When I think about it, telling a story through an item has long been a staple in my gaming. There are several ways to do this, but in this particular story, it is a little different than say a story like the Lord of the Rings series. Using an item to drive or provide narrative is an easy way to add a layer of mystery to games. I am writing this on the eve of the release of the new 5e book, Candlekeep Mysteries, and I am willing to be that a few of those will have stories told through finding a book that will hold the key to some part of the story. Something along these lines is also interesting to do, because a book could be only one source of information. The book could also be completely misleading, and false. To be honest, these are things I often think about when prepping a game, and this story really helped me look at the different ways how I can do that.
As the name of the story suggests, there is a house in the story. Location as a character makes for great RPG content. Some of my favorite all time adventures are really driven by the location when I think about the Sunless Citadel, the Temple of Elemental Evil, or even Castle Ravenloft or Death House. While I feel like I really shouldn't need to sell anyone on using a location as a major part of a game, reading this sort of expanded and reinforced some of the things I do and can do in sessions.
Since I know a lot of people haven't read this, I want to stop right there with discussing the story. There is a lot more I took from this, but digging into it will give away stuff. I also was planning on writing this a little while ago, and it has been talked about on Goodman Game's site that also goes into this. If you haven't read it, I would strongly recommend, especially if you run games.
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