Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Thursday, July 21, 2016

The Masque of the Red Death gave me nightmares

Dungeons and Dragons has had a wide variety of official settings, which only makes sense for how long it's been around. Some of those settings have really made some extreme changes in the basic concepts of Dungeons and Dragons. In my experience, the one that made the biggest changes was Masque of the Red Death.

Red Death was a subsection of another setting, Ravenloft, the world of Gothic horror. Ravenloft, all by itself, tends to be deadlier than your general Dungeons and Dragons experience. Magic, particularly happy divine healing magic, tends to be weaker.

Red Death moves the play out of out-and-out fantasy and to a Gothic Earth in the 1890s. You know, just like a regular historical Earth, other than some eldritch miasma that causes horrible abominations to arise.

On the one hand, this more mundane setting makes magic even more limited than Ravenloft. Magic items are scarce to the point of non-existence. There really isn't any armor to speak of. 

On the other hand, there are guns. Which might be ineffective against some monsters and opponents with opposable thumbs have access to guns too. At least there aren't misfire rules. 

Still, if a player has to choose between a gun can take a long time to reload and a fireball, they'll pick a fireball every time. Or, heck, even a magic missile.

Really, in many ways, Red Death had a similar feel to Call of Cthulhu. At least in the games I was in, player mortality was really high and the  sense of vulnerability was also very high. 

That said, Call of Cthulhu focuses on cosmic horrors, vast and uncaring nightmares that don't care if you live in madness or die in agony. Red Death is gothic horror, where the nightmares are more intimate and do care about your suffering. It's personal choice which is worse.

From what I can tell, Masque of the Red Death never really took off. There was practically no supplemental material for it. Outside of the folks who were in the campaign that I was in, I've never heard anyone talk about.

It may have been too niche. In many levels, in theme and setting and concept, it went out of Dungeons and Dragons' comfort zone. Even in more bizarre settings, like Spelljammer, it's still heroic fantasy. Red Death isn't just horror. It's horror where the characters are significantly weaker than any other flavor of Dungeons and Dragons.

At the same time, many years and several editions later, my time with the Red Death still stays with me. That campaign gave me the worst nightmares I've ever gotten from a role playing game. The Masque of the Red Death was an odd beast but it did its job well.

Wednesday, May 11, 2016

Looking forward to someday getting lost in The House of Unusual Size

The House of Unusual Size is not my favorite entry in the Free RPG's Harder Than Granite contest from back in 2013. (That's a toss up between Keeton's Journey and A Flask Full of Gasoline) It is, however, the game I think I'm most likely to play.

The game is set in the ancient mansion of Ezra Keeton that was built atop a mountain and undoubtably built into the mountain. In a twist that feels like it's straight out of Lovecraft's Lurking Fear, the Keeton family vanished long ago, perhaps into the mansion.

The players wake up alone and without any memory in the mansion. As the game progresses, they must explore not only the mansion but who they really are. In the end, they must find each other and escape from the tangled labyrinth that is the mansion of Ezra Keeton.

The players start off with a blank character sheet. As the game progresses, the story will let them define a positive quality, a flaw and their connection to the Keeton family.

The House of Unusual Size is a GM-Free system, something that I have come to really enjoy. The player to the left of the active player serves as the GM for that player. They flip a coin, with heads being a positive scene and tails being a negative scene. The scenes can include self-discovery and challenges and fantastic encounters. The other players help fill in details and play other characters or creatures who might be in the scene. You just flip a coin if you have to figure out if a character fails or not at doing something.

After everyone is figured out who they are and what they have to do with the Keeton family, there will be a climactic scene where everyone escapes from the mansion together. There is really no mechanic for everyone dying or catastrophic failure but, if the group wants to play a game like this, they should have no problem filling in those details.

Oh, make no mistake. The House of Unusual Size is far from a perfect system. The rules and the structure are so vague that I don't think it's new player friendly at all. I think it would would only work with a crew of players who are experienced with narrative games.

Frankly, the rules being so vague and requiring interpretation would normally be a game breaker for me. However, the sheer ease of pick-up-and-play and the degree that the theme lends itself to easy story telling makes the game appealing to me anyway.

If I am going to have a role-playing game that I can print out on one page, fold up, and put my pocket, I wanted to be one that can be pulled out and played at the drop of a hat. A House of Unusual Size pulls off the trick. 

After all, all you need are the rules, a coin, and a way to write things down. Spooky houses are a genre that is easy to run with. Heck, in a pinch, you could use rock paper scissors instead of the coin and memory if you don't have anything to write things down with.

I can see it being an easy game to play during a road trip, at a cafe, or Skype. I can even see playing it via conference call, although probably just to prove that you can. It would be easy to hack to make shorter, like having every scene add an element to the character sheet with the last round of play being the escape.

The House of Unusual Size definitely needs a group that's prepared for a strong narrative focus and one that can handle minimal rules. Despite that, I can see myself packing this tiny little RPG in my convention bag, just in case. It makes a great use of its theme, strong enough to carry the minimal rules.

http://www.1km1kt.net/rpg/house-of-unusual-size

http://www.thefreerpgblog.com

Wednesday, March 30, 2016

The Final Girl, your own schlock horror movie


While I have yet to play The Final Girl, it's been a game that has been discussed in my circles for years. And, while its focus isn't something I am deeply interested or invested in, rereading it has made me appreciate it more.

You see, The Final Girl is another GM-free system, something I spend a lot of time writing about. I promise that I'm going to write about games that actually involve using a game master one of these days. Since I've been looking at so many systems based around that idea and The Final Girl makes some very smart voices for making it work.

First off, The Final Girl is an RPG about creating a B horror movie. While the title implies that you will be pulling out a slasher of some sort, the system will work with zombie apocalypses or alien invasions or even giant radioactive dinosaurs from under the sea. 

It uses a Troupe System, which is honestly how most GM-free systems work. In a lot of Troupe Systems, the players take turn being the focus of the scene while everyone else acts as a collective game master. In The Final Girl, players take turns playing the slasher (or monstrous killing force of some kind or another) and directing the scene. So you take turns being the game master for everyone else.

And no one actually owns character. Characters are just names down on index cards and put in the middle of the table as a pool for everyone to draw from. Characters will develop relationships with each other, which can be friendship or rivalry or screwing, which counts as both friendship and rivalry. (Horror movie, remember?)

These relationships can influence a character's chance of surviving an encounter with the slasher, one way or the other. When the slasher decides to kill someone or everyone, you basically play War with a deck of cards to see who dies.

Of course, you reach endgame when you're down to X number of characters, which depends on the number of players. You can only have so many characters in the final showdown, after all. Which could result in everyone dying, by the way.

There are a number of things that I like about the design of The Final Girl. I like the variation on Troupe Play. The player playing the slasher could end up being game master entirely for that scene or the group could come together to create the scene with the slasher just picking who to kill.

I also like the fact that it has a playing time of under two hours. Part of the reason why I even started looking into games like this is because I don't have time to play in a campaign.

While I do enjoy the occasional horror movie, it isn't a genre that I'm really focused on. Really, I tend to go in more for cosmic horror, like good old Lovecraft. So that's something I'm pretty indifferent about when it comes to the system. I do realize that, with the right group of people, it can really inspire.

The fact that the system is designed to create your own horror movie  without a lot of flexibility beyond that doesn't bother me. Seriously, a lot of these games are tightly focused and I'm not going to knock an intentional design choice like that. Not every game can be a sandbox.

Truth to tell, the focus of The Final Girl is both a strength and a weakness. On the one hand, you're using a genre that most people understand. It won't be too hard to get a game going. On the other hand, between the horror genre and that no characters belonging to anyone, you're not going to get a lot of serious depth. 

In comparison, while Fiasco also embraces movie genres, it's a lot more set up for character development. And other GM-free systems like Polaris or Ribbon Drive really make character development the primary focus.

That isn't necessarily a weakness of The Final Girl. It's just something that you have to know going in.

The Final Girl isn't a deep game that will change your life or redefine how you see role playing games. It should be good for a couple hours of silly fun with horror movies, though.