Campaign Grimoire #2: Strange Aeons
Ah, traveler. Good for you to join me. Today, I plan on discussing the beginning of Strange Aeons. As with the previous grimoire, I do not plan on divulging much story wise, if possible. However, I do plan on discussing broadly what my esteemed colleagues went through and my own decision making processes during that time.
You Wake Up in a City Shrouded in Mist
The beginning is designed to elicit unease in the players, something I wanted to do well to set the tone. Beyond utilizing setting methods that have been detailed in the book, I wanted to use interpersonal means to create tension, which is the point of this section.
What does that look like? Well, at first, I began subtly. I started the session by speaking calmly and slowly, appearing relaxed in my chair. I took time to detail their immediate surroundings. That was until they heard scratching on the wall.
From here, I leaned forward towards them and pressured them into what they were going to do, highlighting the malevolent presence that felt as if it were prowling, hunting for them. I spoke somewhat faster, pushing them for their next moves, dragging them narratively through the environment as they go told me what they wanted to do next.
They fought the creature, only to find the hidden message as they did.
For the purposes of this game, horror is a major theme. You will encounter beings that rail against reality, that fail to be easily defined. Beings that are from the Great Old One Mythos (again, one of my personal favorites). Additionally, there are opportunities that exist to explore horror through means that are more subtle than simply facing terrifying creatures that your characters may actually die against.
Knowing this, my team of travelers cumulatively have a lot of experience with Pathfinder and D&D, so deadly encounters do not often fall under horror in and of themselves. So, for this part of the campaign, I did it by being descriptive about the surroundings to give the sensation that things are off. I did so by evoking feelings by my body position, my tone, by pressuring for choices while emphasizing that they don’t have time to decide.
Suspicion and Survival
When the characters entered the next part of the game, they immediately encounter a foe who appears normal by all cursory examinations but proves to be far more insidious. They face a doppelganger almost immediately. However, this part of the game, that kind of encounter can be excessively deadly since they do not immediately have their equipment. Between the enemy being distracted and having some of the strongest self-preservation drive that I’ve seen, the goal was to elude combat with the players.
That was her goal, especially upon figuring out that one of my players has Improved Unarmed Strikes, which actually makes him capable of effectively combating this foe.
What I wish I could tell you was that the creature escaped to antagonize the players later. But with the players grappling the doppelganger into the ground, they managed to fell a terrifying foe early on.
However, it soon became apparent that the creature was not the only of its kind running around the asylum they found themselves in. They have no knowledge each other or how they ended up in an asylum and now they face enemies able to change their faces at will. The feelings of suspicion sank in quite easily, a little among the party but more of any creature they met early on was met with suspicion, including survivors that they found. However, with no answers as to who they are or potential for respite, they had to align with a group of survivors they found, even though said survivors were exceedingly suspicious of them.
Strange Stories Breed Strange Heroes
A couple of my players (Synth and Poly) decided to make very strange characters to engage in the setting. Poly’s character is an Occultist with psychic reading abilities and specialties in necromancy. This surprised me when he was going around to corpses and having me roll d100 in order to determine if the corpse would give a short phrase that revealed potentially cryptic truth. Why was this surprising? Because it managed to expose a hidden enemy that would have been a little bit more of a nightmare for them to deal with.
Now, why was this surprising? Because, admittedly, I made the mistake of getting comfortable and not reading ALL of my players abilities and whatnot. This was a mistake that even this Crypt Keeper fell for as I was lulled into complacency somewhat.
The lesson I took from this is to be more prepared for these abilities, take more interest in how my characters are seeking to build themselves. Not to obfuscate more parts of the game, but to give them times to shine and illuminate background pieces that make this story interesting.
In fact, I’ve noticed even in this book that Strange Aeons is written with a wealth of background material that would not normally be available to the players without some kind of supernatural way of finding this information. Or spending a little bit more time to craft pieces of information that can be found. For instance, in session 2, which I will discuss later, I handed out patient records of fellow residents of the asylum that gave some more insight into different characters they meet.
The point of this was to find ways of giving active engagement to my players, which if I am being honest, took more than just this session to get everyone on board.
Concluding the First Session
The players faced a lot of difficulties starting out and two of them almost fell in combat in this first session but I managed to help push them up to level 2. The players began to look as tired as their characters likely felt at that point. It was here that I figured maybe there should be some more structure to our games. Of course, we have already established a rough start time but it was here that we discussed what is an appropriate end time since all of us had day jobs to attend to the next day. If I can offer any wisdom here, have a decent structure and keep your hand on the pulse of your group’s energy. You do not want to push them to where they are tired and have it actively impact their decisions poorly.
Even though I intended to write on both the first and second session here but in writing this up, I realized how much information I could discuss due to my players and my decision making during even the first session. Session 2 we will spend time discussing difficulties that players face as both characters and within their lives, how it impacts game, and how I handled these situations as a GM.
Additionally, someone submitted an anonymous question via Tumblr about campaign design around a specific story (not that I will detail here because I can save that for later). My conceptualization of this campaign build along with how I may design different parts of it and where I get inspiration will be in the first of my first Reliquary entry. So, if you were the anonymous questioner, I plan on answering this quite soon. I plan on getting on a regular schedule with these and have separate times for my Reliquary entries.
For now, travelers, I wish you safe journeys.
-GM Crypt Keeper











