This puts me in mind of the Principles for Facilitators and Principles for Players from Liminal. The Horror Contract from Kult: Divinity Lost is more for the GM; I've never been all that clear why it's called a 'contract' because it's more a set of instructions. Anyway, another excellent article, Paul. See you in a few days!
One of my all time favourite moments was like this.
We were playing MOUNTAINS OF MADNESS and we got to the point someone is sabotaging the expedition boat.
The player was a Norwegian survival expert and he was like “my character knows with a saboteur we’ll all die at the pole. He’s not going”.
And what he did was give an amazing speech in character about how it was suicide to go south with this crew and walked off, but none of the crew or characters followed him. The player just asked for a new character but it was incredibly memorable and felt EXACTLY like a moment from a lovecraft book, AND served as a great motivating bonding moment for the rest of the group.
This puts me in mind of the Principles for Facilitators and Principles for Players from Liminal. The Horror Contract from Kult: Divinity Lost is more for the GM; I've never been all that clear why it's called a 'contract' because it's more a set of instructions. Anyway, another excellent article, Paul. See you in a few days!
Well done, Paul.
One of my all time favourite moments was like this.
We were playing MOUNTAINS OF MADNESS and we got to the point someone is sabotaging the expedition boat.
The player was a Norwegian survival expert and he was like “my character knows with a saboteur we’ll all die at the pole. He’s not going”.
And what he did was give an amazing speech in character about how it was suicide to go south with this crew and walked off, but none of the crew or characters followed him. The player just asked for a new character but it was incredibly memorable and felt EXACTLY like a moment from a lovecraft book, AND served as a great motivating bonding moment for the rest of the group.