I've uploaded this topic slightly before the site switch an I'm still looking for feedback on this game idea.
In one of the recordings (I can't remember which one) Hal tangented on a horror game he ran in a UK con. the characters were kidnapped by a hunter and were sewn into animal costumes. Hal then proceeded to kill the little girl character and banishing the plant player who played that character from the game. This created an actual tension for the players.
I would like to run a game inspired by this one in my next con.
In the old forum Hal clarified it was an 8 hours session and he killed the plant after two hours, and it was in a mechanical system (I don't recall which one),
I only have four hours of session and I can't just kill players because they will go and complain to the con management about me (that's the type of RPGers we have here). So I'm thinking of braking my game into two parts: A LARP and a tabletop game.
The game will be in the Roaring 20s setting, where the characters are the "nobility" of those days America. Movie Stars, Oil Barons, Play-writes and the whose who of america have been for the maiden voyage of the cruise ship the "HMS POLO" (ya I know that HMS is a Navy prefix). After a while into the cruise a knockout gas is released into the ship and the players are taken into an island, sewn into animal costumes and are hunted.
The first two hours of the session will be a LARP so that the player may get comfortable with their characters and will get ready for the Horror. The meta-game of this part is for the characters to interact and whenever a meaningful interaction is taken place they players will exchange "calling cards" to signify that.
The last two hours are a tabletop game of "the hunt". The mechanic is loosely based on Classroom Deathmatch. Each character has the following statistics sorted from 5 to 1: Resolute, Agile, Flexible, Aggressive, Instinctive (Earth, Air, Water, Fire, Void respectively). The random element is a deck of cards (reds are success's blacks are failures), where a player may drew a number of cards up to his trait and then the trait decreases by that number (Like Classroom Deathmatch). The Calling cards that were acquired in the first part may be spend to drew an extra card, even if a stat is at zero. The result of an action is described by the players (Best Friend for success and Rival for failures). the sequence of this section is that the players build a scene around a "main" character. Once the scene is full enough a GM "calls" it an the scene needs to be resolved.
I know that my explanation is a bit convoluted but I would like try and brainstorm with the forum. Ask me questions or give me suggestions or call me a dumbass, so I could respond and organize my thoughts.