Notafish
2023-01-26, 10:32 PM
I'm not really sure how best to frame this - it's just an idea I had that might be fun in a game with themes of sanity, illusions, reality vs. simulation, or other themes related to a character's perception of the world.
Basically, the idea is that key information is occasionally delivered to players via face-down index cards or private message, rather than by description to the full table. Not the broad description of an entire room, but descriptions of certain NPCs, items or monsters, or responses to questions about the history of the world.
In real-time play, I think this would require a good deal of preparation, but if (for example) low-sanity/low-rolling characters get different descriptions of the monsters they are facing it could raise the tension considerably. Especially if the descriptions usually line up with the group narration and if the "insane" descriptions are sometimes true.
I might build this post out later in the replies if I think of specific ways to try this in practice, but for now I'm curious about whether you have run into something like this in your games, what hurdles something like this would run into in practice, and how it might best be framed when explaining the mechanics to the players.
Basically, the idea is that key information is occasionally delivered to players via face-down index cards or private message, rather than by description to the full table. Not the broad description of an entire room, but descriptions of certain NPCs, items or monsters, or responses to questions about the history of the world.
In real-time play, I think this would require a good deal of preparation, but if (for example) low-sanity/low-rolling characters get different descriptions of the monsters they are facing it could raise the tension considerably. Especially if the descriptions usually line up with the group narration and if the "insane" descriptions are sometimes true.
I might build this post out later in the replies if I think of specific ways to try this in practice, but for now I'm curious about whether you have run into something like this in your games, what hurdles something like this would run into in practice, and how it might best be framed when explaining the mechanics to the players.