Session Zero in Play
Fear the Light emulates the legendary melodrama of an imagined Wild West future. For full immersion, we learn everything about your character in your voice, as you tell it to the table in real time—there’s no session zero that precedes play.
The Ten Cent Man
Your PCs want to find the Ten Cent Man, a PRISM Company villain whose misdeeds have driven you across the country to seek revenge. But in Fear the Light, we discover who the Ten Cent Man is during play, as the GM weaves your story hooks into his agenda on the fly.
About Linear Adventures
Fear the Light is designed to played as a one-shot: the entire adventure can be run in 3 hours. Act I and Act II feed into each other linearly, but the choices you make in Act I impact the outcome of Act II. For example, you don’t have to duel the Ten Cent Man or defeat his cronies—it’s entirely possible to turn them against him, and pick them up as NPCs, for example. This would affect how the subsequent scenes play out.
About Linear Adventures