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Fit The 9th - Snarklarp. Expand / Collapse
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Posted Thursday, September 13, 2007 2:09 PM
Champion

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shards has/had a simple sanity loss system where literally refs or monsters would shout out san loss when you encountered it you started with 5 at 0 gained a permanent insanity less than 0 and you had basically lost it npc/dead character time.

Overcoming the things which caused san loss could recover it

A psychologist could help you recover it as well (but normally led to them losing sanity in the process)


So I think the kind of ideas you are suggesting for sanity loss seems cool and workable.

the other thin there was in shards was a knowledge of the horrors which you could only have if you san was low if your san went up you blocked out what you knew. so low san meant you could understand the gribblies better and mat be able to overcome them but low san also meant more mad and more likely to permanently lose it.

Tom J

PD: Comte Delano
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Post #42962
Posted Thursday, September 20, 2007 1:43 PM


Heroic Knight

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I take it the final point of this game is much like Cthulu, where everyone ends up a gibbering wreck?

Perhaps the group sanity should take a dip as more and more of them go insane, accellerating the others' loss of sanity? After all, being stuck on a surreal island entirely surrounded by madmen is probably enough to make most people go fairly insane anyway, even without everything else!

This sounds amazing! I'm very interested...

Maelstrom - Captain Sasagani of the Havocstani Medical Corps.

"Every inch the wolf - all five feet of you."

Post #43749
Posted Thursday, September 20, 2007 2:29 PM
Champion

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The link in the first post is broken.
Here's an alternative one:
http://www.literature.org/authors/carroll-lewis/the-hunting-of-the-snark/
Post #43758
Posted Wednesday, November 21, 2007 11:42 PM
Heroic Knight

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The Pale Queen (9/20/2007)
I take it the final point of this game is much like Cthulu, where everyone ends up a gibbering wreck?



That's certainly one option, and one of the most likely.

Perhaps the group sanity should take a dip as more and more of them go insane, accelerating the others' loss of sanity? After all, being stuck on a surreal island entirely surrounded by madmen is probably enough to make most people go fairly insane anyway, even without everything else!


I really like this idea - possibly having a point where a collective 50% loss means you start losing as a group? Or possibly a point during the night where you start losing san every two hours?

This sounds amazing! I'm very interested...


I'd really like to run this next august / September - when it's still warm enough. Problem is, I *really* want to run it somewhere that has a beach...

Interested in crewing it, or playing? If I can rouse 10 people willing to crew, then I may make an actual pitch.

______________
PD: Formerly: "Gentleman" Jig, of the Wayward Scholars. Briefly: Jingo, of New Bantustan. Soon: TBA.
Serenity: Ben Su Tiao.
White City : Orpheus DuValle / Elias Vincenzi.
RL: Dom Carroll, Firecat Masquerade.
Post #46976
Posted Thursday, November 22, 2007 10:37 AM
Champion

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It does seem appealing, either way.
Post #46980
Posted Thursday, November 22, 2007 4:17 PM
Heroic Knight

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hmmm. Perhaps I should be looking at putting together some kind of forum / wiki for developing this. any suggestions?

______________
PD: Formerly: "Gentleman" Jig, of the Wayward Scholars. Briefly: Jingo, of New Bantustan. Soon: TBA.
Serenity: Ben Su Tiao.
White City : Orpheus DuValle / Elias Vincenzi.
RL: Dom Carroll, Firecat Masquerade.
Post #46994
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