We did that once in an early adventure game. An NPC came in who was in no way a threat, just really really annoying, so we just knocked him out and kept him unconscious until Shane had to leave to go play someone else
Many Shifting Forest games are that simple, but they're designed to be run in one room in about four hours or less. To me, over-complicating things would saturate the scenario and dilute the drama.
When I played (and died, but late in the game), I was actually OK with not knowing the why of everything. The drama was good enough (and it was good in my run, led by J Li herself at GenCon SoCal). But then, I play Call of Cthulhu, so random bad shit happening because of unknowable omnipotent demons are to be expected.
But different strokes for different folks. Glad you tried something outside your comfort zone.
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Many Shifting Forest games are that simple, but they're designed to be run in one room in about four hours or less. To me, over-complicating things would saturate the scenario and dilute the drama.
When I played (and died, but late in the game), I was actually OK with not knowing the why of everything. The drama was good enough (and it was good in my run, led by J Li herself at GenCon SoCal). But then, I play Call of Cthulhu, so random bad shit happening because of unknowable omnipotent demons are to be expected.
But different strokes for different folks. Glad you tried something outside your comfort zone.
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