[i]"Welcome to Strangeways Convalescent Home. Comfortable, quiet and offering a good quality of care invalids, at quite a reasonable cost. It is sometime between the two world wars, and money is tight, so it has no shortage of residents. This despite its isolated location; the nearest town is about an hour’s drive away.
Strangeways itself is a neat little Victorian building that sits on the cliffs overlooking the cold, rocky sea. Despite its outward appearance of tranquility, Strangeways has gained a troubling reputation. Strangeways itself used to belong to the Strangeways family, but passed into private ownership after the death of the family heir in The Great War; one of many Strangeways to meet an early end. But there has always been something not quite right about Strangeways.
The patients have noticed, of course. They either grow accustomed to the subtle atmosphere of menace or beg their families to take them away. Often this request is ignored, and these poor, unsettled souls slowly sink into despair and lethargy. But for those who can cope, Strangeways is somewhat bearable. Made up of a mixture of old and young, from all classes and backgrounds (not to mention a wide range of ailments), Strangeways patients are a microcosm of the outside world. They spend long hours together, talking over their pasts, taking walks and doing any number of therapeutic activities. For some, a better life than they could ever dream of outside. Others long for life outside Strangeways’ walls. Everyone is supposed to leave eventually; it is merely a question of how long your stay will be.
Strangeways has always been quiet, until the death of one of the patients in what was either a freak accident or a very unusual suicide. Scribbled across the wall of his bedroom was the message “The stars are right.”A new, darker, more intense unease grows among the patients; many of them are starting to have strange dreams and they begin to suspect the others of being involved in some unknown horror. Even the usually placid nursing staff are beginning to look anxious…" [/i]
So this is something that’s been knocking around in my head for a while. I’ve got a good few characters with backgrounds and potential ‘abilities’ which is something I’ve always enjoyed having in a game, although I may remove them later if it doesn’t quite work. There’s about 10 characters so far. I’m pretty happy with that number. (5 m, 5 f)
I still have some other bits to work out, like deciding just what exactly is deeply wrong. Yes, I know, that is very important. I have a vague idea, but it needs some tinkering to make it stronger.
I thought I’d pick your brains about some other things I’m pondering:
- Since it is set at a Convalescent home, all the characters are ill, in one way or another. Would it make sense to have this as a limitation reflected in the character sheet? IE: Bob has tuberculosis, and therefore can’t get up the stairs to retrieve object. He needs object…could he get Joe to get it for him?
I do wonder if this is in poor taste and/or may get annoying for players.
2)The question of just how firm goals should be. Of course, players are free to ignore goals as they wish,but from my experience people tend to stick to most of them. So what about goals that are more open ended? Choose between X and Y, for example. Again, too annoying for players?
Thanks for any suggestions. It’s very much appreciated.