Anyway, this week: Horror games, The Who, and the Moody
Blues.
Gaming: It’s the
season for haunted houses and horror movies, so naturally I’ve been thinking a
little about horror in RPGs, especially D&D. Horror is really tough to do
in D&D, since so many things in D&D run counter to being creeped out by
what’s going on around you. Players are trained to attack monsters, stick
together, avoid fleeing, and generally behave heroically. D&D, in other
words, is about empowerment. Horror is really about disempowerment—it’s about
people coming up against things they don’t understand and learning that things or
people they count on aren’t going to help.
So, how do you disempower the players in a mutually
agreeable way? The Ravenloft setting used fear and horror checks to compel the
player characters to behave unheroically in situations where a jaded D&D
player might otherwise shrug and say, “Skeletons, shmeletons, I smash ‘em.”
Call of Cthulhu gave characters an essentially nonrenewable store of hit points
that were damaged by seeing and encountering things that humans weren’t
supposed to see—the Sanity score. Those systems work, but they’re not terribly
organic to the storytelling experience of a horror game. They’re mechanics, and
pretty intrusive.
Ideally, you’d like to create horror scenarios within the
bounds of the game by building a situation in which the *players* are scared.
It’s pretty easy to make players scared for their characters—throw overpowering
or unfair encounters at them. But it would be preferable to present a story
that is so inherently unsettling and suspenseful that the players experience
dread, foreboding, alarm, all the great emotions that a good horror story
provokes.
What are some good ways to do this at the table? First, suspense:
A horror scenario doesn’t give the players a lot of opportunities for
successful combat. You shouldn’t see the monster right away, and the first
meeting or two should be arranged in the monster’s favor—it strikes when the
party is separated, it can hit and retreat, it murders surrogate victims and
avoids showing itself. Second, don’t let the players know exactly what they’re
up against—keep them guessing. Experienced players know exactly what a wraith
is, but “the dreadful apparition that haunts Darmask Manor” is more mysterious.
Third, the adventure shouldn’t reward the normal approaches and methods. For
example, the monster might be uniquely difficult to defeat without something
the PCs don’t have (the monster has DR or resistances the heroes can’t beat, or
it’s a unique monster such as a vampire that can only be killed with one
special stake). The race to find the items or materials needed to defeat the
monster before it picks off the heroes one by one… now that’s a horror adventure.
Finally, the best horror scenarios sneak up on the players. About
ten years back, I ran a short-lived Alternity game that I called “Cthulhu 1885”
– Wild West Cthulhu, in other words. I put together a little adventure about
mi-go mining in the Black Hills, and a train wreck in which one of the boxcars
was found dropped from the sky on the open plain several miles from the track.
Anyway, the heroes wind up in a lonely cabin in a desolate part of the hills
with some horrible Cthulhish monster—a byakhee, or a flying polyp, or a
shantak, something like that—ripping up pieces of the cabin roof to get at the
characters holed in inside. My friend Josh was playing a pretty straight-up
gunfighter… and Josh, the player, was FREAKED. “WHAT is on the roof?” he
demanded. “What in the HELL is going on?” It turns out that Josh had never even
*heard* of Cthulhu, or HP Lovecraft, or any of the Mythos creatures. He thought
we were playing a Wild West game and trying to solve a strange crime, and the
idea that his character was up against the supernatural—to be specific, a
spectrum of supernatural that he had no experience with and could make no
rational analysis of—caught him completely off-guard. I, of course, had NO idea
that someone working at Wizards of the Coast could possibly have missed Cthulhu
during his gaming and reading, but somehow Josh had, and it turned out to be
one of the best horror-game RPG sessions I ever ran. D&D players can be
cocky and overconfident; well, there’s nothing quite so brittle as the
self-assurance that comes from misplaced confidence, and that’s doubly true when
the players don’t see it coming.
Politics/Current
Events: What’s conservative, and what’s liberal? For example, is the Tea
Party conservative? Political conservatism is generally defined as protective
of the status quo, but you can make an argument that in today’s America the
status quo consists of Social Security, Medicare, and liberal control of institutions
like higher education and the media. In this view of the nation, the Tea Party
is a force for reform, and liberals are the defenders of the status quo. I
think a better pair of terms to describe our political forces is “progressive”
and “libertarian.” Either you want to organize government to actively improve
the lives of people, or you think people are the best judges of their own good
and government should stay the hell out of the way.
Naturally, my neat little scheme gets complicated when you
try to account for the cultural and moral components to our political forces. I
think you’d want a pair of terms such as postmodern and traditional for that
element of our political conversation, a “two-component” alignment system to
borrow a notion from D&D. A Blue Dog Democrat or so-called RINO is progressive
with traditional values. A Tea Partier is a libertarian with traditional values.
Academia is progressive with postmodern values. Libertarian-postmoderns, I
guess those are the anarchists.
As The Who put it so succinctly in “Won’t Get Fooled Again”….
The party on the left is now the party on the right. That doesn’t mean they’re
the same. It means that when your revolution succeeds, your interests change
from overthrowing the order to preserving what you’ve done. Liberalism achieved
the vast majority of its objectives over the last hundred years, and these days
it’s playing defense.
The Finer Things:
The Moody Blues, the old stuff. My daughter was asking me about theme albums
the other day, so I was telling her about Alan Parsons’ Tales of Mystery and Imagination and Jeff Wayne’s War of the Worlds. That reminded me of
the old Moody Blues concept albums, so I pulled out my CDs of Days of Future Passed, On the Threshold of a
Dream, and In Search of the Lost
Chord. I listened to ‘em a bunch in the last few days while working on my
writing. Yeah, they’re OLD now, but I love a lot of different music, and I don’t
listen to CDs much anymore. On due consideration, I think On the Threshold of a Dream is the best of ‘em. I especially love “Have
You Heard,” the final track. There’s an epic fantasy quest trying to escape
from the interlude in the middle of the song, I just know it.
It would be great to have a player like Josh in any horror game. Horror like that is tuff to generate in a game. I try to create the atmosphere for it, but my players are jaded and the game mechanics tend to keep horror at bay better than any garlic, wolfsbane or green soapstone starfish.
ReplyDeleteAlan Parsons Project, Tales of History and Imagination is one of my mostest favorite albums, EVAR!
ReplyDeleteGosh, who knew I could act like a star struck school girl?