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 Post subject: Whats up with this game?
Unread postPosted: Wed Sep 29, 2004 11:07 pm


Joined: Thu Oct 10, 2002 1:01 am
Posts: 32
Location: houston
Hey all. I just got Nightbane under the mistaken impression that it was a subtle horror game.....

I'm just curious as to how you GMs out there run your games, and what you do to tone down the outlandishness (if you do at least) to make it a little less comic-book like.

Also, I got the first printing that says that the only difference between the newer edition labeled Nightbane?



 Post subject:
Unread postPosted: Wed Sep 29, 2004 11:31 pm

Welcome to the forum, CS John. I'll answer your last question first. The only difference between Nightspawn and Nightbane is the title, nothing else.

Now, as to your other concerns. I did something very simple with my games, I and my players did things with an eye towards how THEY would react in real life towards this. One player quickly learned that trying to act like a four-color superhero could be twisted into painting him as a monster. I also used the optional combat rules from the Compendium of Contemporary Weapons to cut down on the unnecessary gunplay-- and I made it equally applicable to Nightbanes. I also gave my players the impression that showing off supernatural abilities in front of mortals, even ones they were trying to protect, could end up working against them, even family members. One of my players' characters actively worked to hide his monstrous nature from his little daughter.

 Post subject:
Unread postPosted: Thu Sep 30, 2004 12:18 am

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Joined: Sat Sep 30, 2000 1:01 am
Posts: 16365
Location: Eastvale, calif
yes NB is NS.....they just changed the name due to a sue happy bizybody that just happened to have a comic with a name close to nightSPAWN. :rolleyes:

And yes it is suposs to be a horry genra game.

The GM I played with was a munc.....PowerGamer ;) and had the most "interesting" NPCs. Sort of droped out of his games when they became 'not fun anymore' (& the work secduale had a part to).

 Post subject:
Unread postPosted: Thu Sep 30, 2004 3:08 am


Joined: Fri Oct 31, 2003 4:03 am
Posts: 187
Location: pdx
i have more emphasis on the horror side of things...
i dont allow morphus that are too silly...
most everyone who is in the know, seems to think that the earth is under seige by several factions of monsterous demons (nightbane included)...and i play the nightbane as such...misplaced refuge demons trying to rest control from the nightlords...and of course the vampire intelligences and their tendrills trying to seduce the world into a blood orgy...and the guardians arent all that they seem to be...
in my games the earth is basically just going to have to hope the lesser of two-five evils prevails...

 Post subject:
Unread postPosted: Thu Sep 30, 2004 5:58 am

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Dungeon Crawler

Joined: Tue Aug 31, 2004 5:37 am
Posts: 298
Location: Kentucky
I've done it both ways. I mostly let my players decide how they want to go at it. My games have had their fair share of combat monsters and I've even done a campaign with only "normal" humans.

Of course, on that last one, it didn't hurt that there were a couple of decent psychics, a mage, and one Sword Bearer...

 Post subject:
Unread postPosted: Thu Sep 30, 2004 10:00 am


Joined: Wed May 30, 2001 1:01 am
Posts: 710
Location: What bombs at midnight!
the last couple i've run have been horror,
which later turned into "war in the shadows"...

basically, when the players start out, they generally have little knowledge of what's going on, and basically survival depends on how well they can run away... or keep from drawing attention to themselves...

but later in the games, once they've gotten over the initial shock of living in a world of demons, they tend to decide to take matters into their own hands (the last group to make it this far, forged their own 'bane faction by allying with a covert military group...) and eventually they try to take the war to the nightlords... (last group that made it this far, didn't do enough recon to realize that revealing themselves as 'bane in a nightlands city is a bad idea, reguardless of how many troops you've brought...)
then it's back to the run and hide stuff...

 Post subject:
Unread postPosted: Sat Oct 02, 2004 12:02 pm

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Joined: Mon Aug 25, 2003 6:44 pm
Posts: 588
Location: Vienna, Austria
no Palladium game is subtle...

but all can be fun!!

"My own big mouth causes me trouble too. You see, people are always asking me what 'I want' to do next or have planned for the future. Like an idiot, I blather on about some idea I've been kicking around or I'm dying to do."

- From the desk of Kevin Siembieda, The Rifter 12.

 Post subject:
Unread postPosted: Sat Oct 02, 2004 6:27 pm

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Dungeon Crawler

Joined: Sat Oct 18, 2003 3:53 am
Posts: 342
Location: The frozen North.
Comment: God I feel old.
One way to make anything scary is to have it parallel real life. Take head lines from the paper and work them in to a campain.

What the Bloody Hell are you freaks all talking about
-- Rayven

The line I was referring to was the "If I step over this line I officially become so stupid that I no longer have a right to live" line
-- Shaded Helios

mmmm, time to make the chocolate chili. Yup! I prefected it
-- Sara The TG

 Post subject:
Unread postPosted: Sat Oct 09, 2004 8:58 pm


Joined: Fri Jul 02, 2004 12:35 am
Posts: 27
You can simply just add the horror atmosphere. Take plots from other materials like xfiles or elm street or something. Also get Nightlands for a list of other baddies.

 Post subject:
Unread postPosted: Sun Oct 10, 2004 6:37 pm

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Joined: Fri Aug 01, 2003 5:17 am
Posts: 796
Location: Denver, Co
Comment: Darkness...You Afraid?
depends on your game and players.

ive played supernatural DBZ kill fest games and beyond the super natural and Call of Cthulhu styled games.

Usualy in my games...every starts human.
Like if your a Bane, your pre-change or something else etc
Psychics are a exception and mages too.

But I usualy start things slow then build it up as things go.
I come from playing and GMing games such as BTS, CoC and Wraith: TO
so thats just my style.

Society can create its own "monsters" through maintenance of the social status quo and people's self-serving brutality launched against others to justify their own ego issues.

 Post subject:
Unread postPosted: Sun Oct 10, 2004 7:12 pm

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Joined: Sat Mar 31, 2001 2:01 am
Posts: 47
Comment: Mrs. TAF
I completely take out vampires and magic (since those are too typical in games nowadays and really cut down on the edge Nightbane potentially has), and several of the supernatural horrors. I use a lot of night time suspense with situations where the characters have to act quickly or suffer. I really go all out with the concept of Evil when using things like Hounds and Ashmedai (sp?) and the Night Princes and such. I get graphic and disturbing for mood and effect. One good way to run a horrific game is to watch some of the scariest horror flicks you can and steal some ideas on the direction of that movie. (The way things happen, not necissarily what does happen).


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