FACILITATOR PRINCIPLES

Principles are your basic guidelines for running Liminal Horror. Return here when you’re looking to challenge your Investigators or whenever you are indecisive about how to push a scenario further.

INFORMATION

  • Information should never be hidden behind rolls.
  • Provide information readily and freely to facilitate critical thinking and clever play.
  • Elicit questions from players and give them direct answers.

SECRETS

  • Leverage the themes of dread, forbidden knowledge, and mutability of human flesh.
  • Provide information on the physical and tangible reality to players, but keep the true nature of things just out of reach.
  • Give Investigators opportunities to pull at threads, drawing them deeper into the tangled web of the weird.
  • You do not always need to know all the answers, especially if Investigators could not reasonably obtain them. Sometimes things are purely a mystery.

PREPARATION

  • Make the world alive, allow it to change and grow because of players’ actions.
  • Be flexible in your preparation. Create situations and possibilities.
  • Plot and story should emerge organically and not be predefined.
  • Give NPCs and factions motivations, flaws, and drives. Have NPCs react accordingly to their principles, on and off screen. NPCs should always have a drive to survive.
  • Play to find out what happens.

DIFFICULTY

  • Realism and fictional positioning are a good starting place for defining difficulty.
  • Choices should have consequences, and all failure should be interesting.
  • Saves cover various instances of uncertainty and risk. If there is neither, do not call for a roll.
  • Reward cleverness and ingenuity.

DANGER

  • Characters change as a result of play, either from the choices they make, the Wounds they suffer, or the Fallout that warps them.
  • Present the potential of danger clearly to players, and give them the opportunity to react.
  • Increasing the amount of Stress increases the rate Investigators are enveloped by the corruption of Fallout and the weird.
  • Characters die.

CHOICE

  • Offer tough choices.
  • All situations should have multiple outcomes.
  • Clarify player intent before dice are rolled to make sure players have all information that would be obvious to their Investigators.
  • Every action leaves an impact on the world in some way.

FAILURE

  • Failure should push the story forward.
  • Foster an atmosphere where success and failure are equally exciting.
  • Elicit complications or twists from players.


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Liminal Horror is developed by Gobin Archives, Josh Domanski, and Zach Hazard Vaupen