We are happy to say that the GM section of the Dead House: Watchers of the Night game book has taken a serious kick in the pants. (Hiyah!) Knowing how to properly run a mission, and consequently a campaign, is equally important, if not moreso, as knowing how to create and play a character. After all, without a good handle on the game world, environments, NPCs, and backstory, a GM can’t expect their players to run their characters well either, nor could the players expect cohesion from the GM.
That being said, the character creation section has also gotten more meat on its bones, especially with how the different races available for play feel, and what makes them tick. This includes short race-specific forwards at the beginning of each race’s section, which is where the 16th century poetry came into play: readers can expect to see a short poem at the beginning of the Fae section written in Shakesperean-styled verse. Who would have thought that while working on a futuristic paranormal RPG book I would be writing Shakesperean poetry!
One of our playtesters and friends is currently attempting her first go at GMing ever, using Dead House: Watchers of the Night, and her questions have also been invaluable to us during our work on the GM section, as well as the entirety of the game book. We would definitely be lost without our amazing playtesters!
In closing, we’ve been doing a lot of work on the nitty-gritty aspects of what makes the game tick, and making sure what we mean really comes across to the readers and players. While it has been slow and steady work, we know that in the end it will really make Dead House: Watchers of the Night what it is to us, which is fun and immersive!