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The Old World: Grim and Perilous

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placement will therefore be necessary. Surely

you have your own ways of introducing new

characters to the party, so our only suggestion

is that the new character should have similar

goals to the rest of the PCs, and preferably know

at least one other character in the group. This

will avoid the often unproductive internal friction

between the group and allow the story to

run more smoothly. It can be a great idea to use

the aforementioned family members, especially

when the new character has already appeared

during the game and is well known to the PCs.

Maybe their goal would be to avenge a deceased

PC or finish what they started. Or maybe make

sure no family secrets see the light of day...

Environment

and Time

This section covers ideas how to better control

time and city environment during games focused

on investigation and city exploration.

Controlling time

In many adventures that take place over just

a few days, the passage of time is very important.

Characters often race against time and

often split the party, but it's hard to reflect it

without properly structuring the game. Therefore,

we propose to divide the day in the game

into periods of time: morning, noon, evening,

night. During each of these periods, players may

play up to three short or one long scene, and

then proceed to the next part of the day. Players

who do not participate in any of the scenes

during a given period, can declare what their

characters were doing at that time "off screen",

however these should not be any extremely important

actions. You must determine by yourself

whether the scene will be long or short, but

the general rule is that scenes with no more

than - checks can be considered short, while

complex encounters requiring a lot of checks

are long scenes. During each day, PCs should

spend at least one period for rest, otherwise

they will not recover strain during that day and

instead reduce their strain threshold by .

Threat Indicator

A common problem with adventures, especially

those based on an investigation (but not exclusively)

is that the opponents, important NPCs

and game environment in general do not react to

the actions of the PCs. The characters move freely

around the city, ask uncomfortable questions,

get to know people and stick their noses in other

people's affairs, or just neglect their own social

life, but it does not provoke any reaction. And if

there is a reaction, Players may perceive it as an

arbitrary decision by the GM aimed solely at disrupting

their plans. To solve these problems, we

propose the Threat Indicator mechanic.

A threat indicator is a tool that allows you and

your Players to track how the PCs affect the environment

and how their actions can cause additional

problems for them. Except when absolutely

necessary, the threat indicator should be

visible to Players (but keep it hidden until PCs

do something that moves it for the first time),

and usually also have a general name meaning

what the given threat relates to, such as "Enemy

interest" or "Social unrest", but its effects should

remain hidden until activated. This makes the

Players feel the tension building up around

their characters as they know something will

happen, but have no idea what it will be.

0 1 2 3 4 5 6 7 8 9 10

Creating a Threat Indicator

To prepare the indicator, draw a straight line

and divide it into equal segments. The number

of segments should depend on the complexity

of the thread the PCs are involved with - for

simple problems - segments are enough,

for more complicated situations there may

be even or more of them. Your line should

now resemble a slider.

Then determine activators - designated places

on the slider where the plot will twist and

the opponents will react to the players' actions.

Mark the first such point approximately

one third of the length of the line - when the

slider reaches this point, something small will

happen or the opponents will make a careful

move. Perhaps someone will follow the PCs,

someone will whisper in their ear that they

are in danger, or will gently threaten them.

Or maybe the wife of one of the PCs will start

complaining about him wandering at nights.

202 The Old World: Grim and Perilous

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