Gothic horror campaign

By ugrosh, in Genesys

Ive finished a mini fantasy campaign, now Im starting a gothic campaign, originally plannned for Leagues of Gothic Horror. I think that ubiquity its a fine system.

But the narrative dice system has me in love.

The campaign would be based in the turnoil of Buenos aires at the end of XIX century. and using the supused net of jesuist tunnels from the colony times.

No interested in lovecraftian horror. Im not saying that Lovecraft isnt a good author, but they tales arent my cup of tea, im more a romnaticism guy, with Lefanu, Dickens, Becquer, and the like as isnpiration.

Now, how you handle things like mysticism? I think that wierd science is covered in in the CRB

Is magic going to be real?

24 minutes ago, player966703 said:

Is magic going to be real?

I thinking more in fortune telling, cursing and the like.

I think what makes White Wolf's products so good in this realm is their various "psychological health" tracks.

In addition to using the Fear mechanics in the Tones section, I would recommend trying to come up with something similar to the "psychological health" tracks of WW or similar themed systems for your gothic horror setting, if you feel it fits/would bring a positive gameplay element to your hack.

Only being familiar with Dickens out of your inspirational reference points, I don't feel that I can recommend much specific beyond looking at the various WW systems for inspiration, as well as a couple of FFGs own shots at similar mechanics in; the FFG Star Wars Morality mechanic (which is very polarizing in the community and perhaps best as a model of what not to do), and the FFG Dark Heresy II Corruption.

[edit] As for the Genesys analogue, I would see such a mechanic as a replacement for/addition to Gensys' Motivations.

Edited by emsquared

For fortune telling, you could let the roll give one question per success, or adjust dice if a specific endeavor is asked about ("will I defeat Frankenstein's monster?").

Edited by player966703