Since the last post we’ve been hard at work nailing down the few remaining details of Lovecraftesque that weren’t already nailed down. We’ve conducted an informal playtest that went well (though we didn’t have time in the end to try out the Journey into Darkness or Final Horror, which are two parts of the game I’m excited to see in action). And I’ve been beavering away turning our notes into a proper set of instructions so other people can playtest the game too. Plus we asked people on our G+ feeds who would do good art for this game, which yielded some really excellent suggestions. It’s been a busy week.
Anyway, a bit more detail about the game is in order. One of the things that’s unusual about the game is that there’s (normally) only one Protagonist. This mirrors Lovecraft’s fiction, but there’s also a very good reason for it – it creates a sense of isolation and helplessness that just isn’t there when you have a party of competent people supporting each other. A consequence of this is that at any given time only one person is playing the Protagonist, which created some interesting design challenges for us. These design challenges have created an aspect of the game I’m really keen on – the Watchers.
We toyed with having a completely shared approach to GMing, like (say) Fiasco, but we wanted to provide a bit more structure to help players to know who is responsible for driving the story forward, when it’s ok to contribute, and so forth. So we’ve kept the traditional GM role in the form of the Narrator (albeit rotating amongst the group) but supplemented it with the Watchers. The Watchers are able to intervene in the current scene by spending tokens to introduce fixed effects – most commonly clues, but also other things, like suddenly turning an investigation scene into a reprisals scene. Just as important, they are allowed and encouraged to elaborate on the Narrator’s description of the environment and NPCs.
This produces a powerful sense of atmosphere, in which every aspect of the scene is dripping with vague unpleasantness and tiny details the Narrator added for colour become amplified.
Narrator: “There’s a clock on the wall”
Watcher 1: “It has a loud, intrusive tick-tock noise”
Watcher 2: “The ticking is incessant. Tick-tock. Tick-tock. You find it hard to sleep.”
This mechanism is placed right at the centre of things during the Journey into Darkness – more on that later.