Principles for Facilitators
- Information should never be kept behind rolls.
- Provide information readily and freely to facilitate critical thinking and clever play.
- Elicit questions from players and give them direct answers.
- The weird and their mysteries should be layered, leading players ever downward into the unknown.
- Leverage the themes of dread, forbidden knowledge, and fear of the unknown.
- Provide information on the physical and tangible reality to players but keep the true nature of things beyond reach.
- Slowly give investigators opportunities to pull at threads, drawing them deeper into the weird.
- The scale of what the PCs face is incomprehensible. True understanding is unattainable.
- Make the world alive, allow it to change and grow because of your players’ actions.
- Be flexible in your preparation. Create situations and possibilities. Plot and story should not be predefined.
- Give NPCs and factions motivations, flaws and drives. Have NPCs react accordingly to their principles, on and off screen. NPCs should always have a drive to survive.
- Play to find out what happens.
- Realism and fictional positioning are a good starting place for setting difficulty.
- Choices should have consequences and all failure should be interesting.
- Saves cover various scenarios of uncertainty and risk. If there is neither, do not call for a roll.
- Reward cleverness and ingenuity.
- The risk is great for lasting harm, fallout from stress and overwhelming danger of encountering the Old Powers or their progeny.
- Present the potential of danger clearly for players and give them the opportunity to react.
- Increasing the amount of stress will increase the rate investigators are enveloped by the corruption of the Old Powers.
- Characters die.
- Offer tough choices.
- All situations should have multiple outcomes.
- Clarify player intent before dice are rolled to make sure players have all information that would be obvious to their character.
- The influence of the Old Powers bends and breaks reality, making the full scope of some outcomes obscured.
- Every action should leave an impact on the world in some way.
- Failure should push the story forward.
- Foster a table where success and failure are equally exciting.
- It is encouraged to elicit complications or twists from players.
Die of Fate
- Sometimes randomness is required. Roll 1d6 to consult the die of fate
- 6: Good result/ 4-5: Mixed result/ 1-3: Bad result