this post was submitted on 13 Jul 2023
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Hey guys! I've been trying to work on some homebrew content for an idea of mine, it's gonna be very loosely horror based with plenty of room to goof off, but I also intend to mess around with and test alignments quite a bit with this campaign. I'm already working on a weapon that interacts with the choices the players make while using it (potentially cursing them if they become too evil), but I wondered if you guys had any other ideas on how to mess with or test alignment in a campaign. The thing with the weapon is that it can only really affect one person. I want to figure out a few more ways to mess with the others.

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[โ€“] tissek@ttrpg.network 3 points 1 year ago (1 children)

I'm not too experienced with horror campaigns, and it is a big genre. Body horror is kind of different from existential horror.

When it comes to alignment I think it would be good to first look at what it is. Is it something personal (I have a code I follow therefore I am lawful)? Something societal (to be lawful is to follow the law set by the law-makers)? Or something cosmic (to be lawful is to be attuned to law/order)? The plane of Order is an example of cosmic alignment. One does not excludes another.

I also think it could be useful at the end of each session/adventure/whatever that the group summarises how they feel their characters have moved on the alignment grid. Subdivide it to get more granularity such as 10 steps of law, 10 of neutrality and 10 of chaos. Have them answer questions such as

Has your character upheld law? Move one step to law. Upheld law in a significant way? Move two to law.

If you then track the characters' progress on the grid it could be a neat thing to look back at at the end of the campaign.

Understandable. I'm mostly focusing on the good, neutral, evil side of alignment, but I might throw in sprinkles of law and chaos. As for horror, it's more the spooky and jokeable kind, that gets a bit more scary and panicky at certain specific points. Thanks for the tip!