Or, more accurately, they told me all about it, pointed me toward the Wiki, and then left me standing there staring at what appears to be several lifetimes’ worth of lore.
I am very new to SCP. The sheer amount of material is honestly a little overwhelming, and I am not going to pretend otherwise.
But I am a horror RPG designer.
So once I started reading, one thought kept coming back to me: Can I run this with NIGHT SHIFT?
That answer is absolutely yes.
Running this with NIGHT SHIFT: Veterans of the Supernatural Wars?
I would say yes. In fact, the more I look it over, the more I am convinced NIGHT SHIFT is already a near-perfect fit for an SCP-style campaign.
Now, I do not mean in the sense of replicating every scrap of SCP lore or re-creating each Foundation department and classification. The old hands at SCP know that side of things far better than I do. What I have in mind is the game's fundamental structure.
You have your secret organizations and the impossible creatures they house. Haunted objects. Beings from other dimensions. Government installations where some entity has been walled off behind six feet of reinforced concrete simply because no one has yet come up with a way to put it down.
NIGHT SHIFT can handle all of that without much alteration.
An SCP game is not about playing the SCPs; it is about the ones who must deal with them. And that is where NIGHT SHIFT excels. Your characters are the researchers, the security detail, the occult experts, the field agents, and the medics. Or the poor saps you send into the basement when something starts to make noise. In the parlance of NIGHT SHIFT, they are Veterans. People who have run up against the supernatural and lived to tell of it. But they are also the Sages and Survivors, and maybe even the odd Psychic.
It could be their first day with the organization or their twentieth. Then again, perhaps they were recruited precisely because they survived something that ought to have finished them off. There is something very NIGHT SHIFT about that.
The Foundation as the Night World
There is a basic tenet to NIGHT SHIFT: the supernatural is there, coexisting with the normal world but kept out of sight. From what I have read, SCP operates on much the same premise.
The distinction is in the organization. In a typical NIGHT SHIFT affair, your characters might come across the paranormal of their own accord. Not in an SCP vein. Here, someone is already aware of the monsters. They have the files, the labs, the protocols, and likely a number for the beast in question.
This does not have to be the SCP Foundation proper. For my own table, I would probably make up something else. A federal agency, an international body, or a private concern dating back to the Second World War or longer. It does not matter so long as someone is quietly putting the Night World in order. They have learned the hard way that some things are not to be destroyed, only put away.
Secure
Consider the investigation.
A case comes in. People have vanished. An antique mirror is showing people the future. There is an extra room in a house where there was none before. Every soul in town has had the same dream. Or a children’s program shows up on tape for no reason anyone can recall.
The characters are on the scene to find out why. You will have them talking to witnesses, poring over records and folklore, and the odd door-kicking exercise. Classic stuff. But they are not after a permanent fix right now. They need to understand what they are up against in order to get through it.
Contain
Here is where the SCP element puts its stamp on the adventure.
In a conventional monster hunt, the objective is plain: find it, kill it, head home. Containment is another matter. You try to put the creature down, and it comes back, or makes matters worse, or defies being killed altogether. That is very often the case.
So you have to think of something else. Bind it. Relocate it. Seal off the entrance. Put the artifact in saltwater. See to it that two copies of the photograph are never in the same place. Do whatever is necessary.
It turns the session into as much a puzzle as an action piece. The players stop asking how to defeat it and start wondering what the rules are. To me, that is the appeal of SCP as an RPG. The horror lies not just in the monster but in the way reality has fallen apart around it.
Protect
Then there is this part. I think I have the most fun with it. Who is being protected? I think about this one a lot.
The public, of course. The organization would have you believe the common man is not equipped to know what is really out there. But then the characters are likely to find that "Protect" is a word with many definitions.
It could mean shielding civilians from the supernatural or the other way around. It might be about keeping the organization itself from being found out, or even the preservation of reality. And on some days it means protecting an anomalous creature from the very people whose job it is to look after everyone else. That last scenario in particular makes for fine NIGHT SHIFT material.
Think of it: you go in and find the thing in containment is intelligent. Or innocent. A child. The last of its kind. What do you do? In that moment, the game is no longer a matter of monster hunting; it is something far more compelling.
From Classes to Roles
There is no need for an "SCP Agent" class in NIGHT SHIFT. I would make use of the ones on hand and view them as the sort of personnel the organization puts on its rolls.
A Survivor is your field operative or security. A Veteran is the containment agent who has seen enough. You keep a Chosen One on staff because anomalies have a way of behaving differently in their presence. A Psychic is your specialist for research and investigation. As for a Witch, put her in the Occult Research Division and let the rest of the department avoid her. No end to where an Inventor can go.
The organization is not concerned with what is written on your character sheet. They want to know if you can go into Room 17, have a word with the occupant, and return. With the same headcount you had when you left, ideally.
Anomalies, Not Monsters
I like this part best. Call it an anomaly and give it a designation rather than a monster label. Put together a containment protocol and a file on what the organization thinks it knows.
Take a vampire, for example.
Designation: NS-017
Containment: Sealed chamber with remote UV lighting. No personnel with exposed blood allowed inside.
Known Properties: Photosensitivity, rapid healing, nocturnal.
Very clinical. Until someone realizes that the ultraviolet is having no effect at all. The vampire has been putting on a show. Suddenly, you have an adventure on your hands.
Let Them Be in the Dark
One does not want to turn the supernatural into a textbook. The organization can catalog, experiment, and write reams of documentation, but understanding is another matter entirely. The best SCP-style game will highlight the chasm between the two.
The file says the entity will not cross running water. Why? Nobody can say. It goes dormant if you sing to it. Again, why? The file says there are seven of them. There are eight. That discrepancy will prove to be of some consequence. The Night World has no duty to conform to the order the organization is trying to impose.
Making Containment Procedures Work for You
This provides the Game Master with a ready-made structure. Begin with a procedure, then ensure it is broken.
CONTAINMENT BREACH
The players will be aware that something has gone wrong, though they may not have the full picture. Was the creature let out on purpose? Did it escape? Or was the procedure never doing any containing at all, and whatever was actually holding it back has just made off?
That is an adventure in the making.
On the Matter of Sanity
I would not insist on it. You can bring in mechanics for fear or trauma if the campaign calls for it, but an SCP game does not automatically require them. These are Veterans of the Supernatural Wars, not some ordinary folk having their first run-in with the impossible. They are the ones called in after the impossible has already made a meal of three guards.
The horror is in the realization that your training and your fine three-inch binder of CONTAINMENT PROCEDURES may not cut it. Because things have changed. And the thing on the other side of the door has taken note.
NIGHT SHIFT: Secure, Contain, Protect
One can certainly make NIGHT SHIFT work for an SCP-style game if one puts the mind to it.
Retain the classes and the monsters. Let the supernatural Night World remain as a presence under the surface of normal reality. Then put in place an organization whose job is to investigate anomalies and see that they do not come to light.
Assign the monsters some clinical nomenclature. Have containment procedures for odd phenomena. Leave the players with files that lack detail.
After that, simply go against one assumption.
That is all that is required. Or so I would have it after my initial foray into the SCP rabbit hole.
I am sure any veteran of SCP will be able to point out the complications and aspects of the setting I have yet to encounter. I would be interested in hearing about them. But as a game designer, what has caught my attention is this: the monsters have always been there; someone has just begun to record them.
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