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Suggestions welcome but Iâm not asking for you to âfix my game.â
Took the first part of âShadows of Yog-Sothothâ and tried to clean it up to do as a convention game. Modeled a lot of the information in clues on âThe Hauntingâ and other older-style adventures. Came up with a âcall to actionâ even.
I gave them too much in-game time to do background research before timed events started happening which they felt like they had to fill productively. Also, a number of the âlibraryâ clues needed the context of stuff found in the cult hide-out which they waited âtil the last hour of real time to check out because there wasnât a huge impetus to do otherwise (they were professors and nerds, not criminals). The clues didnât point to enough other leads, so there was a lot of not being sure what to do next. I smooshed the ending together to help it all feel like the scenario had a climax, but it was clumsy and rushed. The characters were also all pre-gens, and many of them had high occupation-appropriate skills that they didnât get to use and core skills that were, I realize now, weirdly low. Poor rolling didnât help, but that also highlighted how much I was counting on good rolling to make progress.
I think I can fix all of this, but it was TERRIBLE.
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