O.K. So I'll be running MH in a month or two when I go 'home' to visit my partner in Canada. After pitching the game, folks a pretty excited, but the consensus is for more of a True Blood
or Being Human feel
, rather than the more high-school focused Twilight.
I get what Joe is saying on p.127 about needing a the PCs being in the midst of a major transition and ramp up the alienation for the game to work at its best, but I need help for an equivalent replacement to the 'high school seating chart'. Has anyone run a 20 something game? How did you approach this part of the first session and 'situation setting'? How do you establish a social milieu other than the homeroom?
It seems logical that after following them around, the party, the fight and the disappearance would work just as well with a postgrad game, except that responsibilities are a little more complex - Shared housing, part-time jobs, college, fringe society and so forth, but is there any other 'sure fire' situation that may answer a stake other than just throwing named characters together and seeing what their chemistry is like?
I really like visual aids in my 'World games that highlight the 'drive' of each particular iteration; a map of scarcity and want for AW, a web of monster instincts and danger for DW, but I feel stumped for MH.... How do I populate the social milieu when its not a classroom and what sorts of provocative questions should I be working toward? SO their relationships with NPCs aren't highschoolers, they are... What? Is there something obvious I'm missing? What kind of visual aids could I use?
Thanks for your help everyone