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

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Liminal Horror was written and designed by Goblin Archives