#Lovecraftesque #PlayReport from my in-person group.

#Lovecraftesque #PlayReport from my in-person group.

#Lovecraftesque #PlayReport from my in-person group. We had six people for the game and we played the House Sitter scenario by Jason Cordova. Our environment was perfect for the scenario. We sat on the floor of a converted porch in a cavernous 1920s brownstone. All we could see outside was the faint movement of trees in the nearly still autumn night.

We had some trouble with the shifting roles, much of the group was either not familiar with Lovecraft or story games. As the facilitator, I had to interrupt a few times to remind the Narrator of their limits, and the Witness of their autonomy, but we sorted through most of that in part one. By the time we came to the Final Horror, we were hitting the notes perfectly.

The Watchers and Narrators did excellent jobs making callbacks to established weirdness or clues. We had an old player piano that would only play “Strange Fruit,” and would start and stop at arbitrary moments, the dog whose eyes reflected red in the dark–the way humans’ eyes do–an arcane symbol which seemed to lie behind in every secret place on the property, and an dark ritual blade which at first seemed to be a military surplus knife.

I won’t pollute your play by revealing our Final Horror. You’ll have to find the truth of The Gardenia House on your own.

I played The Final Girl for the first time, and it went off swimmingly.

I played The Final Girl for the first time, and it went off swimmingly.

I played The Final Girl for the first time, and it went off swimmingly. We played a high school field trip where the bus broke down in in the dark of night in the middle of nowhere, New Jersey. No cell signal, nobody to help them. The killer was an extra-dimensional kidnapper who was repelled by reflected light.

I didn’t tell the group that all of the characters in the first blood scene die. The killer for the scene had to narrate the deaths of all of his favorite characters, including the dog. (oops)

The victims attempted to make it back to civilization driving the massive tow truck that had come for the bus. It was a tall order since the tow workers had been killed after they’d hooked up the bus for towing.

The game climaxed when it was down to two survivors, the creepy goth girl and the douchey emo boy. They decided that they weren’t going to die virgins, so things got a bit R-rated before the killer stole away the goth girl.

Since we ended up with a bunch of people with the same number of dead characters, we decided to do Clue style alternate endings. My favorite of these was that the emo boy got away by driving near a wind power plant where the moonlight reflecting off of the windmill blades drove the killer away at the very edge of its territory.

#PlayReport #FinalGirl