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Published by super_clod, 2024-01-29 08:10:30

Grim Hollow Players Guide

Grim Hollow Players Guide

149 Chapter 13: Session Zero In short, the X-Card is a physical card placed on the table. Any player may tap the card or otherwise “activate” it during the game, if the narrative moves in a direction they’re uncomfortable with. The active player or the GM immediately stops and moves the narrative forward, away from the current deeds taking place at the table. An advantage of the X-Card is that it does not put a lot of pressure on the uncomfortable player to explain exactly what the problem is in the moment. A player may explain why they activated the X-Card after the game, if there is any confusion, when everyone is more comfortable. The Luxton Technique This is a different approach to handling upsetting events in the game. In short, when a player identifies that something in the game is upsetting them, play pauses. The player has an opportunity to explain what the problem is, if they wish. The player then states what they want or need to happen in the narrative—for example, “I need this NPC to survive this encounter,” or, “I need the townspeople not to believe the villain’s lies about what just happened.” The players and the GM then ensure that that the stated result comes about. If the outcome of a die roll (such as an attack roll or a save) would determine the outcome, do not roll—the ultimate outcome should not be in question. This technique is meant to address situations where it may be more upsetting to skip over the upsetting event or pretend it didn’t happen. The Luxton Technique was described in detail in a blog post by P.H. Lee, as an alternative to the X-Card. A variety of other safety tools are available online in the TTRPG Safety Toolkit, an online collection maintained by Kienna Shaw and Lauren Bryant-Monk. The Script Change RPG Toolkit by Brie Beau Sheldon is another set of tools that builds on the Luxton Technique and the movie rating metaphor. It provides a range of ways to let players take control of the narrative in the moment. Not every group needs a mechanic this structured in order to have these discussions, but when it comes to uncomfortable conversations, it can be helpful to err on the side of having more structure than you need. In any case, the important thing to remember is that each and every person at the table is more important than the game. Third, Building the Party Once you’ve agreed on the boundaries of the game, it’s time for the players to decide who their characters will be. This can be full character creation, or simply deciding on the characters’ concepts and backstories. Players should also decide why their characters adventure together. Players can either give their characters pre-existing relationships, or decide how their personalities mesh once the characters meet for the first time. Figuring this out in advance avoids the “party of loners” situation, where there’s no in-game reason that the PCs keep putting up with each other and risk their lives for each other adventure after adventure. Use backgrounds and bonds as jumping off points for players to decide how their characters might be connected. A player might ask the table, “Which of your characters might my character have met during his time as a sailor?” Traits and flaws can serve as seeds for relationships between characters. One player could volunteer, “What if the way your character stammers under pressure reminds her of her younger brother, and so she feels protective of your character?” Alternatively, “My character steals small items even when it’s a bad idea—does anyone else’s character watch mine especially closely, to make sure she behaves?” A key part of building relationships this way is that both players should be excited about the new connection. One player should not force a relationship on another player’s character. Once these decisions have been made, the GM can start making concrete plans about what will happen in the campaign. Part of the joy of running a tabletop game is seeing what characters the other players create, and finding out what those characters do in different situations. Now the GM knows who the PCs are, and what kind of adventures make sense for them—and who the players are, and what kind of adventures will be the most fun for them. Finally, the Boring Stuff Nobody enjoys scheduling, but working out a schedule is a lot better than constantly cancelling sessions or playing with half a party. Figure out a cancellation policy, including what happens to player characters if their player doesn’t show up to a session. A good strategy is to decide on a day—like every Saturday, or every other Sunday—that works for everyone most of the time. Players then know what to expect, and they can try to keep that day open. If players can’t make a session, cancel it until next week, but don’t change the day. If you move game day around in the week, chasing the gaps in players’ schedules, you’ll find sessions are unpredictable and far-between, and scheduling them is a never-ending headache. Everyone should also decide how long the campaign should last, so they know how much time they’re committing to it. (Don’t be afraid to start a short campaign. You can always re-up with the same characters if everyone wants to keep going.) Session Zero is also where you should work out questions like who brings what snacks, and whether you share dice or everyone brings their own. You may also want to work out whether people are comfortable with alcohol and other substances at the table. When you’re done with all this, you’ll have a solid plan in place to start a great campaign for everyone.


150 Grim Hollow Players Guide


Abendland..........................................17 Aberrant Horror Transformation ...80 Academy of Swords..........................19 Achen Elavain....................................27 Aetheric War......................................33 Aether Kindred..................................33 Alondo ................................................36 Altenheim...........................................17 Ammunition ....................................130 Aphaelon............................................34 Aratron I.............................................17 Arcane Magic.....................................30 Arcanist Inquisition ..........................24 Arch Daemons ...................................24 Archduchess Maelfa .........................18 Archduke Ulrich Eisenherz .............19 Archetypes .......................................108 Arch Seraphs......................................34 Aurelian..............................................13 Backgrounds ......................................96 Battle of Bite Bay ...............................29 Beast Pool .........................................143 Beleth ..................................................35 Bulwark Warrior...............................51 Burach Empire...................................17 Caravaner’s Rest................................23 Castalore.............................................21 Castinellan Provinces .......................24 Charneault Kingdom........................26 Chief Nolgr Magnusson...................22 Chiropteran Behemoth.....................21 Circle of Blood ...................................48 Circle of Mutation.............................49 Citrolach .............................................36 Clan Member...................................103 Coldfire Crisis....................................23 College of Adventurers ....................42 College of Requiems .........................44 Countess Analita von Raiza ............28 Crimson Court...................................20 Disembodied......................................15 Divine Magic......................................33 Doge Lorenzo Flabenici....................28 Downcast............................................12 Dreamers ............................................14 Ebon Syndicate ..................................21 Edict of Eternal Blood.......................34 Eldritch Domain4................................5 Ember Cairn.......................................25 Empyreus ...........................................34 Erlefurt Colleges................................31 Etharis .................................................16 Faro......................................................25 Fey-Blessed.........................................99 Fey Transformation...........................85 Fiend Transformation.......................81 Filth Gazer..........................................29 First Vampire Patron ........................72 Galtian.................................................13 God’s End...........................................33 Gormadraug.......................................36 Gorodyn..............................................35 Grand Duke Drago Koshevek.........20 Green Reaper.....................................60 Haunted Origin .................................68 High Cavalry School.........................25 Highway Rider..................................64 Holy Order of Hearthkeepers .........17 Ilhara ...................................................37 Influence Dice ..................................142 Inquisition Domain...........................47 Kandar................................................23 Karstein Market.................................20 King Thibault de Sauveterre............27 Knights of the Severe Templar........27 Lady Morrakesh ................................36 Laneshi................................................10 Languages of Etharis ........................29 Lapsed Inquisitor..............................98 Lich Transformation .........................82 Liesech ................................................28 Living Crucible..................................52 Llana’Shi Empire...............................10 Lord General Vassily Roemer.........19 Lycanthrope Transformation ..........82 Magic Items......................................133 Maliganti ............................................13 Malikir ................................................35 Miklas..................................................34 Mina Taliesin .....................................21 Misfortune Bringer............................66 Mistrust of Magic ..............................32 Mists....................................................26 Morael.................................................34 Morencia.............................................28 Nordenland........................................18 Nov Ostoya ........................................20 Oath of Pestilence..............................56 Oath of Zeal........................................58 Ogresh.................................................11 One of the Taken ...............................96 Ostoya.................................................20 Parasite Patron...................................73 Path of the Fractured ........................39 Path of the Primal Spirit...................40 Pauper...............................................100 Pit Fighter.........................................102 Plague Doctor....................................76 Pox-Touched......................................97 Primordials.........................................36 Primordial Transformation..............89 Prismatic Wyrm.................................36 Queen Andrea Helsing.....................23 Raevo...................................................21 Rauland...............................................19 Ravencourt Sanctuary ......................31 Renegade Colleges ............................32 Resolve Pool.....................................142 Sangromancy .....................................77 Sarmar Academy...............................31 Seraph Transformation.....................84 Session Zero1 .....................................46 Silverstream Markets........................17 Sitri ......................................................35 Solyma ................................................34 Soma....................................................20 Specter Transformation....................93 Spells .................................................117 Talents...............................................106 Temple of Mists .................................26 Therpena.............................................25 Thrull ..................................................22 Toletum...............................................24 Tol Kerdwyl .......................................28 Tol Leyemil, City of Elves................27 Tormach..............................................35 Transformations ................................79 Trinkets.............................................140 Tyburn ................................................22 Ulmyrite..............................................13 Ulmyr’s Gate......................................15 Underland ..........................................19 Valikan Clans.....................................22 Vampire Transformation ................84 Venin...................................................35 Vermiel Guards .................................27 Vermin Lord ......................................62 Vosantra Cathedral...........................20 Way of the Leaden Crown...............54 Way of Pride ......................................55 Weapons, Advanced.......................128 Wechselkin...........................................9 Wretched Bloodline Origin..............70 Zabriel.................................................34 Index


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Fashions of Ostoya Fashions of The Charneault Kingdoms Fashions of The Castinellen Provinces Fashions of The Valikan Clans


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