[GM Tools-RPG] NPC gestures/body language

Below is a link to a great document detailed potential different body language signals for various emotions, it was shared on the G+ Tabletop Roleplaying Community by Giuseppe Antonelli and should be of great use to anyone looking to get a bit more drama and emphasis into their NPCs.
(I also found out from Guiseppe’s post that the Italian term for NPC is PNG, “Personaggio Non Giocante” which I didn’t know before 🙂 )
Many thanks for sharing these on G+ Guiseppe 🙂

[GM tools-RPG] Edittable old newspaper template

This is a resource that TheRogueDM put me onto for use in my Jadepunk campaign, it’s a Powerpoint presentation that allows you to create an antique style newspaper:

Notes from recent Tremulus game

I recently ran a session of the Tremulus RPG, a game using the ‘powered by the Apocalypse’ engine in a mythos horror setting (you can find a write-up of the session here – http://reddicediaries.blogspot.co.uk/2014/08/ebon-eaves-tremulus-session.html) the game went really well despite having had minimal prep put into it; to show how little prep went into it i’ve put below all my prep notes for the game.
Index Card Map and Character Details

Town Worksheet 

Close-up of Map

Mooks – Fate Accelerated GM prep time saver and one of my favourite things about the game.

Please note that in this article I am mainly talking about the mook/henchmen systems out of Fate Accelerated, however Fate Core has a similar (but slightly more detailed system) for the same thing and much of what I say in this article applies to that rules system as well (although the specifics of the actual rules differ slightly).

Recently I was preparing the session notes for my Serpents Fall Fate Accelerated fantasy game that I am running online for a group of friends via G+ hangouts (further details about this campaign can be found in previous blog posts and videos on my Youtube Channel), and I came to the oft dreaded part of the proceedings, generating the stats for the many NPCs to be included in the session. I often find this part of the session preparation fairly arduous and time consuming as I work out what stats the NPC needs to perform as expected; the complexity of this varies from system to system. Many may point out, it is possible to just fudge the stats of NPCs and run them in an improvisational manner, however I tend to prefer having something written down to maintain consistency in the setting.
In my opinion Fate Accelerated has an excellent solution that bridges the gap between improvising and planning the stats of NPCs and this is the section of the rulebook that deals with generating Mooks.
What are mooks?

Mooks are unnamed thugs and monsters that are there to provide a brief distraction for the players, to use up a few of their resources or to act as henchman for the main villain/s of the piece; they would be the stormtroopers in the Star Wars films or the legions of henchmen beloved of so many James Bond villains.
Effectively in Fate Accelerate you create these mooks by coming up with a couple of Aspects for them to reinforce what they are good and bad at and a give them 0-2 stress boxes depending on how tough you want them to be (this is relative, mooks cannot take any consequences and are taken out once their stress boxes are filled, player characters normally wade through them occasionally sustaining a little bit of damage). The only other stage is that you come up with a few descriptions of what the mook is good at and, when this applies, you add +2 to any rolls they make, you then come up with a couple of things they’re bad at, and these things apply a -2 penalty to rolls when applicable, otherwise the mook just rolls at a skill level of +0.
This delightfully simply system allows you to generate all of your background NPCs and henchmen (with accompanying stats) in a very short space of time, it still allows them a narrative impact and allows you to maintain consistency should this NPC (or NPC type) ever be used again; if a henchman should be “upgraded” to a main NPC it is a simple matter to add additional Aspects and full Approaches as you would do for a main character in Fate Accelerated.
Overall it took me about fifteen minutes total to come up with the stats for the mooks that were featured in my recent Serpents Fall game, I have included some of the stats below so you can see what a potential mook looks like:

Wild BoarAspect: Ferocious charge, Blind to pain.Good (+2) at charging, goaring, shrugging off pain, tracking. Bad (-2) at intelligence, resisting provoke attempts.Stress [ ][ ]

Saxon commander (Aedelred)Aspects: For the safety of the village, I fight for honour and my lord, the law must be upheld.Good (+2) at commanding his troops, throwing/fighting with an axe. Bad (-2) resisiting challenges to his honour.Stress [ ][ ]

Please note: The following stat blocks use the group rules from Fate Accelerated, which essentially just involves lumping a group of similar mooks together into a mob and assigning the mob one stress box for every two members.

Saxon warrior group (6)Aspects: Glory & honourGood (+2) at fighting in a group. Bad (-2) at fighting on their own.Stress [ ][ ][ ]

Outlaws (20)2 bands of 10.Aspects: We’ve given all we’re going to, rob from the rich, the woods are our home & shelter. Good (+2) at fighting from ambush/in the woods or when lead by a strong leader. Bad (-2) when fighting against organised opposition.Stress [ ][ ][ ][ ][ ]

In conclusion, the system is a great time saving and removes one source of potential stress from the storyteller/GM during session preparation, given that getting a session ready can involved a fair amount of work and plannning, anything to minimise stress has to be a good idea.

RPG Blog Carnival – December 2013: Taking Charge

The RPG Blog Carnival is an idea to get groups of bloggers to all writing about a monthly topic, the aim being to build a dialogue across many different blogs, providing different viewpoints and ideas to the viewer. The way it works is that a blog discussing a monthly topic will post the RPG Carnival Logo and will link back to the ‘hosters’ post.
This month the topic is taking charge.
Original post :

“Taking Charge. This could be interpreted in any number of ways, such as (not limited to), outlining ways a group of characters can be more proactive in their affairs, a group of players choosing to improve their existing gaming habits (including the GM), players stepping up to make more effective use of their agency as co-conspirators an contributors to a campaign, and/or getting a good grip on a game that is out of control and going nowhere. It could entail fiction, examples of actual play, discussion of tools like social contracts or statements of purpose, and more. As the year comes to a close and people get retrospective (and wonder why there is so much left-over turkey still in the fridge despite days and days of sandwiches) a topic like ‘taking charge’ might take a tone of cleaning house, evaluating the current state of affairs in your own game, or your chosen niche zone within the hobby, or setting the stage for what will come next at your table, real or virtual. There are many places this topic can take writers and readers during the December Blog Carnival. “

Okay, i’ve arrived fairly late at this months RPG Carnival post, slipping in on the final day of 2013 just as the shutters are being drawn and moments before the ‘closed’ sign is going to be turned on the previous year, however, I think the concept of “taking charge” is a great one to discuss because it is a topic often raised during RPG sessions and campaigns and has a lot in common with recent discussions on GM roles amongst the Youtube RPG brigade (my video response to this topic can be found here – http://www.youtube.com/watch?v=aURyyMSXFqM ).
Campaign Preparation Sessions
One thing I have been looking at recently following my reading of the Odyssey Campaign Management Guide (which is a very useful book and I review it here http://www.youtube.com/watch?v=A-350PrvUUA on my Youtube channel) is the idea of having either one or several structured meetings with the players when you first start to plan an RPG campaign to ensure that everyone gets what they want (as much as is possible) out of the game that you are going to run and that you, as a GM, also get a level of enjoyment from the session. I think this is very important because i’ve seen and run a few campaigns where one or two players have gone along with the campaign concept because others liked it and haven’t really invested in the game as a result, this is a sure-fire way to end up with players losing interest and perhaps dropping the game altogether; by the same token i’ve also seen (and been in this situation myself) GMs so bent on ensuring player enjoyment that they forget or sacrifice their own enjoyment in the game, since such a lot of the campaign management (both during and between sessions) rests on the GMs shoulders, although it’s certainly possible to delegate and share some of this work amongst your player group, having a GM who isn’t enjoying themselves rarely leads to a long running campaign and usually in my experience results in a campaign slowly sliding towards inevitable collapse as the GM becomes burnt out and loses all enthusiasm.
So how does this relate to taking charge?
Well, if you just ask your players what sort of game they want, you are taking a scatter-gun approach to the whole thing and will inevitably end up with a whole mess of ideas that do not work together or that you have to wade through in order to get to any useful information; a far better way to manage these initial brainstorming ideas is for the GM to take charge and direct the course of the discussion. Asking specific questions from your players will normally yield better and more targetted results that asking something vague like “what sort of game do you want?”
What sort of questions should I ask?
My Rogue Trader campaign will be coming to an end soon (probably within the next 3-6 games depending on player action) as the players resolve the nefarious actions of the Word Bearers chaos space marines in the Endeavour system and, wanting to plan a little further ahead than I normally do after reading the excellent Odyssey Campaign Management Guide, I gathered the players for my next campaign together recently and sat them down with the intend of discussing what i’d run for the next game.
I came in with no real preconceptions of what sort of game we might end up with, but I did note down a few things about my players:
  • One of the players prefers heroic fantasy.
  • One really enjoys a sense of place and recurring background NPCs that change and can be interacted with.
  • One of the players generally prefers to play a mage or something magical.
  • The other player is pretty flexible and will try most games.

When I sat them down I first of all asked the following questions:
  • What sort of genre would people prefer to play in?
    • My group, having been currently engaged in a dark science fiction setting wanted to try something a little different and after a bit of discussion decided that they wanted to play a fantasy setting, but not the normal faux-medieval fantasy that we were all so familiar with from a number of previous games.
  • What rules system would people like to use?
    • After a bit of a debate the players were quite keen to use the Dungeon World rules, having played a couple of one-offs we all really enjoyed those rules and wanted to keep to a fairly fast-paced, story-based system but, given that the current game is Fate based (and i’m already running an additional Fate game), wanted to try something different and Dungeon World seemed like a good match; it also encourages a group world creation and collaborative story-telling between players and GM, something that we have all been enjoying in recent games.

So armed with the knowledge that my players wanted to play a non-standard fantasy game using the Dungeon World system, the next thing I asked them were what their ‘must-haves’ (their ‘deal breakers’ if you will) were for this game and, after some discussion we eventually whittled it down to the following list:
  • A rougher, grittier, more survival based game.
  • The PCs playing underdog heroes fighting against overwhelming odds.
  • A semi-permanent base of operations/game area with a number of background NPCs.
  • A Robin Hood-esque feel where the PCs are outlaws fighting for the right against an oppressive government.

With these four deal breakers in mind we started discussing whether there were any sort of campaign worlds available that met these criteria and, given that Dungeon World has very much a D&D feel, we started with D&D campaign worlds and eventually chose the Dark Sun world of Athas, with the player characters working outside the law to overthrow the despotic sorceror king of a small city state. A quick question fired off to the Dungeon World G+ community (https://plus.google.com/u/0/b/100662698267895582168/communities/100084733231320276299) and some judicious scouting on the web revealed that some people had already kindly produced some DW material for the Dark Sun setting and also lead me to the official Dark Sun website (http://www.athas.org/).
So how did taking charge help?
In addition to allowing us to more quickly get to the meat of the matter at hand rather than spending hours talking around the subject (and probably getting nowhere) directing the flow of conversation into specific channels resulted in making us all aware of the elements that interest the various players (and myself), this will be great for the health of the game since (as the GM) I will be able to refer back to this list and ensure that I am including elements to draw all of the players in and keep them interested in the game.
The meetup we have done so far is only the first of several that I plan to do in advance of creating the campaign, and in the following meetings I also intend to take charge and target the discussion at specific areas, in the next meetup I intend to discuss some of the particulars of the game area and highlight whether the players actual want to run the game within the Dark Sun setting or whether they just want something similar.

MPTW – very useful tool for GMs looking to plan a campaign

Just a short post to highlight a resource that I have found (and continue to find) as a very useful method of storing campaign notes; i’ve been asked to make a video of how I start/manage a campaign and, after reading through the Odyssey: The Complete Game Master’s Guide to Campaign Management, i’m shortly going to start transferring my notes for my Serpents Fall game over to a tiddlywiki using the guidelines provided in the book (video to follow shortly).
So what is MPTW?

The software is available for download from here: http://mptw.tiddlyspot.com/

Effectively it’s a small wiki that you store locally on your computer (although it can be stored online) and includes more than enough functionality to cross reference your notes and organise them in a way that makes it very easy to reference during a game or between sessions when you are performing campaign maintenance.
Warning: Although it is possible to open a wiki created with MPTW in Google Chrome, currently the browser does not allow you to save from within it.
Firefox can also have some issues with saving (only in the latest versions of Firefox) but this can be sorted out by downloading & installing the TiddlyFox extension (available here https://github.com/TiddlyWiki/TiddlyFox) – personally, this is the setup that I use when creating my own wikis and i’m looking forward to copying over my Serpents Fall notes.

And incase you fancy using MPTW but are stuck on the formatting, here is a link to a userful ‘cheat sheet’

RPG Blog Carnival – November 2013: Invasion of the Pod People

The RPG Blog Carnival is an idea to get groups of bloggers to all writing about a monthly topic, the aim being to build a dialogue across many different blogs, providing different viewpoints and ideas to the viewer. The way it works is that a blog discussing a monthly topic will post the RPG Carnival Logo and will link back to the ‘hosters’ post.
This month the topic is situated around plots and treason! Suggestions of political or military coups or circumstances that maybe through design or the wrong location at the wrong time result in your PCs getting tangled up in matters that are usually hidden by shadows.
As per my original post on this subject (http://wh40krpg.blogspot.co.uk/2013/11/rpg-blog-carnival-november-2013.html) I enjoy occasionally subverting the normal stereotypes that are expected in RPGs to create a more interesting scenario. Such is the case in this scenario…
Invasion of the Pod People

Please note: I have tried to keep this scenario fairly generic so that it could be dropped into different games with a minimum of effort, NPCs do not have concrete stats however I have tried to give them keywords to hint at what sort of statistics they should have.
This story is inspired by the film Invasion of the Body Snatchers and a modern day game based loosely on the film recently run by a friend of mine.

Synopsis: The players discover that a number of members of the galactic senate/government are being replaced by a strange race of biological mimics descended from plant growths; what is the goal of the strange plant creatures? How far do their roots extend into the galactic senate and would rule by the pod people be so terrible?
Background: This scenario assumes the presence of a galactic government or senate, the scale of this is left deliberately vague (it could be a single sector or a galaxy spanning Empire, whatever your story requires).
The story also assumes that most NPCs are human, this can be altered in your game to suit as long as the distinction between the pod-people and the ‘normal’ races of your campaign is obvious.
How are the players bought into this story: This story begins with the players discovering that not everyone in the galactic senate is what they appear to be; there are a number of ways that this could happen, some of them are listed below:
  • The assassination of Senator Vree: One of the galactic senators is assassinated in the presence of the players via a suitably gruesome method (high powered rifle, explosion, etc), the players discover that instead of blood, a deep green sap-like substance stains the area around the crime scene.
  • The players witness a group of figures kidnapping a member of the galactic senate, the next day the Senator appears to give a speech and seems fine (denying any suggestion of kidnapping, saying the player characters must have been mistaken); however during the speech Senator Sevan does not push for increased resource mining in the asteroid belts strewn throughout the system, but instead calls for a more careful husbanding of resources.
  • One of the players (or a group of them) is kidnapped, they wake up in a cell with a strange plant or pod attached to them by whispy rootlets, when they break free the pod cracks open, pouring out a dark green slime and revealing a slimey, half-formed doppleganger of themselves.
  • The characters are asteroid miners, the corporation they work for has been granted extensive mining rights by the Galactic Senate, the players weren’t on the initial survey team but since then the digs seem cursed with numerous accidents threatening to shut down production.

The Ashpodel (Pod People)

The Ashpodel are a species of subterranean plant that live within the fissures of the many asteroids strewn throughout the system, although intelligent and possessing a collective intelligence they are generally happy to just lie around soaking up the cosmic radiation that sustains them; this all changed when the Galactic Senate gave approval for increased mining rights to a number of large corporations within the area. Previously operations were limited to a number of small asteroids and the intelligence plants generally ignored the operations, keeping out of the humans way and being mistaken for more mundane varieties of asteroid based plant-life, however the more recent industrial scale operations threaten the larger asteroids and the very existence of the pod people.
If you imagine each of the plants as a cell in a large brain, shedding one or two cells (as was the case with the few plants that died previously during the small scale mining operations) would not harm the whole, however, the new operations threaten to wipe out vastly more of the plants.
Unable to move in their natural form the plants have taken to colonising the miners themselves and the group-intelligence behind them is attempting to use its pawns to have the mining operations in the sector shut down.
It goes about it (assuming it is not interrupted) using the following steps:
  • Takes control of Theo Lerant, the person overseeing the mining operation (this has occurred before the start of the game) and used him to send lots of people to the various asteroids (ostensibly for surveying purposes), these people are themselves then colonised and used as pawns. Once this is done the overseers arranges a series of accidents that slow down/halt the progress of the actual mining.
  • The plants new pawns carry seeds in their bodies back to their homeworlds, each attempting to infect someone of importance.
  • Since the plants absorb the knowledge of the people they infect and take-over it does not take them long to work out that the Galactic Senate controls who has access to the mining rights, their number one priority then becomes infecting someone high up in the council and preventing further mining.

Azoic Mining Corporation

The Azoic Mining Corporation is a multi-system conglomerate who specialises in planting mining rigs on asteroids and space debris and then drilling into them to mine various minerals that they then sell on for a profit; the company is run by Theola Saren daughter of retired business mogul Thanus Saren, and she sees it as something of a family legacy to take a direct hand in running the business.
Previously mining in this system has been restricted due to the fact that surveying showed a profundity of asteroid based plant-life in the area; however Theola has acquired some evidence of a personal ‘indiscretion’ by Senator Sevan and has used this as leverage to persuade the senator to back her call for exclusive mining rights in the system. Faced with the ruination of his career, Senator Sevan has used his popularity and contacts within the senate to push through the mining rights and grant exclusive (and extensive) mining rights to the Azoic Mining Corporation; in return he received a generous kickback and the only copy of the evidence of his indiscretion.
Yuo Lerant is the person overseeing the mining operations and initial asteroid surveying; following an incident on a large asteroid designated KT206 Theo and his team were all infected by the Ashpodel. Following the plants master plan Yuo dispatched survey teams to each of the asteroids housing the plants (this may be a way for canny players to locate the source of the infection if they can get Yuo’s records) where they too were infected. Each of the survey teams then returned and carried spores within their bodies ready to infect more people following the Ashpodel’s plan.

In order to prevent any further mining menacing the Ashpodel and to dispose of the few members of the mining crew who weren’t infected, Yuo and his infected cronies arranged a series of ‘accidents’ where a lot of miners were killed; this has caused mining operations to be shut down whilst an investigation is carried out (by the time this is underway the Ashpodel plan to have worked their way into the Senate).

Annoyed by the lack of progress and accident rate, Theola has arrived in system to head the investigation personally, looking for trustworthy people to help delve into the cause of the problems.
The goals of the corporation are:
  • Find out what has caused the current incidents.
  • Allay the fears/concerns of the Galactic Senate.
  • Get production and mining re-started.

RPG Blog Carnival – November 2013: Gunpowder, Treason & Plot – Turning the plot on it's head

The RPG Blog Carnival is an idea to get groups of bloggers to all writing about a monthly topic, the aim being to build a dialogue across many different blogs, providing different viewpoints and ideas to the viewer. The way it works is that a blog discussing a monthly topic will post the RPG Carnival Logo and will link back to the ‘hosters’ post.
This month the topic is situated around plots and treason! Suggestions of political or military coups or circumstances that maybe through design or the wrong location at the wrong time result in your PCs getting tangled up in matters that are usually hidden by shadows.
I thought that instead of producing a ready made plot or conspiracy for people to drop into their game that i’d talk a little bit about how we tend to stereotype this kind of plot and how we can add a little more complexity by either expanding on these tired old tropes of gaming or can flip the stereotype around to provide a little contrast.
What do I mean by stereotyping?

Well in roleplaying games GMs tend to use a certain amount of shorthand when it comes to describing characters and world elements; this is not only understandable to a certain degree but it is entirely necessary, after all the GM has to manage (and possibly create) the entire campaign world, it would not be possible for a single person to detail every last peasant or small village in a D&D/fantasy world nor every backwater colony or space station in a science fiction setting (and this similarly applies to other genres, but you get the idea). Whilst any good GM will do their best to make sure that even disposable NPCs or places have a few quirky little details to make them interested and that can be expanded upon later should the NPC/setting become more important to the overall plot of the game, there are certain standard tropes for each genre that tend to get trotted out.

A few examples are:

  • The brawny barbarian who doesn’t fit in civilised society.
  • The stealthy, black cowled thief.
  • A good natured tavern owner whose family run the tavern.
  • A small village settlement where the locals are superstitious and look at any new people as “strangers.”
  • The totalitarian galactic empire who manages to almost entirely suppress a large area of the galaxy.
…and there are loads more stereotypes that can be used in a game.
Stereotypes like this (when used in moderation) can be a useful shorthand for a GM in a game and they instantly give the players an idea of how to behave or react to whatever is being presented to them; for example, when the players enter the superstitious village they know that throwing magic or strange items around is liable to result in an attempted lynching or worse.
So how does this apply to plots & treason

Well plots, rebellions and treason also have a long-standing history with RPGs, everyone is familiar with the idea of the players helping a local populace to overcome a corrupt noble regime or the aforementioned galactic rebellion; however because this is such a well known trope it can be a little obvious or tiresome if used as the basis of a long-running campaign. There are a few ways to subvert this stereotype and inject some additional interest into such a campaign and i’m going to discuss a couple of them in a little more detail below.
i) Flip the stereotype on it’s head

When use sparingly the idea of reversing or flipping the stereotype can work really well to break from the usual mold and to add a bit of additional interest to a session. For example, instead of having the players arrive and help an oppressed population of peasants overthrow a corrupt nobility, perhaps the noble family who rules the area does generally have the best interest of the populace at heart, but some organisation or group of malcontents is stirring up the peasantry against their rules for some reason or as part of some nefarious scheme, with this idea you then have the additional level of the shadowed groups scheme as well.
If you use this idea too much though then the players may (rightfully) feel a little confused or paranoid whilst playing in your gameworld, if everything is not what it seems then they will start reacting to everything with suspicion having a detrimental effect on your game (unless a constant mood of paranoia is what you’re looking for in your game); but used sparingly this technique of turning the stereotype on its head can make an otherwise very obvious story a little more interesting.

ii) Expand on the Idea

Touched on briefly in the example above, another good way to add additional interest to this type of plot is to expand on the initial idea or add extra layers to the plot; now this may not be feasible if you’re running a one-off game or a very short campaign due to time restraints, however, if you are running a more long-term campaign then adding some extra layers to your plot can result unexpected twists and turns, additional mileage from the plot and a narrative that seems less like a cardboard cutout/stereotyped scenario (I hope to produce some further posts this month containing a few samples that demonstrate this).
In terms of how to expand on the idea, what if the evil baron leading the revolution is not actually doing so because he is invested in it but because someone is holding his daughter hostage and is forcing him to use his contacts and sway with the people to lead the revolution? Instantly this scenario conjures up a number of additional questions, how did the shadowy mastermind get hold of the Baron’s daughter? Was the Baron betrayed from within? Why does the mastermind need the Baron? Who is the mastermind? What benefit do they gain from the revolution?

RPG Blog Carnival – October 2013: Spooky Spots – THE MIST AT THE END OF THE WORLD

The RPG Blog Carnival is an idea to get groups of bloggers to all writing about a monthly topic, the aim being to build a dialogue across many different blogs, providing different viewpoints and ideas to the viewer. The way it works is that a blog discussing a monthly topic will post the RPG Carnival Logo and will link back to the ‘hosters’ post.
This month the topic is Spooky Spots; this actually the third one of these i’ve done – links to the others are given below:

The Mist at the End of the World
This entry is inspired by a facebook post made by Lorraine McKee prompted by the very foggy mornings we are experiencing at present in the United Kingdom and the following photo that accompanied the post (used with permission).
What if one morning you looked out of your window and all you could see was a hazy mass of dull grey vapour hanging in the air? A thick fog, the thickest you’ve seen in a while, veils almost all of the rest of the world from sight, muffling sounds and lending the air a biting chill. Normally the comforting outlines of buildings and larger man-made structures can be seen, providing you with at least some assurance that you are still part of the world that you know, and that out there, behind the shroud of the fog, life continues as normal, as it always has.
However this morning the fog is so thick that not even nearby buildings can be glimpsed and the shapes that can be dimly glimpsed through the haze appear strange and provide little comfort, the noise of pedestrians and passing traffic is completely absent and an eerie silence, like you were the only one alive in the world, hangs over the scene. Occasionally the quiet is broken everso briefly by a strange echo, an odd clicking or strange roar like that of a strong wing, but the sounds are alien and provide only brief respite as the silence washes in after them, becoming all the more noticable for their passing. Normally at about this time the refuse collectors or street cleaners would be busying themselves, chugging up and down the street in their vehicles, their clanking and bustling mixing with the huffing and puffing of the newspaper delivery man on his rounds as the first sounds that wait you from sleep; however, this morning none of these sounds comfort you and your alarm doesn’t seem to have woken you either. Glancing across at your bedside table you grab hold of your alarm, but the LCD display is blank and unexpressive, feeling isolated and alone you shout out just to reassure yourself that you still have a voice and your shout sounds ragged, all too quickly fading away and being engulfed by the silence and the mist.
Running through the house you try first the television and the lights, none of them seem to work, the rational part of your brain tells you that it is no doubt just a power cut, but deep down inside you feels as though another connection between yourself and the outside world has been cut, isolating your once comfortable home and making it a lonely island amidst the sea of swirling grey outside; then, as you peer out of the window, straining to catch a glimpse of another human in the fog, one of the large, strange, cyclopean shapes begins to move.