There is one aspect though which is puzzling me a bit. We, as GMs, are supposed to leave parts of our stories open and formulate questions to be answered by the table.
How are these questions answered?
To be more specific:
tremulus takes inspiration from traditional games as well as from pure storytelling games like Fiasco (which is great fun, but not much "game" at all).
What was the intent regarding how these questions get answered: in a traditional way, i.e. listening to the players' discussion and secretly adapting your scenario accordingly, or do it Fiasco-Style: "You feel that the farmer wants to protect the ghouls in the barn. Why do you think this is the case?"
At the moment I do a mix of both .
I consider the answer fundamental to the way the game is meant to be played.

