Tuesday, February 17, 2015

Esoterrorist Game Props

Over on Google+ I've been sharing some of the game props I've created for my Esoterrorist game.

I recently created the AEGIS handbooks to help the players understand the philosophy behind the organization they are working for.  And of course I couldn't miss an opportunity to make some look old and used in the field. 

The great thing about running a modern day adventure it the amount of material that is available the players can interact with.  There will be times during the adventure that the players may need to find information about a certain organization or event and they can use their computers to get that information.  I develop my adventures using real places, events, organizations and people (although  handful are an amalgamation of two or three people).  This grounds these fantastic and horrible events in a real setting.

"Is this real.  I'm finding all this stuff on-line."  This is what Rob Conley said during the first session.  Because the setting and events were tied in with real happenings its an easier sell to the players.  What also helps is I am using my local area as the setting so I know exactly what services are available.  What judges are kind and which ones are the hard asses.  Hell, I can tell them the price of gas from town to town if that suited the adventure.

I've got a few more props to create.  The cool thing about the game is I have no idea how they will get to where they are going, but I know they'll get there at some point or time and the significance of a clue they find could vary greatly depending on the timing of the find. 

Since we are playing on-line, delivery of props is tricky, but since I am no stranger to the post office and sending things out, I plan on sending my two players a case file, with stuff they've already discovered and sealed envelopes.  These sealed envelopes will contain clues not discovered yet.  Each will  be labeled with a letter.  And when they come across it during game they will be asked to open that envelope. 

Because of the intensity and heavy role-playing aspect of the game I think two players is good.  The larger the group the more noise involved and when I GM something like this I prefer to have as little of that as possible.  Plus, it keep the players more engaged in what's going on.  No one has a chance to slip into the background. 

I think we start next week.  I've forgotten already.  I'm a lousy GM.  I've got work to do on the game yet, but its a pleasure to do so.