The Drunk and the Ugly > Tabletops and You

Junji Ito's Japan Campaign Idea

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Juju-Monster-Man:
So quickly, because I never have time anymore apparently. If you want to go with your investigative route I would suggest adding in the "meat-grinder" mentality to it. Everyone has a dozen or so character, but your "main" character is part of an umbrella company that is trying to figure out what the fuck is going on with these incidents. You send people (your other characters), but eventually, you have to go into the field when they run out. And when that happens? The game ends. You haven't finished the investigations, nothing is gained, and you provide your players a feeling of what it would be like trying to manage in a world/location where Ito situations occur. If you get to the end with characters? Well, I hear there is a thing going on in South America that needs investigating (read: South American Horror). Which would be highly psychedelic and "heady".

As for the campaigns bricolage style: Have different sessions be VASTLY different. One session is a slice of life (which ends in the axe murder of TOMEI for example), the next is an investigation of a small fishing hamlet (then ending in Uzumaki spirals), the other is an action sequence protecting a girl the local prefecture has decided that she is the source of ALL THE PROBLEMS (read: Hellstar Remia). This HARSH shift in gaming styles and play sessions will help with the bricolage style. A mental note: Bricolage is simply a  pile of shit that makes a picture: take a book, a box of poutine, a jar of maple syrup, and a bottle of Cola and assemble them into the shape of Lord Canada's High Horse. That Sculpture of a Bricolage. It's ugly, fast, but it works if the artist is skilled enough.

ONE MORE THING: If you want the DG style, check out and read the RAID ON INNSMOUTH RPG campaign. It uses multiple play session to give multiple viewpoints of the FBI's raid of the fishmantown. I think you can die pretty horrifically in each session, but other session have the players view/discover/crosspaths with previous play characters

cornbreab:
I'll admit I'm not super familiar with Ito's work (just the really popular stuff). But I thought Matt brought up an interesting point


--- Quote from: Capman on February 16, 2017, 06:03:36 PM ---Like you mentioned in the Uzamaki film there was a snake cult because afaik there's no explanation in the Uzamaki comic and I'm guessing they needed a more conventional kind of story to build a motion picture around. 

--- End quote ---

Trying to put something completely unconventional into a conventional format doesn't really work most of the time. What if you just decided to break all of the rules of RPG story telling to create something truly bizarre? The structure itself would mirror the subject matter.

Of course, I don't really know how fun that would be but ¯\_(ツ)_/¯ just spitballing here

Capman:
Yeah like you can do a Junji Ito everyone dies styled story as one-off a la artifact zero or some of the deeper Shane Ivey stuff.

crazon:
Yeah, I'm definitely going to have to address to the players that this is an experience set of games over the usually "pulpy" horror games.

Another thing I feel I should consider is which system to use? I would want to use original Call of Cthulhu RPG (or the D20 one my group is used to) but perhaps a rules-lighter one and possibly a much more lethal one due to it's simplicity: Cthulhu Dark. The downside to the rules-light system is that my players tend not to take the games as serious if there isn't some kind of crunchier feel to it. But it would be a more suitable functionary to the whole "Everyones going to die!" themes.

Sabwones:
Have you checked out Tremulous? It's a PbTA reskin for Lovecraftian mythos and it's more investigation-heavy, with a system for generating your town and populating it with threats. It might be worth a look if you're trying to find a system that balances crunch with flexibility.

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