Jul 3, 2023 1:04 am
"Alright! Alright! Huddle up, folks. Let’s make this quick. Hey! Hey! Yeah, you! Huddle time. Let’s get this show on the road. The sooner we start, the sooner we can all get on with our lives, alright?
Alright, great. Welcome back to… what fucking season is this again?… Season Five of "Revenant Hasslers". Let’s send this piece of shit off with a bang, people!"
Act One
The bulk of KILLER RATINGS involves going from Room to Room, creating and deciding together what this haunted location is like – not only its history, but what it feels like to be there. Lean on each other if you get stuck. This is about making a weird, wild, and memorable location together.
The Director guides you from Room to Room. They will decide what the Room is (ballroom, barracks, ECT treatment room, or whatever). You can try to make a Room-to-Room layout that "makes sense," but don’t stress too hard about this. Your progression into the location is linear, but not literal. Hand-wave away "in-between" rooms you don’t comment on because they’re boring.
The players will take turns defining Features of the Room clockwise around the group. Examples include the Room’s vibe (humid, deathly cold, crackling with dark energy) a spooky sight (a crashed chandelier, an ax buried in the wall, oil portraits that look suspiciously like the Crew in old timey clothes), and whatever else sounds cool, weird, fun, or gross. Everyone gets to add a Feature.
The Director should keep track of these Rooms! Each Room gets one card. Write the Features of each Room on its card and lay them out on the table, connected in order; this way you can all visualize your progression into the haunted location. This will be important later.
Once you’re set up in a Room, it’s time to film. Have the Face give an introduction to the audience and explain where they are. Each player can take turns describing the Room, the odd features that are in it, and how the Room "feels."
DIRECTOR: Help break the ice by providing prompts in their "ear pieces": ask individual players leading questions relevant to their role, like asking the Academic what this Room used to be, or asking the Charlatan what kind of "vibes" they’re picking up. Ask the Camera Person to film things in a provocative or misleading way. Make them talk to each other, too; The Face is an obvious candidate to interview the Charlatan or Academic, but the Camera Person can too. If players are stuck, pick a Feature and layer on some ominous backstory about it.
PLAYERS: It’s your time to shine. It’s natural to be a little shy or embarrassed at first, but the key feature of all of these characters is their shamelessness. Be loud, brash, stupid, dramatic, or whatever your backstory and career asks. So long as everyone’s having fun, there’s no wrong way to do this.
Aim For Act One: Get the chumps that watch this stuff to come back after the first commercial break. A jump scare or cliffhanger will do nicely.
(This will be handled mechanically once you feel you’re done with the first act!)
Alright, great. Welcome back to… what fucking season is this again?… Season Five of "Revenant Hasslers". Let’s send this piece of shit off with a bang, people!"
Act One
The bulk of KILLER RATINGS involves going from Room to Room, creating and deciding together what this haunted location is like – not only its history, but what it feels like to be there. Lean on each other if you get stuck. This is about making a weird, wild, and memorable location together.
The Director guides you from Room to Room. They will decide what the Room is (ballroom, barracks, ECT treatment room, or whatever). You can try to make a Room-to-Room layout that "makes sense," but don’t stress too hard about this. Your progression into the location is linear, but not literal. Hand-wave away "in-between" rooms you don’t comment on because they’re boring.
The players will take turns defining Features of the Room clockwise around the group. Examples include the Room’s vibe (humid, deathly cold, crackling with dark energy) a spooky sight (a crashed chandelier, an ax buried in the wall, oil portraits that look suspiciously like the Crew in old timey clothes), and whatever else sounds cool, weird, fun, or gross. Everyone gets to add a Feature.
The Director should keep track of these Rooms! Each Room gets one card. Write the Features of each Room on its card and lay them out on the table, connected in order; this way you can all visualize your progression into the haunted location. This will be important later.
Once you’re set up in a Room, it’s time to film. Have the Face give an introduction to the audience and explain where they are. Each player can take turns describing the Room, the odd features that are in it, and how the Room "feels."
DIRECTOR: Help break the ice by providing prompts in their "ear pieces": ask individual players leading questions relevant to their role, like asking the Academic what this Room used to be, or asking the Charlatan what kind of "vibes" they’re picking up. Ask the Camera Person to film things in a provocative or misleading way. Make them talk to each other, too; The Face is an obvious candidate to interview the Charlatan or Academic, but the Camera Person can too. If players are stuck, pick a Feature and layer on some ominous backstory about it.
PLAYERS: It’s your time to shine. It’s natural to be a little shy or embarrassed at first, but the key feature of all of these characters is their shamelessness. Be loud, brash, stupid, dramatic, or whatever your backstory and career asks. So long as everyone’s having fun, there’s no wrong way to do this.
Aim For Act One: Get the chumps that watch this stuff to come back after the first commercial break. A jump scare or cliffhanger will do nicely.
(This will be handled mechanically once you feel you’re done with the first act!)