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Occult Rules / Running an Occult Game

Occult Themes

Source Occult Adventures pg. 220
The following campaign themes combine the elements of occult adventures in different ways, and are meant to serve as packages to help GMs open the door of the occult in their campaign worlds.

The Occult Underworld

Source Occult Adventures pg. 220
The Unseen Realms and Strange Rules and Peculiar Patterns elements introduce an occult underworld that operates beneath the veneer of everyday life. Members of the occult underworld masquerade as the ordinary folk who occupy every stratum of society. In adventures that use this theme, an air of paranoia and dread looms as the characters investigate dark mysteries. No one is safe. No one can be trusted.

Not every secret society holds a dark agenda, however, and indeed some secret orders exist to oppose the machinations of evil cults. In time, the characters in an occult adventure might join such an order, or the party itself may come to be recognized as its own faction amongst the occult underworld.

Moving the antagonists’ goals forward creates tension and a sense of urgency, and helps to motivate the characters. Even if the characters manage to anticipate the villains’ every move, you can heighten the feeling of dark agendas running beneath the surface of your campaign by creating a list of minor, unrelated victories for the secret factions the characters oppose. Perhaps while the characters are distracted stopping a cult from transforming the city gates into a portal to Hell, elsewhere a smaller branch of the cult summons a powerful devil as the first step in another part of the cult leader’s overarching plan.

Another way to impress the theme of a ubiquitous occult underworld upon the characters is to hit them close to home. Choose an important NPC dear to one of the characters to be a member of a secret society or a cult that the characters oppose. Consider the scenes in which your NPC has appeared and create an ulterior motive for the character within those scenes that advances the agenda of the secret society or cult to which the NPC belongs. Handled well, this character’s motivations will seem clear to the PCs in hindsight, as if you had planned the betrayal from the beginning.

Spiritual Warfare

Source Occult Adventures pg. 221
Occult elements such as Mysteries within Mysteries, The Price and Power of Knowledge, and Fates Worse Than Death can combine to create a powerful overriding campaign theme highlighting the struggle for dominance between the worlds of the living and the dead. The veils between the worlds are worn thin. Haunts, ghosts, and lost souls are commonplace, though they are not the true antagonists; in such campaigns, the real villains are often powerful outsiders with legions of minions who specialize in the harvesting of souls for a profitable black market in the nether realms. Spirits who seek rest are a common occurrence, and PCs are tasked with discovering the means to help the dead move on one way or another, either through completing tasks a soul left incomplete in life, or by laying the spirit to rest permanently through force of might. Stakes are high in such games, and death is never the end.

Into the Great Beyond

Source Occult Adventures pg. 221
GMs who explore the Power and Price of Knowledge and Unseen Realms elements will eventually reveal the presence of parallel realities to this Material Plane. Rather than venturing outward to distant lands, your occult adventurers might turn their focus inward to the strange realms of thoughts, dreams, spirits, and the soul.

When planning adventures along this theme, think about ways the characters can probe the realities before their eyes on a deeper level. For instance, as they investigate mysteries, you may want to occasionally provide ways for them to explore the Transitive Planes, and even the Outer Planes, to discover clues.

A mindscape is typically a surreal puzzle environment where the characters accomplish their tasks by navigating the mindscape and deceiving or satisfying the controlling mind, overcoming its defenses, unlocking its doors, and learning the secrets buried deep within.

GMs should be prepared to adjudicate scenes where the characters project themselves into nonphysical realms. Adventures along this theme might find the characters entering the twisted mindscape of an insane or possessed victim, or they might enter the mindscape of an enemy to steal hidden knowledge or implant subconscious suggestions.

Fear and Reverence of the Unknown

Source Occult Adventures pg. 221
The Mysteries within Mysteries and Unseen Realms elements emphasize the feeling of otherworldly awe that the occult inspires by showing how the everyday world reacts to eerie phenomena. In occult adventures, ordinary people tend to fear unknown circumstances over which they have little control. Rumor and superstition only exacerbate their distress, and a frightened populace can swiftly resort to extreme measures, including holy inquisitions and witch hunts, in order to regain some assurance of security, no matter how short-lived it be.

As a result of societal paranoia, the occult might be a forbidden art for the characters, and one that they must keep secret. Adventures might involve finding and communicating with other occult initiates by signals, tokens, or a specialized cant, while the adventurers bravely fight a shadow war on behalf of a world that shuns them.

As another take on this theme, the common crowd could develop a worshipful fascination toward people or entities skilled in the occult arts, consulting them for knowledge of the future or employing their psychic talents to quickly learn what ordinary folk cannot normally see or know. On the other hand, twisted individuals who wield occult power often attract lackeys and slaves willing to serve the dark arts, and the ranks of wicked cults teem with dangerous, unscrupulous predators enraptured by their charismatic cult leaders.

Ultimate Occult

Source Occult Adventures pg. 222
GMs who wish to fully immerse PCs in an exclusively occult campaign will likely incorporate most or all of the occult elements, and brew multiple, overlapping themes to propel their campaigns toward darker realms. Without changing any game mechanics, arcane and divine classes can share in a game in which the characters are exceptional beings who dare to use powers beyond mortal ken.

NPCs with supernatural powers should be rare, or should conceal themselves from the world at large. Large and powerful churches may exist, exerting significant economic and political power, but only a few individuals ever perform miracles, and even these persons of extraordinary faith may fall out of favor with church doctrine. Perhaps in such campaigns there are no true gods, or their status as divine entities cannot be proven. It may be that the so-called gods are actually various spirits and other inscrutable forces that occupy the space between dimensions. The Outer Planes and the gods who dwell there may be just a shared manifestation of the collective consciousness, which appears to exist only because people believe that it does.