This is a very interesting post. I've never recognized this genre before, but I can certainly see the common elements you describe in those films that I am familiar with. Even with my introductory understanding of the genre, I think that the obstacles to implementation of this genre in a game that you've listed above can be easily overcome. Where characters are concerned it is easy to imagine diminishing the impact of character advancement, removing it as much as possible from character control, and at the same time emphasizing the character's personal development through roleplay. Where the storyline is concerned, advancement can come from characters learning more about the supernatural nature of their situation. The climax of this advancement being when each characters learns enough to realize that they must give up the their personal development or face disaster. Whether RPGs are serial and how many storylines are involved is a choice made by the GM. My suggestions only apply to a game where SAP, as you've described it, is the main genre and I can certainly see how it would be difficult to blend with a traditional/stereotypical RPG.
This is a great idea. I really like the idea of a doorway that you can get lost in and the description of passing through it is imaginative and gripping. How do you make one of these gates or who made these gates? Where can you find them and can they only exist at freezing temperatures? Are they created in place or movable? Also, I would love to hear more about this dungeon.
I definitely want to use this item. The subtlety and simplicity of the book make it more believable. I like how the depression plays on basic ideas that everyone has considered at one point or another. The book confronts hope, which is the domain of heros.
This is a great idea on a number of levels. I enjoy any scenario where the players will encounter the true depth of the game when they take a moment to go beyond minimal thought player responses. Those who would approach this situation carefully would be rewarded with a character that can provide useful information and potential plot hooks. I also think that associating so much history with the reward of plot progress and development is essentially conditioning that encourages your players to explore. Being able to fit all this into one character is pretty awesome.
I'm not crazy about his appearance or the explanation for his condition, but the first is a matter of personal taste and the second would probably make more sense if I had a better understanding of the magic at work here.
This is a great idea. In addition to the benefits covered above, I think these historical vignettes could serve as an effective way for the players to blow off steam. They could be used if a session is moving particularly slowly, to lighten the mood during particularly intense events, or even to build suspense by delaying main plot development. I think most importantly, while they offer change from the central storyline, they still keep the players focused on the game.
Well that was a fun read! Burning hunger, eruptive bloodlust, and you can't even trust your own mother? I think I would die of stress related heart failure alone in the first week. Since they selectively eat the sick and all of their own dead are epidemics common?
Anyway, while the initial concept is simple enough I think that the background makes it really great.
At first I wasn't very excited about this submission. There are a lot of small towns that secretly kill outsiders. However, the small things make this submission above average. You do a great job of writing character descriptions and your characters are actually believable. Also, the plot points you added in reply to the submisison were very engaging and helped me to appreciate how much fun an adventure in Clarksdale could really be.