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/tg/ - Traditional Games

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Keeping it alive for based anon.

What if the threat wasn't spooky shit, but the situation itself. How many days could you make it with limited supplies in an abandoned cylinder of concrete sticking out of the endless horizon spanning blue?
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I was always a big fan of the "Endless Night / Dark Spirit World" scenario from the first thread:

>The moon is swallowed up, all the stars wink out of the sky, one by one, and the sun never rises.
>The lighthouse's lights become the only ones left in the hungry darkness.

>It's the 14th night in a row
>Nothing but endless blackness exists outside the lighthouse beam
>The seas are black and wide
>The sky is dark and empty
>The radio plays only static, punctuated occasionally by a bit of song
>Help is not coming

>The sea has grown still.
>The sea has grown perfectly, unnaturally still.
>The sea is a dark mirror reflecting the lighthouse and its beam and its keepers' haggard faces.

>There was a ship in the distance
>We shined the light on it and it shined a light back
>No response came from our hails
>Then it sailed on

>Francis is obsessed with the song that can sometimes be heard over the static on the radio.
>He's trying to piece together the whole thing from the snippets we catch every so often.
>He doesn't do much of anything else now but eat, sleep, keep watch and listen to that radio and try to complete that song.
>We had to bar him from the radio room and force him to keep his last watch.
>Joseph wants to try to call for help on the radio again, but Francis won't let him.
>We're starting to worry about Francis...

>Margo says there's enough fuel to keep the generator running and the lamp lit for another month and a half or so.
>She says there's food, water and medical supplies enough to last longer than that.
>No one asked how much longer that might be.
>No one wants to talk about what we're going to do after we run out of fuel.
>No one wants to think about what will happen when the light goes out.

>Joseph took the motorboat and sailed off with it. He said that he was tired of sitting around, doing nothing to try and save everyone while waiting for the light to go out.
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>Joseph took too much food and water with him when he stole the boat and motored off alone into the darkness.
>Margo and Cutter went to try and scrounge up more supplies in the old fishing town on the south side of the island.
>No one's lived there since fishing the shoals around the island went sour sometime around thirty years ago.
>Folk couldn't afford to keep living on he island, and most couldn't afford to bring all their belongings with them when they left.
>Francis, at his radio like always, maintains contact with the scavengers as they pick the old burg over for loot.
>Margo reports that the whole town is filled with shadows, revealed by their flashlights, standing stock still in place.
>Margo says that the shadows are watching them and that they're coming back to the lighthouse with what they have.
>Cutter does nothing but curse, quietly but continuously, under his breath.

>Margo and Cutter return to the safety of the lighthouse, lugging along what food and supplies they could find before in town.
>Margo is shaken by what she'd seen, and Cutter keeps on cursing as he cracks open the whiskey he found, taking a long swig right from the bottle.
>Cutter says that he saw Joseph's shadow out there, standing in the stern of a sunken boat in the town's little harbor.


Both of these would make make a cool quest if done right.
The events at Flannan Isles Lighthouse definitely invite some RPG interpretation. It is an ideal situation with a party premise and an open situation up to a clean and ultimate conclusion.

But the Smalls Lighthouse story is a one protagonist isolation plot with ambivalent reality psychology horror. I wouldn't know how to make that into a game. Maybe it could be used as background events the players eventually uncover to solve their totally different mystery.

Flannan though... I think that could be made into a sandbox. If we only use actual facts for the setup, then charge it with secrets and tensions, maybe introduce some creature options, and then just let the players go nuts? As long as by the end the island is storm?torn and deserted, nothing would contradict the official account.
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This fishing site has some nice recent pics
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BTW it's the topmost island on the map, Eilean Mor.
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Except for the lighthouse the islands are all uninhabited. Some feature severe geology. All are barely accessible due to high waves and sheer cliffs. It's the perfect landscape for players to explore with a rickety dingy in the middle of pouring rain or just before a storm.
This looks so cozy
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So comfy!
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That has to be the weirdest thing I've ever seen since the Dyatlov Pass Incident.
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I made a post about that in the first thread. I think it would be awesome if we had a The Long Dark-esk survival game set in a light house.
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That's a good angle for a game. Make it about the survival of the PCs, first and foremost, but weave in an undercurrent of mystery and subtle suggestions of the supernatural.
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Remember to visit your local lighthouse to catch that ampharos in Pokemon Go!
Oh so comfy.
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I want to make a castle that's also a lighthouse. How should that be set up?
Coastal stronghold of a uninhabitable traderoute chokepoint thats is heavily walled and armed in order to combat bombardment from pirate warships? Not really that sure
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>the first thread
Got a link to the thread archive?
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No, I mean just in terms of general layout. I was thinking something small, like this pic.
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Couple of buildings, walled courtyard, big ol' lighthouse, path that winds it way up towards it, done.
>that little portal leading inside the island at the bottom
10/10, would explore ancient catacombs of forgotten heroes.
I love this layout, with helipad. Perfect for a Cthulhu Now game. PCs would hope aid will come but when the chopper crashed into the sea, they'll begin to worry...
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I love the idea is setting a game in a small, self-contained locale, one that the PCs get to know intimately well before things start shifting and changing on them.

>Wasn't the sea cave on the other side of the island?

>Were there always four outbuildings here?

>Did the lighthouse's strip always spiral counterclockwise?

>Shoukd the ships be passing to the west?
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Would you kindly post more lighthouses?
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>Would you kindly
Kek, let me see what I have that's not already posted.
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Print a new map every session, copy over your pencil notes, crumple it to make it look used. Start adding buildings.
This is just a great idea for any game where you want your players to get paranoid
Oh god. This is my level of mindfuckery. Totally doing this.
You devious, magnificent bastard. I'm going to use this.
Definitely going into my Horror GM Toolbox
I thought up a premise which I think I can adapt to a lighthouse scenario
>Every night water level rises substantially; all it needs is even half-an-hour of no observation
>Water covers most of the island and some buildings on the island very selectively, ending up drowning victims one by one
>At the same time, evidence exist that suggest it's a man-made closed room murder
>Slowly transitions into a dimension flip, whereas dark leaden sky stretches above without a single cloud and nothing but thick, black quagmire surrounds the island
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The real trick is to use a very consistent map program and the same paper. Also, don't make any huge obvious changes. Just add a small "mine entrance" in an area the players haven't visited.

Or mirror the interior of one of the buildings. One session, it's one way, with pencil notes. Next session, mirrored exactly, with new notes and eraser marks.
Explain further
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So you've got a barn marked on your "whole island" map. At one point, the players explore it. You pull out your zoomed in "barn map", and mark a few things down for clarity. The players search stalls, find a trap door, flee from [REDACTED], etc.

Later on, they have to shelter in the barn after [REDACTED] has taken over the lighthouse tower. You bring out the same map as last time.. except it's not the same. You've reprinted it mirrored. The text wasn't flipped, but everything else was. And you've carefully readded the pencil notes, smudges, and eraser marks. Will anyone notice?

Alternatively, add an extra floor to a building. "Oh yeah, that key you found looks like it's made of the same silver as the locked room in [building the PCs explored 3 or 4 sessions ago]"

"What room?"

"That room." You point to the map, where the room has been added in, printed on paper, with the party's original pencil marks all around the other rooms.

"Oh," they say, "that room. Right."
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Speaking of ambient tracks, I've just discovered Giacinto Scelsi.


I don't have a rpg group but I'm gonna adapt this idea to scare my scout troupe.
You're my kind of bastard. Orienteering is just too damn easy.

Now make sure to also tape a small magnet under their compasses so they point NNE.
>As if my troupe could find their way out of a corridor with a map and compass
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And whose fault is that, oh scoutmaster?

They just need the proper motivation.

"Alright scouts, I've hidden a box containing fifty dollars cash, a bottle of whiskey, some illegal fireworks, and an embarrassing picture of me in my third grade halloween costume somewhere on this mountain. Here's a map to the first waypoint. Here's a compass. Good luck."
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Has the Tevennec lighthouse in France been mentioned? The rocky little crag it sits on is in the middle of currents that perfectly drag ships in for crashes. So many have died there, that it came to be known as the home of Ankou, the old Breton spirit of death.

Once the lighthouse was constructed, there was a problem retaining good keepers, as anyone who stayed on the island soon went mad. Mysterious deaths and a growing list of haunts only made it harder to find help, and in 1905 the lighthouse was automated due to "difficult access".

For over 100 years it went without a keeper, only to be visited again in 2016 by Marc Pointud to prove the historical value of the site. He claims not to have seen anything strange, but we know better...
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One day, the water turned to crude oil. Not like an oil spill. The entire water, as far down as we could poke a stick. Thick, slow waves. And the smell...

Is there still a world out there? If there is, is it the one we left behind, or something stranger?
Or whale oil if you're going per-industrial.
Don't drop a match.
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Crude/rock oil is better - it doesn't burn as easily, it has a different stink. Boats might float, but people probably wouldn't. Good luck swimming to safety.
There's life. Sort of. It has flesh like solidified oil slicks and grease for blood.

There was a (successful, which is more than most of the other operations in the occupied Channel Islands) raid on the light house in 1940, which might serve as some helpful reading material, though it's not really as modern as you'd probably want for Cthulhu Now.
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These threads have got me thinking of joining the national lighthouse association. They arrange trips to various lighthouses, and have volunteers working on restoring and even manning them. Might be cool to become a lighthouse keeper for one summer.
If I didn't have bills to pay, that would be an awesome experience. Might look into it anyway.
So do these lighthouses only have one room or what? They look awesome, but I feel like the room to build a one-shot on one of these is pretty limited.
Looks like it. You'd need to either expand on one of them, maybe part of an oil rig, or use a lighthouse with attached living quarters.
Oil rig sounds like an interesting proposition. I'm thinking about running a MYST-style game for my players, I wouldn't mind involving an oil rig.
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An oil rig full of Newfies would be a horror story all on its own.
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It depends on the lighthouse - one design is basically a lighthouse with a 3 bedroom 2 story house built on the bottom of the lighthouse, others have a wide enough base that you can fit a family of 5 in the thing (as seen in the australian kid's show "Round the Twist", which largely featured a family who lived in a converted lighthouse)
Wow. Our mods are not that smart, are they?
What was it?
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That looks like a very dangerous walkway...

Aside from Euron Greyjoy and the wind, what other things are horrifying to encounter on a narrow walkway, in a storm?
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Dire Isopods.
>the shimmering sunlight of a new dawn shines on my face through the splintery wooden boards that block the long destroyed window of the room I'm in. I'm barely conscious as information quickly comes swirling back into the foreground of my mind: I'm in the place I grew up in, a the the bottom of a large lighthouse whose white-and-black bricked spire reaches into the sky far overhead, but whose light has not shined for 50 years, ever since the last hope of humanity had been extinguished. Maybe nuclear war, maybe famine, maybe economic collapse, I don't remember what my father told me nearly 40 years ago. That was when this minuscule, craggy rock had been bustling, relatively speaking. But now, as I sit up to look at my surroundings, there is no one beside me, and no sound save the seagulls soaring overhead. I take inventory of my surroundings: a small room that offshoots from the main tower. "I grew up here," I think to myself as I stretch my body and wipe the sleep from my eyes. When the Cataclysm (as my father had called it many nights spent huddled around a campfire) happened, him and my mother were touring the small rock. They had never been back to the mainland, as it was so far off in the distance that it was unseeable. There had been a caretaker, an old man my father would say, an old man with a long white beard and a long, age worn face. He had taken a small dinghy to the mainland, and never returned. It had just been my mom and my father, and soon enough it was the three of us, surviving the Cataclysm on the small, barren island.
I whipped that up in a short while, just a bit of writefaggotry.
Tell if you want more I guess
Just saw this trailer in the theaters. Thought It was relevant.
They don't know I'm here.
This is the thought that trickles through my mind whenever I miss my footing on the long spiral stair, or feel a chair tilt back just a little too much. You'd think it would come in a flash, a shock of fear, but it seems content to remain a slow dread, waxing and waning by degrees like the moon.
I had no place to stay after my volunteer stay at the lighthouse finished, and my companions went their separate ways. Renting a room in the overpriced seaside tourist trap of a town would have meant dipping into my already meagre funds, bringing the real risk of going broke halfway through the school year. So, I figured, why not stay?
No one would be living there over the next few months, since the worst weather of the year had already passed us by. The light house was mostly automated now anyway, with a mechanic and electrician coming out for a tuneup once or twice a year at most. The live-in assistants are only needed during the busier times to change bulbs, and barely for that.
Food and other supplies are stocked ahead of time with plenty of surplus, so it's not like I'd go hungry, and the distillery that makes fresh water was brand new. So I'm alone on a rock for a few months, big deal. I've got books, movies, even cell reception on clear nights. No problem. I could stick around, save my cash and nobody would ever be the wiser.
I never realized how terrifying it would be.
It wasn't the shadows following just behind me, or the murderers waiting behind the shower curtains I'd imagine while lying in bed after one too-many viewings of Nightmare on Elm Street.
It was slipping at the top of the stairs. It was a sharp pain in my chest, a mole that grew too quickly, an unchewed piece of chicken.
We always take the safety that others bring for granted. Now, truly alone, I could not, and it frightened me.
I'm pretty sure I could get a lot of writing done doing that.
A visual conversation using eyes that ended in Un Cien Andalou.
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How receptive do you think an average gaming group would be to a mystery-based session with few unexplained phenomena (which may or may not be supernatural) in a confined setting such as a lighthouse? Have you had any good experiences running pure mystery games for your groups?
You need lots of player buy-in for horror/mystery, because the default setting for many players is "light snark," which can suck the horror or wonder out of a scenario right quick. Once I explained to my players that the jokes were killing the atmosphere every time we tried to do suspense, they caught on quick and the group agrees that those sessions are much improved.
I'm afraid that may be a problem - even though my players always tell me they enjoy my sessions (especially when I introduce a side-story murder mystery for half/quarter of a session) and are "immersed", they can not even for a second stop being le sarcastic snarky badasses xD
Then they are probably not the group for this game.
Talk about creepy sea stuff has gotten me to want to make another deep sea creeps thread, or do some kind of creepy sea project for something.
How would you go about getting a job in a lighthouse? Seems like it would be a comfy as fuck job.
There are some organizations where you can volunteer to help renovate old lighthouses and potentially staff them as well. No idea how one becomes a full-time lighthouse keeper, though.
I don't know. Either.

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