Showing posts with label Dread. Show all posts
Showing posts with label Dread. Show all posts

Sunday, October 4, 2015

Creepy, Kooky, Mysterious, and Spooky

October is here, and I'll be damned, but the weather on the East Coast of North America is giving it quite the fitting welcome.

I'm personally a fan of the cold, yet this is a chilly, wet, blustery cold that gets into your bones. It's the perfect conditions for hot cocoa, curling up with a good book and a warm brunette (ahem...sorry, personal preference), and getting ready for Halloween.


Or a warm redhead.
I ain't got nothing against redheads.


I like Halloween, though perhaps not for the same reasons many others do. After all, I'm not into watching Horror movies, I don't go to those haunted house attractions, and I haven't been to a Halloween party in so long I can't rightly recall the last time I went to one. These are the grown-up ways of celebrating Halloween though, are they not?

I like to see people in cool looking, and clever costumes, love a well-carved Jack O' Lanterns, and who doesn't enjoy candy? I think of Halloween as fun, and I enjoy the fun of Halloween. That's what it always was for me growing up.

Unfortunately, Halloween has become a night of terror, toilet papering people's homes, throwing eggs, and watching the umpteenth story-less, gore-bore fest motion picture.

Nothing could make me less enthused.

When I planned out my theme months for Autumn, I knew October would have to be focused on the scary, and spooky, but I hoped to bring a touch of weird, and whimsy back to the 'Season of the Witch'. Instead of discussing Horror in the traditional sense, what you are going to see this month is more the odd, the quirky, and yet still slightly macabre.

You dear reader are in for, well...less Paranormal Activity, and more ParaNorman. Not so much The Green Inferno, and much more Ghostbusters.

As the title says, the creepy, kooky, mysterious, and spooky.




In addition, I am hoping to add in a few bits of real fright night plights scattered here, and there. I plan on doing a follow up entry on my Alien Dread idea, some sample supernatural things that go bump in the night, and (if I can scrounge up enough time, and/or a miracle) share what I have so far on my original RPG Unfinished Business.

That's not all, but I figure that's enough to interest you in coming back to have a look around. Just don't go into the cellar, or the tool shed out back.

You've been warned.

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Barking Alien





Thursday, August 20, 2015

RPGaDay Challenge 2015 - Day 20

Day 20, and I am caught up, and going strong. Yay me!

It doesn't take much as you can tell...




Yikes! Favorite Horror RPG?

Do I even have a favorite Horror RPG? Do I like enough of them to have a favorite?

Horror is a genre I have never been particularly fond of. I don't find it fun to be frightened the way some people do. In addition, very little 'Horror' is scary in the first place. It's largely shock, and gore. Neither of those things impresses me.

I do enjoy Twilight Zone-esque situations, a good ghost story, and tales of strange events, or unexplained phenomena. I like the creepy, the unnerving, and the odd to the point where it kind of messes with you.

In short - Don't gross me out. Do give me the heebie-jeebies.

What game does that?

This is one of those instances where it really is about the GM. A good Gamemaster can create the right atmosphere, and situations that will freak people the *^#$ out. Dungeons & Dragons, Traveller, even Champions can scare the pants off of you if the right person is running the show. 

I've been working on my own ghost story game for some years now entitled Unfinished Business. Sadly, it has thus far lived up to its name, and remains a work in progress. I sincerely hope that when I finish it, and publish it, the final product will have the kind of effect I'm talking about.

Until then, the games that I've had the best results with, and the ones that tie as my favorite 'Horror' games, are...




No really. I'm not kidding around here. I've given people the industrial strength willies with these babies.

The combination of Humor, and Horror creates a very interesting dynamic. Especially in the case of something like Ghostbusters, it initially lulls the players into thinking it's naught but a farce. People seems to default to the feeling that they are in a cinematic comedy, and right so, and as such there is little to fear.

Then, in the first act, we meet the PCs, those loveable, and endearing knuckle heads who've started up their own local Ghostbusters franchise. We like our characters. We like how they interact with the other PCs. We meet a couple of NPCs, and we have a supporting cast to love, and love to hate.

Then the weird crap sets in. Here's where merging GB with InSpectres was one of the smartest moves I've ever made. The ghosts are real, and they're dangerous. You could get hurt, your friends could get hurt, and so could your endearing supporting cast.

I've noted it before, but it's worth repeating: Ghostbusters worked because Ray, Egon, and Peter are odd, quirky characters. Winston adds the face of the normal guy, the regular Joe. They say funny things, they have weird habits, and interests, and they are thrown together into this deadly situation.

But the situation, and I can't stress this enough, is actually deadly. Very deadly. Apocalyptic even.

Gozer is not a joke. The city will be destroyed, and then very likely the world, if you four shmoes don't do something about it.

During the second of my two Ghostbusters games, I definitely gave the players the creeps at various times, and since the campaign focused on weakening, or removing the ghosts by figuring out what was keeping them here among the living, we touched on some real tear jerker material as well.

I think Horror can be done, and done well. I don't even think it's that hard to do. I just think I'm talking about a different kind of horror than most people are.

Buckets of blood, splattered entrails, and all that nonsense, no. Yuck, and yawn. No interest.

Getting the players to whisper, "Whaaat the...?", or hearing them shout, "Holy sh...! I almost fell off my chair. Can I catch her before she plummets?".

Yeah. That's the stuff.

I should also say that I like Dread, the Jenga powered game that I intend to someday use to run a game set in the Alien(s) universe. You can check out those ideas here and here.

For additional Horror RPG references by yours truly, check here.

Next question...

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Barking Alien









Monday, February 9, 2015

They Mostly Come At Night...Mostly

My ideas for an Alien(s) game that is.

 
 
 Kane: "The pit is completely enclosed. And it's full of leathery objects, like eggs or something." 
***
I was looking into the indie Horror RPG Dread as a possible system for running an Alien(s) RPG campaign. It has a lot of potential, and virtually no hard and fast rules.
 
I like the idea of using the Jenga tower to build tension and suspense. At the same time, I need something a little more definitive in the area of character creation to make the game feel, well, both reflective of the Alien(s) setting, and more like a traditional RPG.
 
Why? Well, the one flaw in the overall design of Dread is that it's really only good for one-shots. A key reason for this is that the game is especially lethal. This is of course reflective of the Horror genre, and it's reinforced by the mechanics. Therefore it is only an issue if you want to tell a longer, or deeper, story.
 
Another element that makes it less than optimal for an ongoing campaign is the character design approach has little to nothing in the way of a mechanic for PC Experience, and Improvement.
 
You're not expected to live that long.
 
While I personally have no problem with the purely narrative nature of how characters are put together in Dread, my players are going to want a bit more to sink their teeth into. Also, since the setting deals with Science Fiction elements, the players are going to expect to see some details that make them feel they are playing competent professionals in a futuristic setting.
 
It's how (a lot of) players think.
 
Here are some ideas I have for adding some details to Alien/Dread Player Characters, of both a narrative, and mechanical nature. By modifying the standard process just a bit, it is my feeling that the players will feel their PCs are people capable of doing their job, whatever it is, and will see an in-game result that will allow me to run a mini-series/short campaign, instead of just a one-shot.
 
If the PCs are differentiated, and grow, the players will be more attached to them. Hopefully enough to try and keep them 'alive' for as long as possible.
 
Dread PCs are created by having the players answer a series of questions about their characters. The GM creates a questionnaire, and the player fills it out based on his, or her character concept. Questions can technically be anything, though they tend to range from the vital though mundane, such as 'What is your name?', and 'Where are you from?', to those that will give deeper insight into the character, like 'What were you doing at the Rileys' house on the night of the murder?".
 
Some of the answers, and a bit of additional information discussed between the players, and the GM (or Host as Dread calls them) can establish that your character has a profession, and therefore some 'skills'. Unfortunately, unless I am reading the rules incorrectly, skills you've established your character having seem to have little barring on the mechanical part of the game. Anytime you attempt to perform an action with a questionable outcome, you 'pull' one, or more Jenga tiles from the tower. Skills have no rating, and therefore no effect on the pull.
 
So here's where my Barking Alien brain kicks in...
 
 
The ill-fated crew of the USCSS Nostromo
Character Art for Alien: Isolation By Calum A. Watt
 
 
Dallas: "Well... some of you may have figured out we're not home yet, we're only half way there. Mother's interrupted the course of our journey. She's programmed to do that should certain conditions arise. They have. It seems that she has... intercepted a transmission of unknown origin. She got us up to check it out."
Ripley: "A transmission? Out here?"
Lambert: "What kind of a transmission?"
Dallas: "Acoustical beacon. It, uh... repeats at intervals of 12 seconds."
Kane: "S.O.S.?"
Dallas: "I don't know."
Ripley: "Human?"
Dallas: "Unknown." 
  
 ***
 
First, I'm going to put together a character sheet that looks like a Weyland-Yutani Personnel File, US Colonial Marine Evaluation Report, or something similar. The idea is to immerse the players right away by making their character sheet a prop, or handout in its own right (incidentally this is something I try to do in many of my games).
 
Instead of asking obvious questions, the player will be asked to fill out a form such as you would to get a job, or join the armed forces. Now, key elements on the sheet beyond Name, Gender, Place and Date of Birth, and the like, will be 'Position', 'Proficiencies', and other job skill related areas. By filling these out, we know what the PCs areas of expertise are.
 
***

Ripley: I feel like kind of a fifth wheel around here, is there anything I can do?
Apone: I dunno, is there anything you can do?
 
***
 
When a character attempts to take an action in the game that falls under the parameters of their Position (Science Officer, Warrant Officer, Infantry Unit Leader, Smart Gun Operator, etc.), or skill set, the Host should take note of it, and allow basic activities, or maneuvers to occur without a pull. For more complex actions, the PCs should get one less pull for situations that fall within their field of knowledge, or prowess.
 
Alternatively, the PC may 'Gamble' by taking the required number of pulls, but earning a Survival Point*. A Survival Point may be spent at some latter time, to pass on a pull from the tower, especially at a dramatic moment.
 
For Example:
 
Ellen Ripley, a former Warrant Officer aboard a commercial spaceship for the Weyland-Yutani Corp., had her flight license revoked following a court hearing regarding her part in the loss of her former posting, the USCSS Nostromo. She became proficient with the operation of Power Loaders, and took a job doing that upon her return to Earth.
 
[The player lists Ripley's Position as either Warrant Officer, or Civilian Consultant]
 
[The player lists one of Ripley's proficiencies as Power Loader Operation]
 
While traveling with a contingent of United States Colonial Marines, Ripley feels useless, and wants to help out aboard their ship, the Sulaco. She decides to show Trooper Commander Sgt. Apone what she can do, and displays her skill with operating a Power Loader.
 
Impressed, he tells her where to put the cargo, and ordinance the Marines need.
 
[The Host does not require Ripley's player to pull any Jenga tiles. He judges that these actions are ones that anyone who used Power Loaders professionally would reasonably be able to perform]
 
At some point later in the story, Ripley is up against a 'Queen' type Xenomorph, and decides to use the Power Loader as a makeshift battle suit to fight it. The creature is formidable, and the Power Loader was not designed for combat. At the same time, Ripley is a capable operator with experience combatting the aliens.
 
[The GM requires Ripley's player to make a number of pulls during the conflict. The player cites her character's various proficiencies, and experiences, in order to reduce the number of pulls. In a last ditch effort to defeat the Queen, she goes for a move that requires she make at least three pulls. The player decides to pull for all three, getting a Survival Point]
 
The Jenga Tower falls, and the GM declares the Power Loader is wrecked, and no longer functional. However, the player spends Ripley's Survival Point to hold on to something for dear life while she opens the airlock, ejecting the Queen into space.
 
***
 
I have additional material that I can't wait to tell you about. For starters...wait...did you hear something?
 
Jonesy? Is that you?
 
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Barking Alien
 
 
*I want to represent the Survival Points using those clear, glass 'stone' tokens. That, or some sort of chit with either the US Colonial Marine Corps patch, or the Nostromo patch. Haven't decided.
 
DISCLAIMER: This is a work of fan appreciation, insomnia, and an overzealous love of RPGs based on TV shows, movies, comic books, and other pop culture media. The creator of this material in no way intends to infringe up the copyrights, and badass legalese of 20th Century Fox, Dan O'Bannon, Ridley Scott, H.R. Giger or anyone else with abominable lawyers, and more money than God.

The same thing to the makers of Dread.

I am not making a dime off this. This is just for fun.