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Occult Rules / Running an Occult Game / Occult Elements

Mysteries within Mysteries

Source Occult Adventures pg. 218
Standard adventures present a problem, obstacles in the form of monsters and traps, and a resolution. By comparison, occult adventures are subtler. The key to the adventurers’ success often lies in investigating the unknown and the inexplicable, or following a trail of clues to its source. Strange phenomena, bizarre murders, and eerie occurrences are regular hooks in occult adventures, and the characters must peel away layer after layer to find the truth. The Mysteries and Investigations section of the Pathfinder RPG GameMastery Guide provides advice for structuring a mystery adventure; occult adventures use a similar structure, intermingled with the atmospheric clues and story trappings of the occult elements detailed in this chapter.

This is not to say that an occult adventure can’t also include heroic battles, dungeon exploration, or swashbuckling. It’s a good idea to vary the tone and pacing of the campaign from time to time, and sometimes seemingly ominous portents can turn out to be red herrings, which have their own value in occult adventures.

The occult elements in your story might also fade in and out of a campaign with an altogether different main theme, recurring every few adventures as side treks that at first have little to do with one another—or so it would seem. The further the PCs progress in the campaign story, the more clearly they begin to distinguish the patterns underlying all of their adventures. For example, the PCs might discover that all of the unearthed graves they encountered throughout several adventures were the resting places of an order of scribes who penned a tome foretelling the apocalypse. When it’s time to reintroduce the occult storyline, the GM need only present a fresh clue that ties back to earlier adventures to draw the characters once again into the world of the occult.

Piecemeal Mysteries: Mystery adventures can be tricky to write, as the GM cannot always foresee when clues are too obvious or too obscure, and either case may be frustrating for the players. Bringing the occult into the campaign one small piece at a time creates the illusion of unseen forces moving in secret, even if neither the GM nor the players know the nature of the mystery at the beginning of the campaign. As the campaign progresses and more pieces fall into place, the mystery reveals itself and takes a definite shape.

Clues Only for the Initiated: Game Masters often try to conceal vital information in games to preserve mysteries for fateful, well-timed reveals. And all too often, canny PCs find a way to acquire the information early, disrupting the GM’s carefully planned adventure and spoiling its momentum through overreliance on a few choice clues. While such reticence may sometimes be necessary to preserve intrigue and guide PCs, occult games dole out information more readily and more frequently, but in a slightly different manner. Because the most significant clues in an occult mystery may be hard to even recognize as clues, such methods can not only more easily screen the key bits of information that do propel the plot forward, but also create a more mysterious atmosphere.

Red Herrings That Aren’t: Red herrings should not always be dead ends. Instead, they may serve to set up further adventures for the PCs, leaving them with the uneasy sense that strange events driven by bizarre, eldritch motivations are hidden in the world all around them. For example, while the PCs are on the trail of a murderous demon cult, misinformation might lead them to a secret society involved in unusual initiation rites. While the lead may be a dead end in terms of their original investigation, perhaps the PCs discover the group’s seemingly innocuous initiations actually involve dangerous necromancy.

Building PC Involvement: Sometimes the best way to involve the PCs in a campaign is to ask them what they want. At the beginning of your occult campaign, ask each player to come up with a personal mystery for his or her character, such as having witnessed an unusual phenomenon or having experienced an inexplicable event as a teenager. A PC may have brief flashbacks to her childhood of visits by men in blood-red robes and disturbing animal masks, for example. The character’s search to discover the meaning of this memory may lead her down dark paths, particularly when she spots a street preacher wearing the tattered remains of one of the robes in a nearby city, and discovers from him that as a child, the PC was a candidate for an apocalyptic cult. Other hooks might include the unknown fate of a friend or relative, or the significance of a city monument’s unconventional design. It may center on a certain location, like a place seen in recurring dreams or the ghost-haunted gardens of some overgrown manor. It could have to do with a mysterious object, such as a locket that throbs painfully in the hands of a psychometrist or an ancient tome containing twisting, backwards writing in which a new word is scribbled each day.

Some hooks may play major roles in the campaign, while others turn out to be minor anecdotes. Regardless, an adventure hook based on a character’s curiosity, need, or longing is an invaluable tool for building player investment in the story.