Sag Harbor
The swampside docks off the upriver end of the city are in the worst industrial section of town. This is the area where the unmentionable businesses are: the tanneries, the slaughterhouses, the nightsoil collections. It’s where sludge from dredging finds a temporary home, mostly because there’s a surreptitious market for people who want their enemies’ homes filled with the stuff ...
Night Markets
Daytime Sag Harbor is a sprawl of slums and unsavory neighborhoods. Nighttime Sag Harbor (at least along the edges of the District) is a riot of Night Markets. Every night when the sun goes down, the lanterns light and market tents pop up intertwined with the harbor docks and the sprawls of fishmongers, tanners, dyers, outlanders, and other lowlifes. Roving pubs pitch their tents and tap their kegs ...
Family Business
You may be a prestigious member of the ancient nobility, the merchant princes behind a major Mercanti guild, or even a close-knit family of commoners who have taken up a life of crime. For you, family is everything — and when family and friends get threatened by personal or political enemies, you turn to heroics to get your own back ...
Last time I populated the Building. Time to add some layers.
Broadly speaking there are three kinds of scenarios in any campaign: foundational, plot specific, and climactic.
Foundational scenarios are the groundwork. They elaborate on the established Building and put some flesh on its bones. They also provide the initial clues which the characters will follow up on for later plot. When I discussed Bookhounds games, and horror in general, many moons ago I said that "the first act [must] establish the setting, the characters and the overall mood of the game. Whether the players are veterans, novices or a mixture of the two, they've never played in this game world before, because it's your game world, fashioned out of your ideas and imagination. They don't know what to look forward to, or what to be worried about."
That's what a foundational scenario is. The first act. It doesn't have to include anything overtly Monstrous at this stage, because although this train is headed down Monstrous tracks this is just the first act. The establishing shot. The moment where the players get settled in to the story you're telling.
Remember that this is just as much foundational for the players as it is for you. They have only the sketchiest idea of who their characters are. Sure, they know the characters' stats and they have a more or less detailed backstory, but a character isn't defined by backstory. It's defined in play. Just like real life; character isn't about what people say, but what they do. You need to see what the characters do, before you know who they are.
Plot specific scenarios happen after the foundation is established. They usually involve some kind of plot specific quest, quest object, information or NPC. This is either a goal in its own right or it leads the investigators to a goal. Since this is a Monstrous game, a plot specific scenario will involve Monsters. It might be a reveal, a confrontation, an antagonist reaction. If this were a Night's Black Agents game then the plot-specific scenario would probably involve some kind of conspyramid reaction. In a Trail game the investigators would finally come face-to-face with the entity all those cultists have been chanting about, or find a copy of the Necronomicon.
By this point the players should already have a good idea of who their characters are, so you should be on the lookout for some character-specific reactions. Or take the trouble to create some. If you know that the duelist character is into himbos, then the antagonist for this scenario should be a himbo - that sort of thing. If you know a character is afraid of birds, then this is the time for birds. Note, I said character. It's a very different thing if the player is afraid of birds. Don't be that guy.
Climactic scenarios often happen at the end of the arc and may or may not involve a big punch-up. In The Hobbit the arc ends with the Battle of the Five Armies. In video games, and Dungeons and Dragons, it usually ends with a boss battle. It doesn't have to be that way. A climactic scenario is a climax; it doesn't have to be a bloody one. Most horror games end in trauma, but it's a mental trauma not a physical one. The chief thing to bear in mind is that the central dilemma of the plot so far has to be resolved.
In the first chapter of Telltale's Walking Dead, there is no clash of armies, no punch-up. The central dilemma has always been how to raise Clementine, the small child who's been the heart of the series up to that point. Therefore the climactic moment comes when Lee, the main character, resolves her plotline - in the quietest way possible, surrounded by the undead.
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