by Harry Miriam Isabel Rasmussen
Four friends are torn apart after the disappearance of their mutual friend. A year has past and the group of friends have gone their separate ways, lost in their own grief. One day they each receive a mysterious invitation to a vacation at the Rusty Lake Hotel. None of them know that the others are also invited…
Presentation
Players: 4
Gamemasters: 1
Total runtime: 4 hours
Language: Danish/English
Age limit: 15+
Material to be read: 4 pages
The role play takes place at the old but beautiful Rusty Lake Hotel. The hotel has a dark past, and its current owner, Mr. Owl, has his own devious plan for the guests. By accepting the invitation, the characters are drawn into a nightmarish web of mystery, manipulation and supernatural forces.
The characters are forced to confront their feelings about Laura's disappearance and the secrets they have kept hidden, all of which help to drive the plot forward. They all have different relationships with each other, and over the course of the scenario, you find out whether the grief and their secrets will bring them back together or push them even further apart. Each role has their own secret that threatens to be revealed if they dig too deep into the hotel's mysteries.
The game takes place in the present and is based on the real world, but you soon find out that there are supernatural things at play.
There is a focus on the play and the relationships between the characters as well as the difficult choices they will face.
- Mystery
- The supernatural
- Psychological Thriller
Players: 4
Gamemasters: 1
Total runtime: 3-4 hours
Language: Danish
Age limit: 15+
Material to be read: Ca. 2-3 sider pr. spiller
Player types:
For players who want a serious and somewhat grave scenario about grief and friendships, and who like a mystery. For players who like to play conflict and character play and deal with difficult dilemmas. For players who like drama and emotional play.
Gamemaster type:
As a GM, you have to convey the scenes and create a mysterious and slightly creepy atmosphere. The GM must guide the players to create dramatic character play and bring out the roles' secrets. In the memory scenes, the GM, in addition to explaining what is happening around the roles, must also tell what the roles feel.
Content notes
Depression