Scott ran Project Lazarus, his Dead of Night scenario, at Concrete Cow. It's a good scenario. I won't spoil it for you by giving you too many details.
Scott started it very atmospherically: we started play immediately, before creating the characters, with Scott telling us we'd been walking for hours and there was a light ahead of us. (The mood was then rather ruined by a bloke who joined late and made jokes, but that's another story.)
There was a hint that Scott wanted deep personal horror: we'd invented a few personal details about our characters, which seemed likely to be incorporated. In the event, they weren't, and it quickly became an action movie: we painted our Church minibus black, armed ourselves and took out a military base. Lots of fun. Apparently, this happened last time he ran it, too.
I wasn't quite sure about gaining survival points by incorporating horror movie cliches. I had this doubt before, when I played an hour-long demo. It's hard to spot the cliches, so you end up asking for survival points: "Can I get one for assuming the high-school chemistry teacher could perform complex chemical analyses?". Also, of course, many cliches aren't within our agency as players (a killed creature coming back to life, for example). So I'm unsure how to make this rule effective.
I like giving Survival Points to incorporate things into the story. At one point, I gave one to ensure there was a zombie in the room I was about to enter.
It's the first time I've played a full game of Dead of Night. It's an interesting, very light system, and I'll run it at some point. I bought Scott's spare copy afterwards. We had that reverse negotiation over price that polite people do:
Graham: So, it's 12 pounds?
Scott: Sure, but it's old and battered. Give me 8.
Graham: I can't just give you eight. Ten?
The Church minibus played "Shine Jesus Shine" as it went along.
Graham


Graham W wrote: I like
Submitted by Neil Gow on Wed, 12/03/2008 - 16:55.
I like giving Survival Points to incorporate things into the story. At one point, I gave one to ensure there was a zombie in the room I was about to enter.
Yes. Absolutely. When we played at Furnace my character was racking up the Survival Points by almost constantly falling over her high heels when she was being chased, going into toilet cubicles by herself and generally fulfilling the feisty-yet-unlucky zombie movie heroine role. However when it came to the 'endgame' scene I had enough to survive in true horror game style. Its a very very simple piece of modelling that works perfectly in the setting and makes the game very agreeable to play.
Neil
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I was very happy with how it went
Submitted by Scott Dorward on Wed, 12/03/2008 - 16:57.
While I tried to set a tone through the opening narration, the game was fundamentally just an initial situation and a couple of bangs, and the idea was always to just go along with what the players wanted to do. When I had the initial idea (which was partly inspired by the ill-fated TV series, Babylon Fields) I imagined it as being pretty poignant, but, as Graham pointed out, it works just as well as a silly romp.
I'm planning to try it again at Conpulsion, and will try to retool the introduction slightly to make it all a bit more mysterious and low-key. It will still come as no surprise or disappointment if it turns into another episode of the A-Team.
I had forgotten you were
Submitted by Iain McAllister on Thu, 13/03/2008 - 00:01.
I had forgotten you were coming to Conpulsion Scott, i hope I can get in on that game. Could you send me an email.
ihmcallister at gmail dot com
i have the new version of RA ready to go.
Sorry for the derail, just needed scott's email address.
Cheers
Iain
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