Just had a shower thought of trying to create a Alan Wake style game for my players. For those that have played the game before, there are come mechanics I''m sure you could think of right off the bat of being difficult to recreate, or how to incorporate other players into the campaign. For those of you who haven't played it, i recommend looking up some game play, its one of my favorite Gothic style type horror/Psychological thrillers i have played. All Ideas are welcome, trying to get this idea off the ground.
Excellent choice in game! Committing to the fantasy setting, there are a few important aspects that I'd consider important to the identity of Alan Wake. First is if you want to incorporate the plot point of (spoiler warning)
Alan writing the pages for events that actually happen in the game. Simply letting the players do this could have varied levels of repercussions, both hilarious and frustrating. It'd be like giving players Wish, so unless they're actually at that level, I'd make this an important story aspect, but get away from that level of player power early on. Or scrap that aspect and focus on the horror and enemies, which in my opinion is a bit more important to the feel of Alan Wake.
The most plausible aspect would be how the enemies can only be harmed after being exposed to light. The easiest way to do this would be to take what the Monster manual gives you and give them some kind of universal damage resistance/immunity (scaling CR appropriately.) Theres also "poltergeists" and other "possessed" objects attacking, which would also be important. Simply removing the darkness when exposed to light would work, but I'm preferable to the idea of Temporary Hit Points that require Light exposure or Radiant/Fire damage to get rid of, then allow any weapon to do damage normally. Of course there's scenarios that kill any of them instantly like large impacts or explosions. This could create a very interesting dynamic as you could turn torches or spells like Dancing Lights or create fire into possible offensive or defensive tools (if you assign them some kind of damage that can only be done to the shadow.)
The most important aspect of this would be to maintaining the fear and dread that the game provides with its dynamics of light and dark. It brings back memories of playing the game and frantically rushing to find the next light post for sanctuary. Any light can mean the difference between life and death, so something as simple as having a torch on hand or paying attention to the time of day goes from being mundane to an essential aspect for the players to pay attention to. If you're really focusing on the horror/fear aspect, enemies should be punishing if there isn't any light, and encourage players to use their equipment and powers in creative ways to manipulate light. Not to mention the DLC/American Nightmare has interesting ideas with different, Dark reflection of realities and characters (which D&D basically has already.) Combining the enemies idea and this light/dark dynamic could make a fantastic and engaging campaign, without even following the Alan Wake storyline/plot. With some creative DM-ing, this is certainly possible, especially if you want to make the setting a bit more modern, though the idea of Alan Wake in a fantasy setting sounds awesome.
Hey awesome input, I love the idea of temp hp and increased CR for enemies, I still see certain spells or cantrips being abused. A friend recommend a magic hooded Lantern to represent the flashlight, thus not giving a huge aoe thing on light sources such as torches or bonfires. And instead of having to find batteries you scrounge for Lantern oil. I want my players to really think and know that every action they make could have serious consequences. Not sure what I would use for a rest area or like the generators, but I want conventional light sources to be ineffective for the most part. I want this to be challenging,
I've never necro'd a thread as deeply deceased as this one, but I've been working on a "taken" monster since the remastered Alan Wake came out, and I think this is an appropriate place to post it. I'm currently about two thirds of the way through the second game, and have been having a blast. The "We Sing" chapter is just... *chef's kiss*.
Dark Shroud. In an area of dim light or darkness, the taken gains 10 temporary hit points at the beginning of each of its turns. While it has these temporary hit points, the taken has the following benefits:
The taken has resistance to all damage except radiant damage.
Attack rolls against the taken are made with disadvantage. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Light Hypersensitivity. The taken takes 10 radiant damage when it starts its turn in bright light. While in bright light, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack. The taken makes two Sickle attacks.
Sickle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Bonus Actions
Shadow Step. While in dim light or darkness, the taken teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
Good evening Ladies and Gents,
Just had a shower thought of trying to create a Alan Wake style game for my players. For those that have played the game before, there are come mechanics I''m sure you could think of right off the bat of being difficult to recreate, or how to incorporate other players into the campaign. For those of you who haven't played it, i recommend looking up some game play, its one of my favorite Gothic style type horror/Psychological thrillers i have played. All Ideas are welcome, trying to get this idea off the ground.
Excellent choice in game! Committing to the fantasy setting, there are a few important aspects that I'd consider important to the identity of Alan Wake. First is if you want to incorporate the plot point of (spoiler warning)
Alan writing the pages for events that actually happen in the game. Simply letting the players do this could have varied levels of repercussions, both hilarious and frustrating. It'd be like giving players Wish, so unless they're actually at that level, I'd make this an important story aspect, but get away from that level of player power early on. Or scrap that aspect and focus on the horror and enemies, which in my opinion is a bit more important to the feel of Alan Wake.
The most plausible aspect would be how the enemies can only be harmed after being exposed to light. The easiest way to do this would be to take what the Monster manual gives you and give them some kind of universal damage resistance/immunity (scaling CR appropriately.) Theres also "poltergeists" and other "possessed" objects attacking, which would also be important. Simply removing the darkness when exposed to light would work, but I'm preferable to the idea of Temporary Hit Points that require Light exposure or Radiant/Fire damage to get rid of, then allow any weapon to do damage normally. Of course there's scenarios that kill any of them instantly like large impacts or explosions. This could create a very interesting dynamic as you could turn torches or spells like Dancing Lights or create fire into possible offensive or defensive tools (if you assign them some kind of damage that can only be done to the shadow.)
The most important aspect of this would be to maintaining the fear and dread that the game provides with its dynamics of light and dark. It brings back memories of playing the game and frantically rushing to find the next light post for sanctuary. Any light can mean the difference between life and death, so something as simple as having a torch on hand or paying attention to the time of day goes from being mundane to an essential aspect for the players to pay attention to. If you're really focusing on the horror/fear aspect, enemies should be punishing if there isn't any light, and encourage players to use their equipment and powers in creative ways to manipulate light. Not to mention the DLC/American Nightmare has interesting ideas with different, Dark reflection of realities and characters (which D&D basically has already.) Combining the enemies idea and this light/dark dynamic could make a fantastic and engaging campaign, without even following the Alan Wake storyline/plot. With some creative DM-ing, this is certainly possible, especially if you want to make the setting a bit more modern, though the idea of Alan Wake in a fantasy setting sounds awesome.
Hope this helps!
Going off of this, a lot of cantrips would need to be reworked or removed altogether.
Cough*light*cough
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Hey awesome input, I love the idea of temp hp and increased CR for enemies, I still see certain spells or cantrips being abused. A friend recommend a magic hooded Lantern to represent the flashlight, thus not giving a huge aoe thing on light sources such as torches or bonfires. And instead of having to find batteries you scrounge for Lantern oil. I want my players to really think and know that every action they make could have serious consequences. Not sure what I would use for a rest area or like the generators, but I want conventional light sources to be ineffective for the most part. I want this to be challenging,
I've never necro'd a thread as deeply deceased as this one, but I've been working on a "taken" monster since the remastered Alan Wake came out, and I think this is an appropriate place to post it. I'm currently about two thirds of the way through the second game, and have been having a blast. The "We Sing" chapter is just... *chef's kiss*.
Anyway, comments appreciated.
Dark Shroud. In an area of dim light or darkness, the taken gains 10 temporary hit points at the beginning of each of its turns. While it has these temporary hit points, the taken has the following benefits:
Light Hypersensitivity. The taken takes 10 radiant damage when it starts its turn in bright light. While in bright light, it has disadvantage on attack rolls and ability checks.
Multiattack. The taken makes two Sickle attacks.
Sickle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Shadow Step. While in dim light or darkness, the taken teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.