Thursday, January 27, 2011

Much of Fear is Found in the Unexpected

I was considering the nature of 'Horror' gaming, my own success with it (I've had players refuse to continue campaigns because they were in their words too frightening), the games of other successful GMs that I've played in, and the common advice given about them.

I've always found that common advice... stale and far less than useful. Why? Because that common advice is... well common. It's a known value and thus expected. As a 'horror' campaign progresses, it only becomes even more common and more expected. Thus they become more boring. And at least for me, fear is wrapped up in the unknown and not the known.

Let me give a example from my gaming experience.

I'm on record in many Internet exchanges as being a fan of tactical RPG gaming that include detailed battles. Indeed I've described my RPG campaigns as a individual war games linked by setting, story and role-play to provide meaning to the battles, and a method to explore their outcomes afterward.

A rather rare style these days, and given how different it is from dungeon crawls and such- likely it was always a rare style. As a result of this style, I use board and minis. Few things are normally hidden from my players.Unless I've switched to a Horror style event.

Then the maps and minis may disappear, leaving the players only with their impressions of my words. Or they may remain, but with highly constrained views, expanding only foot by foot and perception check by perception check. My rule of dice rolls always be in the open is suspended, and many of them now become hidden. While I normally never require rolls for typical actions (jump the fence on run, sure- spend 3" of your move please), suddenly I'm calling for agility checks for the same action.

For the players the world as they have known it, has in actual fact changed. Things they could count on, are now fuzzy and unknown. And there is something out there hunting them in the darkness.

It's a small thing. And added to other small things (different way of describing things, perhaps playing by candle light, etc) the result can be as intense as watching the best horror movie. I've had the most gung ho power gamer crawling away from any chance of battle hoping to reach that patch of light under the street lamp. Praying that someone, anyone, would arrive to help him.

For my style of gaming, at the end things switch back. Information is learned, understanding of the threat dawns. A course of action decided. Like the movie Predator, what begins as Horror typically ends up as Action. The map returns, things are resolved and the Hero is left standing (or not as the case may be).

I think it's the unexpected in this that impacts the players. Both during the 'Horror' part of the game, and then when that becomes expected- the switch back to the tactical 'heroic' style. Both styles are enhanced because they are at such contrast. If I normally used a simple non-tactical, map-less and fuzzy rule set, all that impact would be lost.


I don't run these types of games often. Indeed doing so would undermine their effectiveness. It's best to have an adventure go off like a sky rocket, then play a series of snap caps. At least for me.

Thursday, January 20, 2011

It's enough to make me cynical

I was on a reading binge, and finished five books in the last week or so. Of these four were fiction. For any interested those four are: Origin, Breach, Beneath the Dark Ice, and Defiance. All were bad. I would have bet money that they weren't good upfront, but was hoping to steal an idea or two for gaming. In the end, I had almost nothing except for one concept from Defiance. I've lost a few hours from my life that I won't get back. Sigh.

To be honest, the Potboiler has been with us forever. But things seem a bit worse now. Self-Publishing has come to normal fiction as much as RPGs, and you can get stuff on the Kindle that no publisher would touch. I've now learned to watch out for these, although to be honest they aren't that much worse than the published stuff. But they are worse.

Here's my hints to any writers out there. It applies to GM's too as they are often in the same business. Making something rather common interesting to those reading or playing in it.

  1. Interesting characters that hook the reader, that are believable, and that we can root for are key to anything. They can make the most redundant and unimpressive plots sparkle. Their absence will sink anything no matter how creative or otherwise well done.
  2. Have those characters actually matter to the outcome unless your work is the darkest of horror. And really, this days the darkest of horror is so freakin' common that it should be avoided as the pointless exercise it is.
In one way, GMs should have a much easier time than writers. The players should take care of most of the first requirement although it helps to have a good NPC here and there. And really the second point is up to the players as well.

However the very control given to players is why GMs can run into trouble. Because they have to allow the players to achieve both items. Note- allow and is not the same as give. That balance is the most difficult thing in gaming. Here's hoping you find it.

Friday, January 14, 2011

Don't look now, but reality has changed...

…at least for some people who weren't all that strongly connected to it in the first place.

Oddly enough, I'm unchanged due to how the dates break- much like I was born and have remained emotionally 40 my entire life. The freakin' universe must alter itself to match me, not the other way around. If I ever get bored and decide to die, I imagine the resulting destruction of existence may cause you (the readers) problems. I suppose some would say that I should offer some sort of apology in advance, but really… it will be for the better.

In the meantime this means  I don't have to ditch the Pisces dust collector I have on my book shelf (the wife and I got a matched set of birth sign… statues I guess you could call them… back in the day. Sort like birthstones. Yes, it was a new couple thing). However it is now clear why hers was shortly destroyed by an act of the cosmos (i.e. knocked off the shelf by a cat, broke into a million pieces) while my remains intact to this day. She's now a Virgo and not a Libra and the error was being corrected before it could gather decades of dust and unbalance the world.

How does any of this relate to RPGs? Well, given that  Astrology is bunk- it doesn't. But it does parallel it in a way. For believers it's a world shift every bit as important as say the arrival of D&D 4th edition. I leave the proof to others, but I can't help but think the Astrology blogs and boards must look a lot like the RPGs one not that long ago with huge flame wars over the change and large groups of people holding fast to the old versions. I wonder what their OSR movement would look like...

Heck, I had the same issues when 6th Edition of HERO System comes out. Those with home grown systems experience the same thing when they make updates to the rules.

It seems fantasy systems, no matter their source and purpose are all similar in a way. Subject to being undone by the mere passage of time.