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brainstorming & development / Re: New/Old Hack-Dread
« on: January 10, 2013, 03:17:29 PM »
Creating Mysteries
In Dread, unknown forces intrude on the status quo of the character's fucked up lives. These intrusions are called Mysteries, and are the narrative thrust of the game. The characters are confronted by a Body of Evidence that points towards a Grim Conclusion. The Characters must outpace the bad guys, seize the initiative, and prevent the Threats from coming to pass.
This means that Mysteries are active antagonists. Even if it's something that seems to be passive, like a location, the effects of that location must be moving towards some Grim Conclusion.
Surrounding the Mystery are Layers of Protection that the players must penetrate to effect the Mystery. For example, a depraved serial killer stalking the streets might have a Cult that covers for him, or a corrupt police force that bungles investigations. Each Layer of Protection reveals something about the mystery, and is connected in some intimate way.
Imagine the Mystery as a race to the finish, and the party that gets there first will have the advantage.
In Dread, unknown forces intrude on the status quo of the character's fucked up lives. These intrusions are called Mysteries, and are the narrative thrust of the game. The characters are confronted by a Body of Evidence that points towards a Grim Conclusion. The Characters must outpace the bad guys, seize the initiative, and prevent the Threats from coming to pass.
This means that Mysteries are active antagonists. Even if it's something that seems to be passive, like a location, the effects of that location must be moving towards some Grim Conclusion.
Surrounding the Mystery are Layers of Protection that the players must penetrate to effect the Mystery. For example, a depraved serial killer stalking the streets might have a Cult that covers for him, or a corrupt police force that bungles investigations. Each Layer of Protection reveals something about the mystery, and is connected in some intimate way.
Imagine the Mystery as a race to the finish, and the party that gets there first will have the advantage.