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RPG Laboratory

Neverending Night (NeN)

"No one could tell you with any certainty exactly what happened. Very few actually were witness to the change, and those that were are certainly in no condition to tell anyone anything, God bless their souls. Of course, owing to mankind's insatiable need to define and explain, there are some theories. Most are reasonable - though what stands for "reason" in this day and age, I cannot say - and at least one of which I'm sure you will to be most fitting with your beliefs. Some are the usual, predictable fare, such as Divine Punishment and so on, while others push the imagination to it's limits and beyond (three words: Absolute Sunshine Club). Personally, I don't know what to believe. All I know for sure is that whatever it was that caused the light to forsake this wretched, broken world, I'm sure we deserved it."

~New York Times article, June the 28th, 2012

Welcome to Neverending Night (NeN). In this bleak world of the near future, and unknown force has caused all natural light to vanish from the world. The sun, the moon, the stars. All of them, gone. In it's place, a darkness so deep that it could be felt resting on your skin. Even made made light is scarcely able to pierce this darkness, as if the darkness itself swallowed it up. With this darkness also came something else. Hideous monstrocities that defy comprehension play and skulk on the outskirts of the feeble lights, leading those that glimpse them into screaming madness, and those that don't into their screaming maws. People and animals (what was left of them, anyway) began to mutate and develope strange abilities. Some for the better, some definitely for the worse.

You are one of the survivors that has managed to hold on to some reason to live in this horrific new land, where your entire world consists of what lies in the feeble beam of your flashlight and it's common place to commit murder over a battery with a little juice. It's a hard life, but a life none-the-less, and there are many ways to live it. The only question is: How will you live yours? Don't spend too long thinking about it, though. You're batteries are running low...

Promising, but cautious

That sounds interesting. Although I would be more interested in the "realistic" consequences of the absent of light, than other random effects (monsters) caused by this same mysterious force.

I personally really like the idea of monsters appearing in a society and what is can do (like in Doom, Mutant Chronicles, etc.), but only if it has some reasonably cause beside to have monsters to kill.

my RPGs

It has its purpose...

I totally get what you are saying about that. And of course, there are more "realistic" consequences. However, this isn't a realistic occurance in the first place. There is a purpose for the vagueness, as well. I thought that if I left it vague, then each individual could form their own opinions and play around that, making it more their own instead of saying "this is how it is, and you can't change it". I really wanted to provide the current setting the player is dropped into, and let them decide the past and future for themselves (if they are the GM) or let someone else paint the picture for them gradually (if they are the player). I thought it would be nice to take a basic framework and setting and let people build around it according to their tastes. Of course, all of this is very prelimenary, and may change quite a bit. A lot of it is because I came up with the setting, but I myself didn't know what got it that way, and I kind of like the way that felt. I thought the mystery of it added to the tension, at least in my mind.

Don't take me literally

Well, I really don't know what you exactly plan, but if you don't plan any timeline, than you could plan some moral or deeper reasoning caused by this happening. I just meant by "realistic causes" that I would (for my own game) require something to be thinked about or something to be felt or something like that. I understand that if you only provide a world with monsters, it will mean that the players will fill in the gaps, but beware, because it's not a random fact that you are the designer and they are the players. If you don't fill in the important parts, the players will fill it in with their own fantasy and it will become circular: the players feeding content to themselves. It can work, if you have mechanics about creating content by the players. But it's a whole another story.

So I just would like to see some reasonable background for the monsters, let it be that budget is spent on exterminating monsters OR that the monsters are our own demons. Anything, but there should be something aside the sheer fact itself. That's what I meant. That you should write down something that should excite the players' minds the same as it excited your own mind, or it will become just another hack-n-slash with thoroughly detailed sourcebooks wich noone uses. Like the above mentioned setting of the PC game Doom or the setting of Mutant Chronicles.

The latter has a really evokative setting, but if you want to make a character, it always turns out to be a badass soldier of the special forces or a badass soldier of some mystic force with spells. That's what I think is the most dangerous thing right now.

my RPGs

Thanks again

Once again, thank you for your input. I totally know what you mean. I definitely want there to be some deeper meaning to all of it, but I myself don't yet know what that is. I want it to be really good, so I'm hesitant to just throw some haphazard explainations. Also, the "article" from the New York Times at the beginning seems to make it evident that no one is really sure what happened. The timeline of this game takes place maybe half a year to a year after the incident happened. Maybe I didn't make that clear enough. Being as such, however, no one really has a solid explaination of what really happened, and it seems to me that finding out what really happened would be part of the fun. like I said, though, I'm not sure yet. It's obvious that this is in the early stages. I'm sure things will come together and prove to be good once things start coming together in my head. I often work this way, starting with seemingly random fragments and peicing them together like a puzzle. It usually works, as I'm sure it will this time as well. Once agin, thankyou for your input and I look forward to further discussion with you.