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GM Screen
Occult Rules
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Running an Occult Game
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Occult Themes
The Occult Underworld
Source
Occult Adventures pg. 220
The Unseen Realms and Strange Rules and Peculiar Patterns elements introduce an occult underworld that operates beneath the veneer of everyday life. Members of the occult underworld masquerade as the ordinary folk who occupy every stratum of society. In adventures that use this theme, an air of paranoia and dread looms as the characters investigate dark mysteries. No one is safe. No one can be trusted.
Not every secret society holds a dark agenda, however, and indeed some secret orders exist to oppose the machinations of evil cults. In time, the characters in an occult adventure might join such an order, or the party itself may come to be recognized as its own faction amongst the occult underworld.
Moving the antagonists’ goals forward creates tension and a sense of urgency, and helps to motivate the characters. Even if the characters manage to anticipate the villains’ every move, you can heighten the feeling of dark agendas running beneath the surface of your campaign by creating a list of minor, unrelated victories for the secret factions the characters oppose. Perhaps while the characters are distracted stopping a cult from transforming the city gates into a portal to Hell, elsewhere a smaller branch of the cult summons a powerful devil as the first step in another part of the cult leader’s overarching plan.
Another way to impress the theme of a ubiquitous occult underworld upon the characters is to hit them close to home. Choose an important NPC dear to one of the characters to be a member of a secret society or a cult that the characters oppose. Consider the scenes in which your NPC has appeared and create an ulterior motive for the character within those scenes that advances the agenda of the secret society or cult to which the NPC belongs. Handled well, this character’s motivations will seem clear to the PCs in hindsight, as if you had planned the betrayal from the beginning.