>Increases the paranoia in the party.
Increases the paranoia in the party
>PC: I do an action!
>GM: *raises eyebrow, looks at book, looks at notes* Well okay then.
give the GM a note with "ask me if im sure and then roll a bunch of dice" on it
so, these are important things for running as decent horror game then?
Brilliant!
I like the way you think.
>DM rolls some dice behind the screen
>looks to the party
>"oh sorry, go right ahead, don't mind me"
I love doing this shit, especially when I'm rolling for absolutely nothing at all.
>Rolls for perception every other turn
>write down note asking "arby's?"
>slid it upside down to random player
>double points for if they write an answer and slide it back
>roll a d6 immediately for which side and sandwich combo I'm getting
>Player: I open the door
>DM: Which hand did you use to open the door?
delightfullydevilish.jpg
I actually did something to really get the paranoia flowing during my last session:
>My players were exploring an old mine that had been infiltrated by a mind flayer
>Not a lot is going on but I make them roll perception checks every now and then
>Hand out notes (completely disregarding the check btw, just ranomly hand them out) saying shit like "X player is acting weird..."
>This causes them to try to subtly gang up against eachother and find out whats going out
>The thing is that almost every player was suspicious of someone else, so when they tried to team up with eachother it looked like a betrayal was brewing
>Of course this was all bullshit that the presence of the mind flayer was causing
Made for some nice tension appropriate for that dungeon though