When I was first getting into D&D back int he early 80s there was an explosion of Sci-fi and Fantasy books to hit the shelves in it's wake. For me this was a great time and one I have talked about before: "Reflecting on D&D - Sometimes you can't go back".
Friday I was driving home past a closed Border's, the company that had bough Waldenbooks and it made me think of my now mostly underused Border's Rewards Card in my wallet, and all the cards that came before it. But the first one, the one I was "proud" of, was my Waldenbooks "Otherwords" card.
For me being part of the Otherworlds Club back then was part and parcel of the D&D experience for me. Back then my FLGS ("favorite local game store" for those new here) was Waldenbooks in White Oaks mall in nearby Springfield Il. This card (which my dad laminated for me) allowed me to get 10% off an Sci-Fi/Fantasty and D&D book I bought! Given the taxes at the time that pretty much meant I was paying just under the price on the cover. Sure, not a great deal, but when you are 12 and the money for D&D books comes from your paper route then that is awesome.
The Otherworlds Club had a little newsletter call Xingals that I used to enjoy the heck out off. I would have upcoming releases and I'd always be thrilled to see the latest D&D book on the back.
Sadly, the Otherworlds club is no more. It was replaced by successive book clubs at Waldens till Waldenbooks itself was replaced by Borders.
It has been said that the Golden Age of Sci-Fi/Fantasy is 12-14. Well for me that was 1982 to 1984 and the Otherworlds Club was my ticket.
Today I have frequent buy cards at two different game stores, discount cards for Borders and Barnes and Nobles and of course my RPGA card. But the Otherworlds card was the only one I ever laminated and carried with me all the time.
Monday, April 18, 2011
Sunday, April 17, 2011
The Dragonslayers vs White Plume Mountain, Part 3
Today was a good day for adventurers.
The Dragonslayers continued on their mission into the White Plume Mountain. The defeated the monsters of the inverted ziggurat and immediately distrusted the hooka smoking halfling to recover Blackrazor. The boys were also extremely distrustful of the black blade and hid it away in a bag of holding.
They made it down the last hall and confronted the vampire Ctenmiir. The Dragonborn Paladin of Bahmut had a few choice words with the vampire and the characters had made it out with Whelm as well!
Of course, there was more to be done. The weapons in had they rushed out of the volcano only to have their wizard (with the bag of holding with Blackrazor) snatched up in claws of a undead dragon flying north.
The hunt for Dragotha has begun!
The boys did really great today. They were able to solve the Prime number riddle with no problem and the sphinx riddle only slowed them down a little. There is still the effrit to deal with though and of course one of the party has been kidnapped to be taken back to Dragotha's Lair where the final battle will begin.
I have been playing down the guardians of the weapons to lull the boys into a false sense of security. Dragotha and Keraptis are different matters all together.
I am also going to start planting the seeds for my 4th Ed game. The boys will defeat Keraptis, this is a foregone conclusion, even if it is Dragotha killing him himself. But as he dies he is going to utter "beware, the shadows".
During the next couple of adventures there will be other clues dealing with shadows. I'll talk more about that later on, but I am very excited with the prospect of it all.
The Dragonslayers continued on their mission into the White Plume Mountain. The defeated the monsters of the inverted ziggurat and immediately distrusted the hooka smoking halfling to recover Blackrazor. The boys were also extremely distrustful of the black blade and hid it away in a bag of holding.
They made it down the last hall and confronted the vampire Ctenmiir. The Dragonborn Paladin of Bahmut had a few choice words with the vampire and the characters had made it out with Whelm as well!
Of course, there was more to be done. The weapons in had they rushed out of the volcano only to have their wizard (with the bag of holding with Blackrazor) snatched up in claws of a undead dragon flying north.
The hunt for Dragotha has begun!
The boys did really great today. They were able to solve the Prime number riddle with no problem and the sphinx riddle only slowed them down a little. There is still the effrit to deal with though and of course one of the party has been kidnapped to be taken back to Dragotha's Lair where the final battle will begin.
I have been playing down the guardians of the weapons to lull the boys into a false sense of security. Dragotha and Keraptis are different matters all together.
I am also going to start planting the seeds for my 4th Ed game. The boys will defeat Keraptis, this is a foregone conclusion, even if it is Dragotha killing him himself. But as he dies he is going to utter "beware, the shadows".
During the next couple of adventures there will be other clues dealing with shadows. I'll talk more about that later on, but I am very excited with the prospect of it all.
Saturday, April 16, 2011
N is for Netbook
Say "Netbook" and today it invokes an image of a cheap micro-laptop with no optical drive and WiFi. Great little invention really. Get them under 100 bucks a pop and the world of education will be changed.
But that is not what I am talking about today.
Once upon a time Netbook meant a collection of various game related material, often originally posted to places like the AD&D LISTSERV or rec.games.frp.dnd on the Usenet.
It is hard to imagine it in today's post OGL and Creative Commons world, but there was a time when putting together a collection of D&D rules and putting them out there for others was a renegade idea. TSR back in the day came down hard on any posting anything D&D related, despite the fact that D&D material had pretty much been on the internet since the earliest days. Eventually TSR backed down (a little) and opened up areas for people to share original creations, via FTP sites like MPGN.
As Usenet, Listserves and ftp sites gave way to the World Wide Web, TSR gave way to Wizards of the Coast. Say whatever you want about WotC, they handled the entire internet issue and netbooks much, much better than TSR ever did.
The mid to late 90s was the Golden Age of Netbooks. The web was growing and people wanted more material to fill their gaming needs. Sites like Blue Troll, Planet AD&D and Olik's Netbook Archive grew to meet the need of people wanting to get more material. These sites are still up (and PADND is still active) so you can download some of these forgotten treasures.
Sites like the Kargatane also grew out of a need for more support for a particular setting, in this case Ravenloft, and they began to produce netbooks that rivaled the quality of TSR/WotC. Other sites like the Vaults of Pandius for Mystara are not only still active, but still producing material all the time.
The OGL in 2000 changed all of that. Now you didn't need to post thinly veiled allusions to D&D rules, you could use the OGL and the d20 STL and post a "Compatible" product as long as you followed the rules. There were still some netbooks produced under the OGL, the FANCC produced a large number of netbooks back in 2000 - 2001. But all in all the Netbook fad shifted.
Now instead of a Netbook you can make a real book. With the OGL you had new rules that you could use and reuse as you needed. With places like Lulu and DriveThruRPG you could put your creation up for sale even.
The entire OSR community is the spiritual decedent of not only the Indie RPG movement, but the Netbook one too.
My Witch Netbooks
Of course I have to mention my Witch netbooks. The first one is something I had started back in the late 80s and expanded on it through out college. It was originally for AD&D 1st Edition, but I shifted it over to AD&D 2nd Ed back around 89-90. I remember printing my first copy of what I was calling my "Witch Book" back in '92 on a HP Desk Jet 500. I expanded it more, read more netbooks online and finally on Halloween 1999 I Was going to release it. I did. Almost. My son Liam was born 3 days before that! I did get it out onto the web, but I followed it up with a second version on Dec. 22.
You can get a copy of "The Complete Netbook of Witches and Warlocks" from Google Docs. Let me know if there is a problem with the link.
A year later we got D&D 3. I was given the play test files in Feb of 2000 and I picked up my copy of the new Players Handbook on Sept 11, 2000 (I have the receipt still). I Had begun on my changes to d20 over the summer and with the new game realized I needed to redo the class from the ground up. I joined the "D&D Community Council" later renamed to the "Fantasy Community Council" so I could get some input/advice on how to best re-do my witch.
I got a lot of help and in 2003 we published "Liber Mysterium: The Netbook of Witches and Warlocks". You can also get that from Google Docs.
The two books have some material in common, but they are different takes on the same basic archetype. For example in CNoWW witches are divine spell casters more similar to clerics and in Liber they are arcane ones. Warlocks, such as they are, are also very different from each other.
Netbooks as a movement may be dead, but their spirit remains strong.
But that is not what I am talking about today.
Once upon a time Netbook meant a collection of various game related material, often originally posted to places like the AD&D LISTSERV or rec.games.frp.dnd on the Usenet.
It is hard to imagine it in today's post OGL and Creative Commons world, but there was a time when putting together a collection of D&D rules and putting them out there for others was a renegade idea. TSR back in the day came down hard on any posting anything D&D related, despite the fact that D&D material had pretty much been on the internet since the earliest days. Eventually TSR backed down (a little) and opened up areas for people to share original creations, via FTP sites like MPGN.
As Usenet, Listserves and ftp sites gave way to the World Wide Web, TSR gave way to Wizards of the Coast. Say whatever you want about WotC, they handled the entire internet issue and netbooks much, much better than TSR ever did.
The mid to late 90s was the Golden Age of Netbooks. The web was growing and people wanted more material to fill their gaming needs. Sites like Blue Troll, Planet AD&D and Olik's Netbook Archive grew to meet the need of people wanting to get more material. These sites are still up (and PADND is still active) so you can download some of these forgotten treasures.
Sites like the Kargatane also grew out of a need for more support for a particular setting, in this case Ravenloft, and they began to produce netbooks that rivaled the quality of TSR/WotC. Other sites like the Vaults of Pandius for Mystara are not only still active, but still producing material all the time.
The OGL in 2000 changed all of that. Now you didn't need to post thinly veiled allusions to D&D rules, you could use the OGL and the d20 STL and post a "Compatible" product as long as you followed the rules. There were still some netbooks produced under the OGL, the FANCC produced a large number of netbooks back in 2000 - 2001. But all in all the Netbook fad shifted.
Now instead of a Netbook you can make a real book. With the OGL you had new rules that you could use and reuse as you needed. With places like Lulu and DriveThruRPG you could put your creation up for sale even.
The entire OSR community is the spiritual decedent of not only the Indie RPG movement, but the Netbook one too.
My Witch Netbooks
Of course I have to mention my Witch netbooks. The first one is something I had started back in the late 80s and expanded on it through out college. It was originally for AD&D 1st Edition, but I shifted it over to AD&D 2nd Ed back around 89-90. I remember printing my first copy of what I was calling my "Witch Book" back in '92 on a HP Desk Jet 500. I expanded it more, read more netbooks online and finally on Halloween 1999 I Was going to release it. I did. Almost. My son Liam was born 3 days before that! I did get it out onto the web, but I followed it up with a second version on Dec. 22.
You can get a copy of "The Complete Netbook of Witches and Warlocks" from Google Docs. Let me know if there is a problem with the link.
A year later we got D&D 3. I was given the play test files in Feb of 2000 and I picked up my copy of the new Players Handbook on Sept 11, 2000 (I have the receipt still). I Had begun on my changes to d20 over the summer and with the new game realized I needed to redo the class from the ground up. I joined the "D&D Community Council" later renamed to the "Fantasy Community Council" so I could get some input/advice on how to best re-do my witch.
I got a lot of help and in 2003 we published "Liber Mysterium: The Netbook of Witches and Warlocks". You can also get that from Google Docs.
The two books have some material in common, but they are different takes on the same basic archetype. For example in CNoWW witches are divine spell casters more similar to clerics and in Liber they are arcane ones. Warlocks, such as they are, are also very different from each other.
Netbooks as a movement may be dead, but their spirit remains strong.
Zatannurday: Guest star in Power Girl #23
Guess who is making a guest appearance in Power Girl #23.
Of course Zee ends up getting tied to a chair. Again.
And cause it is a good pic,
Of course Zee ends up getting tied to a chair. Again.
But I have to say I love that her ringtone is "Every Little She Does is Magic"! That's pretty cool.
From The Source.
Friday, April 15, 2011
A to Z blogging, Half-Time
So here we are in the middle of the A to Z blogging challenge. People are on L, M or N depending on whether or not they took Sundays off.
I have noticed more hits, a slightly elevated number of responses, a bunch of new followers and of course a lot of Spam. Lots. Like 10 posts a day lots.
I have seen some really cool posts too. And every so often someone posts something that has me going "I almost posted that!" or even "man I should have posted that!"
It's been a lot of fun so far and really stretching the creative muscles a bit.
Look forward to seeing what everyone does on the last half.
I have noticed more hits, a slightly elevated number of responses, a bunch of new followers and of course a lot of Spam. Lots. Like 10 posts a day lots.
I have seen some really cool posts too. And every so often someone posts something that has me going "I almost posted that!" or even "man I should have posted that!"
It's been a lot of fun so far and really stretching the creative muscles a bit.
Look forward to seeing what everyone does on the last half.
M is Monster Manual
I have said it many times. You can never be too rich, too skinny or have too many monsters.
The Monster Manual was the book for me. The one that got me hooked. The one, sitting in "silent reading" back in 1979 at Washington Elementary School in Jacksonville, IL that I became the über-geek you all know today. How über? I used the freaking umlauts, that's my street cred right there.
Back in '79 I was reading a lot of Greek Myths, I loved reading about all the gods, goddess and monsters. So I saw my friend's Monster Manual and saw all those cool monsters and I knew I had to have a copy. Though getting one in my tiny near-bible-belt town was not easy. Not hard mind you, by the early 1980s the local book store stocked them, but I was not there yet. So I borrowed his and read. And read. And read. I think I had the damn thing memorized long before I ever got my own game going.
Look at it. That is pure awesome still.
Since that time I judge a game book on the "Monster Manual" scale. How close of a feeling do I get from a book or game compared to the scale limit of holding the Monster Manual for the first time? Some games have come close and others have hit the mark as well. C.J. Carella's WitchCraft gave me the same feeling.
Since that time I also like to go to the monster section of any book, or get their monster books. Sure I guess sometimes there are diminishing returns, Monster Manual V for 3.5 anyone? But even then sometimes you get a Fiend Folio (which I liked thankyouverymuch).
This book captured my imagination like no other game book. Even the 1st DMG which is a work of art had to wait till I was older to appreciate it. The Monster Manual grabbed me and took me for a ride.
Of course the real reason to my puberty influenced brain might have been the picture of a naked succubus.
So difficult to know for sure.
The Monster Manual was the book for me. The one that got me hooked. The one, sitting in "silent reading" back in 1979 at Washington Elementary School in Jacksonville, IL that I became the über-geek you all know today. How über? I used the freaking umlauts, that's my street cred right there.
Back in '79 I was reading a lot of Greek Myths, I loved reading about all the gods, goddess and monsters. So I saw my friend's Monster Manual and saw all those cool monsters and I knew I had to have a copy. Though getting one in my tiny near-bible-belt town was not easy. Not hard mind you, by the early 1980s the local book store stocked them, but I was not there yet. So I borrowed his and read. And read. And read. I think I had the damn thing memorized long before I ever got my own game going.
Look at it. That is pure awesome still.
Since that time I judge a game book on the "Monster Manual" scale. How close of a feeling do I get from a book or game compared to the scale limit of holding the Monster Manual for the first time? Some games have come close and others have hit the mark as well. C.J. Carella's WitchCraft gave me the same feeling.
Since that time I also like to go to the monster section of any book, or get their monster books. Sure I guess sometimes there are diminishing returns, Monster Manual V for 3.5 anyone? But even then sometimes you get a Fiend Folio (which I liked thankyouverymuch).
This book captured my imagination like no other game book. Even the 1st DMG which is a work of art had to wait till I was older to appreciate it. The Monster Manual grabbed me and took me for a ride.
Of course the real reason to my puberty influenced brain might have been the picture of a naked succubus.
So difficult to know for sure.
Thursday, April 14, 2011
L is for Little Fears
Fairy Tales don't teach children that monsters are real, all children know that.
Fairy tales teach children that monsters can be defeated.
Not exactly the quote from G. K. Chesterton, but close enough for today's letter.
Little Fears has the distinction of being one of only five games my FLGS will not carry. I didn't press them why or ask to order it (they said they would order it for me, they just don't stock it), they are my FLGS for a reason and I have many other means of getting the books I need.
I had the original edition from some time ago and picked up the nightmare edition, promising the author Jason Blair I'd have a review up. I still don't. But I hope to fix that now.
LF is a game of Childhood Horrors. Simple enough. As a father I have been up many nights sleepily fighting one bogeyman or another. Thankfully most bogeymen are terrified of my "huh? go back to sleep" speech cause I have never seen them. But maybe once apon a time I did. I am reminded of a Charmed episode where a little girl was being attack by little bogey like creatures and the Charmed Ones, being adults, could not see them. They had to cast a spell to be more childlike (with accompanied wackiness) to see the threat. That was the hook I was going to use to get my group to play LF one day. Turn their characters into kids and to keep them off guard I was going to take their Unisystem sheets and give them Little Fears sheets instead and then not tell them all the rules. The Little Fears book makes a big issue about kids living in an adult world and not knowing or understanding the rules. Frankly I thought it was brilliant, but it never happened.
Little Fears plays like that. Only more so. Monsters are defined by the character's fear but also by their belief. In some ways playing LF with adults is a bit like playing D&D with really young kids. They want to be the player AND the DM. In LF the characters and players can change the nature of the game in overt or subtle ways.
The rules are very simple really. The system is a d6 dicepool based on abilities or qualities. Monsters are built similar to characters though are tougher generally speaking. The damage system reminds me of Mutants and Masterminds a bit and is also pretty simple. Emphasis though in this game is not how many monster you can kill, but how well you role-play the monster you nearly escaped from and lived to tell your friends about (because they have seen the same monster, but have been too afraid to tell you). Little Fears is one of the most role-play heavy games I have read in a very long time. If you only like to hit things with pointy metal sticks or throw fireballs, then this might not be your game. If the idea of playing something that is akin to "Kult Jr." or "C.J. Carella's WitchCraft Babies" then this is the game for you.
There is an over-arching malaise though over Little Fears. I get depressed reading it I have to admit. Maybe it is because I am a father and I know how those little kids feel to be afraid and alone and powerless. I guess the counter argument is they are not powerless or alone really.
Given the mythology of Little Fears, I could easily adapt a couple of my Bogeys to use in the game.
Buttons the Bear
Buttons is either a Monster (but a good one) or a Hand Me Down (p 114).
Buttons the Bear began just like another childhood toy. He was a handmade stuffed bear given to a now forgotten child one Christmas morning in the early 1800's. As his child grew older Buttons (and this was not yet his name) was discarded for newer playthings. That is till he ended up as a donation to an orphanage. By this time Buttons had seen a fair amount of use, in particular his glass eyes were gone. The matron of the house, a young Irish nun sewed two buttons on his face for eyes; one green the other red. She gave him to a small child who had nothing and had never received a Christmas present before. It was there that Buttons felt the first tinges of Awakening, the love of this young child stirred up the spark of divinity that is in everything; even in a stuffed bear with mis-matched buttons for eyes.
An orphanage, especially one in what was now the mid Victorian era, was ripe for all sorts of bogeys. Generally these were the pestering kind, but every so often something more dangerous would prey on the unfortunates. Buttons (as he was now known) went from merely scaring them off to actively hunting them down at night. For many years Buttons protected the children here and in return he knew he had their love.
Things changed shortly after the Blight. Taking advantage of the suffering and death many demons moved into Ireland, one chose to use the orphanage as a staging area. He would hide in wait, corrupting the adults and torturing the children. It was not though till the demon had fully manifested itself and prepared to kill a child did Buttons attack. Though he was no longer a child's stuffed plaything; instead he had manifested into a towering black bear with razor sharp claws and a mouthful of teeth. He attacked the demon full on.
The demon, while still very powerful, was only expecting some starving children, not seven feet, 1,200 pounds of fur, claws, and fangs. Within a few seconds the demon was not only on the defense, but nearly ripped to shreds.
On the demon's home plane a portal opened. The demons there were awaiting their Lord's return to bring them the bounty from the orphanage. Instead the bloodied corpse of their lord was flung through followed by a huge bear with a fire red ruby for one eye and a burning emerald for the other. It let out a deafening roar; a clear warning to the demons. Since that time Buttons has killed no fewer than 17 demon lords and wounded many others. The orphanage suffered no more attacks as long as there was one child holding a tattered old bear with buttons for eyes.
Mrs. Cully Mully and her Pink Dog
Mrs. Cully Mully is one of the Good People (p 111)
No one is really sure who, or what, Mrs. Cully Mully is. Was she a human witch that became more imaginary over time. Or an imaginary friend that became more like a real human? No one knows for sure. Mrs. Cully Mully appears to be a woman in her 70's wearing a pinkish frock coat, horned rimmed glasses, and carring a small handbag purse.
She is known to walk the areas between Dream and Reality, between this world and the next one, and between childhood and the end of innocence. Always between worlds, but never in any one world properly. She will say thing to make you believe she was once human, like "when I taught kindergarten…" and things to make you think she is imaginary, or at least question her sanity; "…of course the sky was pink then and we had three moons."
She walks the "in betweens" helping those who are lost, or of need information. In her bag she almost anything the Cast could need, almost. She has no (and no use for) weapons. If the Cast is hungry then she might have their second-favorite sandwich (she is always out of their first favorite) or some magical bauble that may not seem to be useful now but will be priceless later on. She will of course claim she is just walking her dog.
Her dog, who is completely pink, will bark constantly in it's small yippish barks. It is only when it stops barking is there reason to fear. That usually means bogeys, spirits or demons are near.
She will try to hastily retreat, pulling the Cast in-tow. If she has to fight then her true nature (or is it?) is revealed. She has never been known to get into a fight, but in one case an occult scholar (who has since retired to working on a small farm) was lost in the in-betweens when he encountered Mrs. Cully Mully. He described her as pleasant, if seemingly addled. She agreed to walk the man home, since it was "on her way" when the object of the scholar's search appeared, the Great Demon Abraxas (so he claimed). Abraxas demanded the scholar's soul and threatened to kill everyone else. Mrs. Cully Mully, he then claimed, walked right up to the demon lord and called him by his true name (also, so the scholar claims) and proceeded to scold him like a schoolboy. She was stern, but never once raised her voice. The demon, angered beyond rage, roared and disappeared in a pillar of flame. She took the man's hand and told him that were taking a short cut, walked two or three steps and were in front of the man's home. She told him to give up this life, get a real job and find himself a nice quiet girl to marry.
Some say she is a good natured aspect of the Crone, Goddess of the Witches. Others say she is really the Goddess Ceriweden. And still others say she is a retired kindergarten teacher out walking her dog.
She does not engage in combat. She does have a handbag and small pink, yippy dog.
Using Little Fears
Little Fears works fine on it's own and you can do a lot with it. But for me there are other great advantages to using this game.
1. Character Building Device
Want to know more about your character's history? Then stat them in LF and maybe even run a session or two with them as young kids. Imagine a supers game where you play Bruce at age 9. He is not the Batman yet, he doesn't even know that is coming, he is just Bruce a scared, lost and hurting little boy and these are the moments that define him and make the Batman. This type of episode I call the Crucible Episodes, where the impurities of their character are burned off leaving only the hero you know will be.
2. The "Special Episode"
In my long running Willow and Tara game I was going to have a Season 3 that had an episode called "Hell is for Children" were the cast had to go into the Closetland of LF to find a monster preying on magical children. To do this they needed to become kids themselves.
I think it behooves anyone playing any modern supernatural game to give Little Fears a shot using 6-12 year old versions of your characters. It would be a fantastic experience.
Plus like I said, I want to run a Buffy/Little Fears crossover episode one day based on this image alone.
Fairy tales teach children that monsters can be defeated.
Not exactly the quote from G. K. Chesterton, but close enough for today's letter.
Little Fears has the distinction of being one of only five games my FLGS will not carry. I didn't press them why or ask to order it (they said they would order it for me, they just don't stock it), they are my FLGS for a reason and I have many other means of getting the books I need.
I had the original edition from some time ago and picked up the nightmare edition, promising the author Jason Blair I'd have a review up. I still don't. But I hope to fix that now.
LF is a game of Childhood Horrors. Simple enough. As a father I have been up many nights sleepily fighting one bogeyman or another. Thankfully most bogeymen are terrified of my "huh? go back to sleep" speech cause I have never seen them. But maybe once apon a time I did. I am reminded of a Charmed episode where a little girl was being attack by little bogey like creatures and the Charmed Ones, being adults, could not see them. They had to cast a spell to be more childlike (with accompanied wackiness) to see the threat. That was the hook I was going to use to get my group to play LF one day. Turn their characters into kids and to keep them off guard I was going to take their Unisystem sheets and give them Little Fears sheets instead and then not tell them all the rules. The Little Fears book makes a big issue about kids living in an adult world and not knowing or understanding the rules. Frankly I thought it was brilliant, but it never happened.
Little Fears plays like that. Only more so. Monsters are defined by the character's fear but also by their belief. In some ways playing LF with adults is a bit like playing D&D with really young kids. They want to be the player AND the DM. In LF the characters and players can change the nature of the game in overt or subtle ways.
The rules are very simple really. The system is a d6 dicepool based on abilities or qualities. Monsters are built similar to characters though are tougher generally speaking. The damage system reminds me of Mutants and Masterminds a bit and is also pretty simple. Emphasis though in this game is not how many monster you can kill, but how well you role-play the monster you nearly escaped from and lived to tell your friends about (because they have seen the same monster, but have been too afraid to tell you). Little Fears is one of the most role-play heavy games I have read in a very long time. If you only like to hit things with pointy metal sticks or throw fireballs, then this might not be your game. If the idea of playing something that is akin to "Kult Jr." or "C.J. Carella's WitchCraft Babies" then this is the game for you.
There is an over-arching malaise though over Little Fears. I get depressed reading it I have to admit. Maybe it is because I am a father and I know how those little kids feel to be afraid and alone and powerless. I guess the counter argument is they are not powerless or alone really.
Given the mythology of Little Fears, I could easily adapt a couple of my Bogeys to use in the game.
Buttons the Bear
Buttons is either a Monster (but a good one) or a Hand Me Down (p 114).
Buttons the Bear began just like another childhood toy. He was a handmade stuffed bear given to a now forgotten child one Christmas morning in the early 1800's. As his child grew older Buttons (and this was not yet his name) was discarded for newer playthings. That is till he ended up as a donation to an orphanage. By this time Buttons had seen a fair amount of use, in particular his glass eyes were gone. The matron of the house, a young Irish nun sewed two buttons on his face for eyes; one green the other red. She gave him to a small child who had nothing and had never received a Christmas present before. It was there that Buttons felt the first tinges of Awakening, the love of this young child stirred up the spark of divinity that is in everything; even in a stuffed bear with mis-matched buttons for eyes.
An orphanage, especially one in what was now the mid Victorian era, was ripe for all sorts of bogeys. Generally these were the pestering kind, but every so often something more dangerous would prey on the unfortunates. Buttons (as he was now known) went from merely scaring them off to actively hunting them down at night. For many years Buttons protected the children here and in return he knew he had their love.
Things changed shortly after the Blight. Taking advantage of the suffering and death many demons moved into Ireland, one chose to use the orphanage as a staging area. He would hide in wait, corrupting the adults and torturing the children. It was not though till the demon had fully manifested itself and prepared to kill a child did Buttons attack. Though he was no longer a child's stuffed plaything; instead he had manifested into a towering black bear with razor sharp claws and a mouthful of teeth. He attacked the demon full on.
The demon, while still very powerful, was only expecting some starving children, not seven feet, 1,200 pounds of fur, claws, and fangs. Within a few seconds the demon was not only on the defense, but nearly ripped to shreds.
On the demon's home plane a portal opened. The demons there were awaiting their Lord's return to bring them the bounty from the orphanage. Instead the bloodied corpse of their lord was flung through followed by a huge bear with a fire red ruby for one eye and a burning emerald for the other. It let out a deafening roar; a clear warning to the demons. Since that time Buttons has killed no fewer than 17 demon lords and wounded many others. The orphanage suffered no more attacks as long as there was one child holding a tattered old bear with buttons for eyes.
Mrs. Cully Mully and her Pink Dog
Mrs. Cully Mully is one of the Good People (p 111)
No one is really sure who, or what, Mrs. Cully Mully is. Was she a human witch that became more imaginary over time. Or an imaginary friend that became more like a real human? No one knows for sure. Mrs. Cully Mully appears to be a woman in her 70's wearing a pinkish frock coat, horned rimmed glasses, and carring a small handbag purse.
She is known to walk the areas between Dream and Reality, between this world and the next one, and between childhood and the end of innocence. Always between worlds, but never in any one world properly. She will say thing to make you believe she was once human, like "when I taught kindergarten…" and things to make you think she is imaginary, or at least question her sanity; "…of course the sky was pink then and we had three moons."
She walks the "in betweens" helping those who are lost, or of need information. In her bag she almost anything the Cast could need, almost. She has no (and no use for) weapons. If the Cast is hungry then she might have their second-favorite sandwich (she is always out of their first favorite) or some magical bauble that may not seem to be useful now but will be priceless later on. She will of course claim she is just walking her dog.
Her dog, who is completely pink, will bark constantly in it's small yippish barks. It is only when it stops barking is there reason to fear. That usually means bogeys, spirits or demons are near.
She will try to hastily retreat, pulling the Cast in-tow. If she has to fight then her true nature (or is it?) is revealed. She has never been known to get into a fight, but in one case an occult scholar (who has since retired to working on a small farm) was lost in the in-betweens when he encountered Mrs. Cully Mully. He described her as pleasant, if seemingly addled. She agreed to walk the man home, since it was "on her way" when the object of the scholar's search appeared, the Great Demon Abraxas (so he claimed). Abraxas demanded the scholar's soul and threatened to kill everyone else. Mrs. Cully Mully, he then claimed, walked right up to the demon lord and called him by his true name (also, so the scholar claims) and proceeded to scold him like a schoolboy. She was stern, but never once raised her voice. The demon, angered beyond rage, roared and disappeared in a pillar of flame. She took the man's hand and told him that were taking a short cut, walked two or three steps and were in front of the man's home. She told him to give up this life, get a real job and find himself a nice quiet girl to marry.
Some say she is a good natured aspect of the Crone, Goddess of the Witches. Others say she is really the Goddess Ceriweden. And still others say she is a retired kindergarten teacher out walking her dog.
She does not engage in combat. She does have a handbag and small pink, yippy dog.
Using Little Fears
Little Fears works fine on it's own and you can do a lot with it. But for me there are other great advantages to using this game.
1. Character Building Device
Want to know more about your character's history? Then stat them in LF and maybe even run a session or two with them as young kids. Imagine a supers game where you play Bruce at age 9. He is not the Batman yet, he doesn't even know that is coming, he is just Bruce a scared, lost and hurting little boy and these are the moments that define him and make the Batman. This type of episode I call the Crucible Episodes, where the impurities of their character are burned off leaving only the hero you know will be.
2. The "Special Episode"
In my long running Willow and Tara game I was going to have a Season 3 that had an episode called "Hell is for Children" were the cast had to go into the Closetland of LF to find a monster preying on magical children. To do this they needed to become kids themselves.
I think it behooves anyone playing any modern supernatural game to give Little Fears a shot using 6-12 year old versions of your characters. It would be a fantastic experience.
Plus like I said, I want to run a Buffy/Little Fears crossover episode one day based on this image alone.
Little Fears might also be one of the most effective horror games I have ever played. Chill, Kult, WoD, CoC, WitchCraft are all great and I love them all, but Little Fears is different and the power structure between what you can do and what you need to do is such that it is a scary, scary game.
Buy it. Play it. And even if you don't like it you will never look a butterflies the same way again.
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