quote

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
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Joined: 19 Oct 2007
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PostPosted: Sat Nov 03, 2012 10:15 am    Post subject: Reply with quote

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.
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GruffaloCrumble
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Joined: 19 Sep 2011
Posts: 194

PostPosted: Sat Nov 03, 2012 10:56 am    Post subject: Reply with quote

Our 50 Fathoms campaign manages to remain light-hearted, despite frequent eruptions of graphic ultra-violence. Very Happy
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ValhallaGH
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Joined: 25 Apr 2010
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PostPosted: Sat Nov 03, 2012 2:53 pm    Post subject: Reply with quote

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.
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