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Dear Vessel,

Courage and imagination. That’s what I wish for you when you assume your role. And above all, may you enjoy the game.

I have four warnings for you.

I. BLOC MASS is a rules-light game. As such, there will be plenty of moments where the written rules won’t seem to cover what’s happening. The players will turn to you for guidance. Trust your instincts. If you don’t have an immediate answer, ask for a moment, and absolutely consult the players, ask for ideas. Then decide in the way that best serves the flow of the story.

II. This is a horror game. The Channelers can lose. Their minds may shatter, they may endure terrible ordeals, and they might die. What’s more, they are relatively unprepared at the mercy of events. They hold some supernatural power … but it’s unfamiliar to them, and their encounters with the fiends are terrifying. Your task is to help them experience this horror. Never forget your human responsibility to ensure the players themselves are having a good, safe, and enjoyable time, but let the Channelers shiver with fear!

III. Clashes with fiends are deadly. Once events are set in motion, it’s best not to drag out in-game time. Fiends don’t like being meddled with. They strike back, trying to end investigations quickly. From that point on, it’s like a countdown: everything hurtling faster toward zero. Keep the story moving toward its climax with momentum and inevitability. One of horror’s basic tenets is that there’s no escape: those who get involved have met their fate. It’s often best to play this out over a single cursed night, even if it takes more than one session.

IV. The atmosphere is set by the Vessel, but not alone. You are a performer, but not a soloist. You bring the horror, the other players bring their experience of it. Strive to be as eerie and unnerving as possible, but allow and encourage the players to experience the terror and excitement in their own ways. You provide the backdrop, they play the central figures. Ask back often how they see, feel, and imagine what they are presented with. Incorporate their expressions, make the input integral part of the game. 

All that said, never forget: this is a game, and you’ve gathered to have a good time together. You, as host and arbiter, are responsible for ensuring that everyone has an enjoyable experience. Including yourself. Take it easy.

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A role-playing game about wrangling demonic forces in the late Soviet era.