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How to Freak Out Your Players With the Elders

Started by RPGPundit, August 14, 2008, 10:17:12 AM

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RPGPundit

What kind of little tricks can one do, true to the personality of each elder, that will freak the hell out of your players?

For example, the player is in the middle of a trump conversation, when suddenly the contact just fades away and is replaced by Fiona, who tells him some piece of information. He didn't sense a contact, he didn't accept a call, she just appeared, and the other conversation was lost!

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JongWK

I'm not sure if I should give ideas (because they'd probably come back to bite me), but here's something you know very well:

"My son, take this sword!"  ;)
"I give the gift of endless imagination."
~~Gary Gygax (1938 - 2008)


Nihilistic Mind

Something to freak out the PCs using elders?

Have the elders ask for help...

In my post-NPiA pre-GoA online game, Brand contacts his son for help rather than Random.
Having the PCs be in a better position than some elders always seems to kind of freak them out for some reason... ;D

Usually, I prefer for the elders to display as little power as possible, but when an elder amberite's extreme use of power is displayed in such a manner that it seems casual (kind of like the Fiona thing you mentioned) now THAT can freak the crap out of players.

Another thing I do is drop hints of threats in some of the elders' actions in such a way that it keeps the players paranoid about everything. It just doesn't take much... Benedict adjusting his sword while a PC is sharing delicate information. A 'failed' trump attempt from Caine (obviously meant to check on the PC's location or keep them distracted). Flora speaking in hushed tones with some renowned noble swordsman after a PC made her upset and have the nobleman in question give them the stink eye. Julian gives chase to the PCs as they cross Arden, then dismiss it at the last minute (when he 'recognizes' them)...

I try to use subtlety as much as possible and see how the player treats the elements I throw at them. Obviously it can't be all threats and no action, so shit happens when players become less paranoid.

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Trevelyan

Fiona is an easy one to do. Take her behaviour in the run up to the family meeting in the library where she looks directly at Corwin just as he is thinking about her as an example. You canextend this further if necessary so that Fiona always seems to know when the PCs have been tlaking about her behind her back but never says anything directly. Either have her ask how so-and-so (the co-conversationalist) is doing, or else have her respond to a question/comment she shouldn't know was asked/made ("for the record, I've always found leather distinctly uncomfortable").

Advice from Benedict on anything remotely military can be a good way of putting the fear into a player, especially if Benedict advises them to do the opposite of what they were planning. I've had players completely rethink their approach simply because Benedict said "I wouldn't do it that way". Likewise, letting the rumour get back to a PC that Benedict is annoyed with them and said something about "giving them a fencing lesson they'll never forget" works a treat. Ditto Gerard when it comes to wrestling and the like.
 

DaltIsKing

Cool topic! I've often wondered how to make the elders scary. As others have said playing the elders to character focuses on their strengths. How about Caine asking if you noticed his agents following you, as a training excercise only of course. Or meeting Julian in Arden and having him ask if you niticed that strange beast you passed. Anything where they know something you don't could give an otherwise mundane activity a tinge of terror.

Playing against character is also good. If Fiona asks you to help lay the mental smack-down on some baddie, I'd be scared. Also, what if it's not really them? In Shadow any meeting with an elder could have numerous explanations. For instance, if you met Flora on Shadow Earth and had conversation, only to get a trump contact later from her where she doesn't remember it at all.