Graypelt

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Captain Yesterday:
As to why,the first part of the module where the chapel survivors question whether the PCs are doppelgangers or not reminded me of "John Carpenter's The Thing", and I sort of wanted to evoke that feeling of paranoia, although I understand that's not the entire point of the adventure. I agree that my players will probably end up spilling the secret to each other, though.

J4RH34D:
I would normally be in total agreement about player autonomy, but this AP seemed like it may be okay considering the fugue state will already divorce players from characters' past choices slightly. I don't know, you may be right, maybe its too much.

Maybe it would be better to just play up the distrust NPCs have for the players and each other, so that the players are reminded their characters have a strong reason to distrust everyone. And if a doppelganger escapes one of the fights, be sure that it will be replacing one of the chapel survivors.

I like the idea about giving notes to foment distrust. Its a lot simpler, to be sure.

Thank you both for your replies!