[UA] Online game ideas required
Mike Lake
mdlake at well.com
Fri Jun 6 16:45:26 PDT 2008
Simon Brake wrote:
> The premise, so far, is that the characters all knew each other when younger,
My first thought was of their invisible childhood friend, some kind of
ghost or demon or horrible beastie which got attached to them and the
grown-ups never saw. (Maybe it's invisible to adults generally,
although the PCs, having grown up with it, believe in it enough to see.
Maybe the adults never paid attention to the kids' fantastical stories.
Best of all, maybe the kids knew on some level that this was something
*wrong* and kept it to themselves.) An unspeakable servant which has
lost its master would be a good choice.
The kids reached adolescence, and then adulthood, with new interests and
responsibilities, and were glad for the distraction; it allowed them to
push the thought of the invisible friend to the back of their minds.
None of them ever established for sure that it had anything to do with
Mrs. Tibbets' horrible accident, or the disappearance of the bully down
the street, or the half-eaten neighborhood pets. Maybe it didn't. But
the kids suspected, and carry the guilt with them to this day, the same
way a child might blame himself for his parents' divorce. They were
glad to forget the beastie.
But it hasn't forgotten them. It's lonely, and misses the attention it
got from its friends so long ago.
Is it engineering horrible events to bring them back, or is something
else at work, and the beastie just wants to play again, gamboling
through the cornfields on all sevens? Has it found friends among any
other children in the meantime, and if so, what do the PCs want to do
about that?
The beastie can be as benign or as horrific as you like. A horrible
beastie is simpler: play up flashbacks to a time when innocent children
didn't understand just how *wrong* it was. But I'd prefer a nice
beastie, especially if your players are familiar with Stephen King's
IT. I recommend faking them out with a nice if repulsive beastie: let
them think the beastie is responsible. Then let them learn that their
childhood friend is really a friend, and in fact the one tool they have
to defeat the real menace. Then crank the pathos up by arranging things
so that the only way to defeat the menace is to sacrifice the beastie
which the PCs should now feel guilty for doubting.
On an entirely different note, if you go with the Ouija board idea,
don't miss the bullshitting Ouija board at
http://www.criticalmiss.com/issue4/bullouija2.html. You might not use
it for this campaign, but I love the idea so much I had to share it..
The BOB was my second thought, and the addition of a "lonely" twist on
the beastie came from here.
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