how much grime and grit

Just got your book, can't find a copy, have a cool adventure idea or story? Chat about it here.

Moderators: PEG Jodi, The Moderators

Message
Author
User avatar
OSIAdept
Legendary
Posts: 2072
Joined: Fri Oct 19, 2007 2:38 pm

how much grime and grit

#1 Postby OSIAdept » Fri Nov 02, 2012 2:42 pm

Hey guys i have some what of a curious question, how gritty do you guys get in your games.

The reason i ask is that i plan on running a cyberpunk game, but one of the main plots is to break up a child/human trafficking ring smuggling people to the far flung corners of the solar system for all manner of unsavory activities.

I am not sure how far to take the imagery, my players are mature enough and we are all fans of crime/noir films/shows

User avatar
sirdrasco
Novice
Posts: 87
Joined: Wed Aug 08, 2012 10:44 am
Location: Utah, Roy

#2 Postby sirdrasco » Fri Nov 02, 2012 2:52 pm

During character creation talk to them and find their comfort level. They could want it real gritty, or just a light dose of whats happening.

That way you know what level they would be okay with.
"I say Mr. Chesterson, is that a giant ether squid following us?"
"Why yes it is Mrs. Monns."
"Well guess we should get ready to receive it."
"Blast I hate squid for dinner."
"But the cook has a new recipe.."

User avatar
Virgobrown72
Heroic
Posts: 1121
Joined: Tue Jan 19, 2010 7:52 pm
Location: The other side of the Sun, baby!!!

#3 Postby Virgobrown72 » Fri Nov 02, 2012 6:13 pm

i'd keep it light but implied...
"That which does not kill me, makes me Shaken..."

JCDenton28
Novice
Posts: 49
Joined: Thu Nov 01, 2012 7:03 am

#4 Postby JCDenton28 » Fri Nov 02, 2012 6:38 pm

The important question is to ask why you want it graphic?

Is it to curry motivation, affect the players in some specific way, or to try and make things seem "real"?

Think through it carefully. Most people play games to escape reality, or simulate an experience they can't effect in real life (save the world, stop human predators, etc).


Definitely know your playgroup.

User avatar
OSIAdept
Legendary
Posts: 2072
Joined: Fri Oct 19, 2007 2:38 pm

#5 Postby OSIAdept » Sat Nov 03, 2012 10:15 am

I wanted to run a Taken style game with plenty of action, and intrique but still have an emotional impact/motivation and keep the players going.

User avatar
GruffaloCrumble
Seasoned
Posts: 334
Joined: Mon Sep 19, 2011 7:11 pm

#6 Postby GruffaloCrumble » Sat Nov 03, 2012 10:56 am

Our 50 Fathoms campaign manages to remain light-hearted, despite frequent eruptions of graphic ultra-violence. :D

ValhallaGH
Legendary
Posts: 6873
Joined: Sun Apr 25, 2010 9:15 pm

#7 Postby ValhallaGH » Sat Nov 03, 2012 2:53 pm

OSIAdept wrote:I wanted to run a Taken style game with plenty of action, and intrique but still have an emotional impact/motivation and keep the players going.

I've found that shocking scenes work best when handled the same way as terrifying scenes.
Give them enough details to fill in the rest with their imagination - don't dwell on the specific details of the many malnourished and badly beaten women and children (of both sexes) chained to pallets in what's obviously a cheap and filthy brothel. It's enough to mention the sight, the sound of their pathetic whimpers, the smell that mixes a locker room with rotting meat, and the taste of human fluids in the air.
That description gives enough clues for the audience to fill in the specifics from their own imaginations. And their imaginings will ignite a disgust and righteous fury in the players' hearts, which will be expressed in their characters' actions.
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."


Return to “SW General Chat & Game Stories”

Who is online

Users browsing this forum: No registered users and 0 guests