Looking for ideas to help flesh out a scenario I want to run. It's a one-off for 4-6 hours spread over two sessions. As far as inspirations, I'm pulling somewhat heavily from things like the Matrix, Inception, the Mall Cops game Ross recorded years ago, and the most recent Doctor Who Christmas special.
Rough outline:
The players are agents deployed to investigate an x threat that turns out to be a TITAN generated simulspace that basically hacks the brains of those who are in it to make it feel "real" (i.e. they don't think they are in simulspace). The space is constantly being tweaked and modified to be as appealing as possible to the inhabitants so they don't realize it (a la DW and Mall Cops). As the PCs investigate the situation there will be various levels of nested spaces (a la Inception) with the ultimate upshot being that they realize the game started with them already in the simulspace. The goal will primarily be about "escaping" the nested spaces and trying to destroy whatever server bank the space is stored on. (I think Caleb actually had a similar element of nested spaces in one of his games). The "lingering horror" I want to leave with the characters is the constant paranoia or question as to whether they "really" escaped or not.
"Scary" Bits (things I want to cause the players discomfort)
- Did they really make it out or not?
- As they are investigating and realize they simulspace adapts, can they really trust what they have discovered or is it just the space trying to entrap them further?
- What is the TITAN's purpose in it? Ultimately I think this question is scarier if left unanswered (kine of incomprehensible Old Ones status)
- General backdrop of existential/perception horror. What does it mean to give into/embrace the madness/simulspace? What does it mean if one can't trust their own senses/perception? etc.
So that's a lot and pretty vague right now, but I'm looking for ideas on how to tighten it up and flesh it out. My hope is to give only enough answers to get the players hungering for more and leave a lot of questions up to their imagination (without being frustrating). So I'm definitely down to cut some stuff, but don't want it to devolve into a simple "here's a scary monster, find it's weakness then fight it." I'm thinking about trying to tweak it a bit in play to emphasize or feed into the things players fixate on (as the TITAN would adapt the world to keep them trapped), but not sure how to play that out.
Any suggestions on how to bring this all together?