I am a huge Castles & Crusades fan. Any chance I get to play is a good one. So when they have a Kickstarter I pay attention.
Castles & Crusades Tome of the Unclean
https://www.kickstarter.com/projects/676918054/tome-of-the-unclean
I am a sucker for Monser books. If they have demons or undead in them so much the better. If they are dedicated to demons or undead then I am sold. I have the PDF versions of this, but to get it as a physical book with add-ons would be great!
Friday, November 3, 2017
Thursday, November 2, 2017
This Old Dragon: Issue #130
Not moving too far ahead from last week but that is cool. We are coming up on an issue that I remember back when it was new but never owned till recently. So without further ado lets go back to February of 1988 for issue #130 of This Old Dragon!
This cover, while it never gets mentioned in the same breath as some of the other great covers is still a favorite of mine. Linda Medley gives us a very evocative cover (no pun intended) and she also did the cover for April 1987 #120. I love the witch's hair flying all up in the air. It's a witch/magic-user/wizard, summoning a demon. What's not to love. Especially given the times. In 1988 the Santanic Panic had winded down and was now just an embarrassing memory to many. BUT there were still those out that there screaming D&D=Satanism, so much so that demons and devils were not even part of AD&D 2nd ed till much later.
I would love to have this one as an art print for my game room too.
The magazine has also gone through a couple of cosmetic changes. The dark background banner "Magazine" now appears under "Dragon". There are other changes inside that I associate with the "2nd Edition" era, although that was not really due to start yet. I guess this could also be called the "Post Old Guard" era or even "The Roger Morre" era as he is the publisher.
Letters covers a wide gambit of people wanting more minis, people wanting to get their alt-rules D&D game published, and people talking about the visual change to the magazine.
Roger Moore's editorial talks about how modern times are weirder, and more dangerous than most sci-fi games.
Another ad for the Sci-fi book club. I think I read most of these books.
The Forum has the usual rules clarifications and questions from readers. One suggests removing the Illusionist class. Wait a year or so and you get your wish.
We get to the main feature of this issue, The Arcane Arts. A nice big section on magic. Not sure why I didn't buy this one then?
John N. Keane is up first with Get the Most From Your Magic. An article on what spells to take of various levels. It's a bit meta-gaming and a bit informed career advice. It is fairly specific to the oddities of 1st Edition, but I think some of it still applies to 2nd ed and of course most OSR books.
It is particularly useful for the list of spells, level, duration, and sleep and study times. So you know how often to use it. It is the sort of analysis that I really enjoy.
The article is interrupted for the small ads. Weird. I assume it is to right the page count so we can have the ships in the middle with the instructions surrounding them.
Magic from East to West by Len Carpenter covers spells found in the Oriental Adventures book that can be ported over to the Players Handbook. Again, fairly 1st specific.A couple of spells are added to round off the selections. There are some good ideas here of spells, but it's been so long since I read OA I am not sure if this is a good sampling or not.
Speaking of doomed Illusionists*, Brian Tillotson is next with Hold on to Your Illusions!
*Ok, I know illusionists did really go away, but the illusionist as a class as presented in AD&D1 did for the more flexible and more powerful AD&D2 illusionist. So this article still has a lot of value even in today's 5th Edition world. Some of the spells have changed, the principles are still there.
Worth a read if you ever play an illusionist.
Nice huge, full-color ad for GDW's MegaTraveller. I do not dwell on past regrets when it comes to the games I have played or not, but I do wish I had played more Traveller when I was younger. I am still not 100% sure what are the differences between all the versions of Traveller.
John N. Keane is back with magical disguises in The Faces of Magic. There are also spells listed that mimic thief abilities, as well as cleric and druid spells.
We come up to one of my favorite articles and one I remember the best from this issue. Better Living Through Alchemy by Tom Armstrong gives us not only an alchemist class (some D&D has needed in my mind) but also a primer on Alchemy and how could work in the game. There have been attempts both before (Bard Games "Compleat Alchemist") and after (Pathfinder), this is the one I liked the most. Playing the class though was hard. It had higher XP per level than the wizard and there was little they could do without their lab. The article is dense. That is in the sense that there is a lot here to read and unpack. I think one day I am going to need to do a Class Struggles on the Alchemist someday.
Come up to the fiction section next. "Shark-killer" by Carol Severance.
Continuing the Magic theme, The Game Wizards by Jon Picken covers magic and the wizard class of AD&D 2nd Edition.
I think there was something in the middle here, maybe some ships? But nothing is here. Checking the CD Rom and my other copy. Nope nothing. I could have sworn there was something here.
The Dragon's Bestiary has a collection of Gamma World monsters. I would have thought a collection of wizard/magic related monsters would have fit the theme better.
For Top Secret we get a collection of special watches in Keeping A Good Watch by Ryan Grandstaff. A lot of these seem quaint now, but this was cool stuff in 1988.
Remember when Richard Branson opened up some game stores? Me either, but Virgin Games Centre was totally a thing in 88.
Jody Lynn Nye has an article on Dungeon Etiquette or how not to be a jerk player.
Maybe this is why I thought this issue had ships. Margaret Foy has an article on The Oriental Sea. Here though the ships are just described and given game stats.
Malcolm Bowers ends the regular section with If Looks Could Kill. An article all about gaze weapons and attacks and how to avoid them.
Speaking of Bard Games, there is a nice ad for Talislanta miniatures.
The Marvel-Phile has a bunch of heroes I have never heard of.
Role of Computers covers software.
Dragonmirth has a batch of particularily unfunny comics this month. gah.
SnarfQuest and Wormy close out the issue.
Really a solid issue with a lot of material that can still be used today. My copy of this magazine is in pretty good shape too. I think I will find uses for it at my table.
Want to know what I was saying about White Dwarf around the same time? Check out my White Dwarf Wednesday #98.
Don't forget my newest book The Witch for Swords & Wizardry Continual Light is now out. At under a buck-fifty it can be yours!
This cover, while it never gets mentioned in the same breath as some of the other great covers is still a favorite of mine. Linda Medley gives us a very evocative cover (no pun intended) and she also did the cover for April 1987 #120. I love the witch's hair flying all up in the air. It's a witch/magic-user/wizard, summoning a demon. What's not to love. Especially given the times. In 1988 the Santanic Panic had winded down and was now just an embarrassing memory to many. BUT there were still those out that there screaming D&D=Satanism, so much so that demons and devils were not even part of AD&D 2nd ed till much later.
I would love to have this one as an art print for my game room too.
The magazine has also gone through a couple of cosmetic changes. The dark background banner "Magazine" now appears under "Dragon". There are other changes inside that I associate with the "2nd Edition" era, although that was not really due to start yet. I guess this could also be called the "Post Old Guard" era or even "The Roger Morre" era as he is the publisher.
Letters covers a wide gambit of people wanting more minis, people wanting to get their alt-rules D&D game published, and people talking about the visual change to the magazine.
Roger Moore's editorial talks about how modern times are weirder, and more dangerous than most sci-fi games.
Another ad for the Sci-fi book club. I think I read most of these books.
The Forum has the usual rules clarifications and questions from readers. One suggests removing the Illusionist class. Wait a year or so and you get your wish.
We get to the main feature of this issue, The Arcane Arts. A nice big section on magic. Not sure why I didn't buy this one then?
John N. Keane is up first with Get the Most From Your Magic. An article on what spells to take of various levels. It's a bit meta-gaming and a bit informed career advice. It is fairly specific to the oddities of 1st Edition, but I think some of it still applies to 2nd ed and of course most OSR books.
It is particularly useful for the list of spells, level, duration, and sleep and study times. So you know how often to use it. It is the sort of analysis that I really enjoy.
The article is interrupted for the small ads. Weird. I assume it is to right the page count so we can have the ships in the middle with the instructions surrounding them.
Magic from East to West by Len Carpenter covers spells found in the Oriental Adventures book that can be ported over to the Players Handbook. Again, fairly 1st specific.A couple of spells are added to round off the selections. There are some good ideas here of spells, but it's been so long since I read OA I am not sure if this is a good sampling or not.
Speaking of doomed Illusionists*, Brian Tillotson is next with Hold on to Your Illusions!
*Ok, I know illusionists did really go away, but the illusionist as a class as presented in AD&D1 did for the more flexible and more powerful AD&D2 illusionist. So this article still has a lot of value even in today's 5th Edition world. Some of the spells have changed, the principles are still there.
Worth a read if you ever play an illusionist.
Nice huge, full-color ad for GDW's MegaTraveller. I do not dwell on past regrets when it comes to the games I have played or not, but I do wish I had played more Traveller when I was younger. I am still not 100% sure what are the differences between all the versions of Traveller.
John N. Keane is back with magical disguises in The Faces of Magic. There are also spells listed that mimic thief abilities, as well as cleric and druid spells.
We come up to one of my favorite articles and one I remember the best from this issue. Better Living Through Alchemy by Tom Armstrong gives us not only an alchemist class (some D&D has needed in my mind) but also a primer on Alchemy and how could work in the game. There have been attempts both before (Bard Games "Compleat Alchemist") and after (Pathfinder), this is the one I liked the most. Playing the class though was hard. It had higher XP per level than the wizard and there was little they could do without their lab. The article is dense. That is in the sense that there is a lot here to read and unpack. I think one day I am going to need to do a Class Struggles on the Alchemist someday.
Come up to the fiction section next. "Shark-killer" by Carol Severance.
Continuing the Magic theme, The Game Wizards by Jon Picken covers magic and the wizard class of AD&D 2nd Edition.
I think there was something in the middle here, maybe some ships? But nothing is here. Checking the CD Rom and my other copy. Nope nothing. I could have sworn there was something here.
The Dragon's Bestiary has a collection of Gamma World monsters. I would have thought a collection of wizard/magic related monsters would have fit the theme better.
For Top Secret we get a collection of special watches in Keeping A Good Watch by Ryan Grandstaff. A lot of these seem quaint now, but this was cool stuff in 1988.
Remember when Richard Branson opened up some game stores? Me either, but Virgin Games Centre was totally a thing in 88.
Jody Lynn Nye has an article on Dungeon Etiquette or how not to be a jerk player.
Maybe this is why I thought this issue had ships. Margaret Foy has an article on The Oriental Sea. Here though the ships are just described and given game stats.
Malcolm Bowers ends the regular section with If Looks Could Kill. An article all about gaze weapons and attacks and how to avoid them.
Speaking of Bard Games, there is a nice ad for Talislanta miniatures.
The Marvel-Phile has a bunch of heroes I have never heard of.
Role of Computers covers software.
Dragonmirth has a batch of particularily unfunny comics this month. gah.
SnarfQuest and Wormy close out the issue.
Really a solid issue with a lot of material that can still be used today. My copy of this magazine is in pretty good shape too. I think I will find uses for it at my table.
Want to know what I was saying about White Dwarf around the same time? Check out my White Dwarf Wednesday #98.
Don't forget my newest book The Witch for Swords & Wizardry Continual Light is now out. At under a buck-fifty it can be yours!
Tuesday, October 31, 2017
New Releases Tuesday: The Witch for Swords & Wizardry Continual Light
I have been keeping this one under wraps for now, but it's Halloween and it's the time for witches.
Cover art by the wonderful Marlena Mozgawa, Lenamo Art. http://www.lenamo.art and https://lenamoart.deviantart.com/.
The Witch for Swords & Wizardry Continual Light includes:
All in 13 pages for your Halloween games.
The Witch for Swords & Wizardry Continual Light is designed for Swords & Wizardry Continual Light
Cover art by the wonderful Marlena Mozgawa, Lenamo Art. http://www.lenamo.art and https://lenamoart.deviantart.com/.
The Witch for Swords & Wizardry Continual Light includes:
- Seven levels of the Witch Class with three brand new witch traditions
- new, never before published witch spells
- rules for familiars and ritual magic
- new spells, monsters and magic items for Swords & Wizardry Light/Continual Light
All in 13 pages for your Halloween games.
The Witch for Swords & Wizardry Continual Light is designed for Swords & Wizardry Continual Light
Monday, October 30, 2017
No Spell to Right This: Carmilla Week Round-up
I love doing these week-long deep dives into a character or a system. It's a great way to explore a topic in my mind. Whether it is a week-long deep dive into a game system like Blue Rose or Superbabes or investigating a set of characters like I did with Miriam and Fran it is something I really look forward to planning and doing.
Doing this for Carmilla and Laura was just as much fun.
I did a lot of stats for various horror games.
- Buffy RPG
- Chronicle / World of Darkness
- Leagues of Adventure/Gothic Horror/Cthulhu and Hollow Earth Ubiquity
- Die For You
- Monsterhearts
Not to mention my original Ghosts of Albion stats for "book" Carmilla.
I also watched a lot of movies.
I would like to try some more systems to be honest. Chill 3.0 comes to mind.
Anyone have any requests?
I am looking forward to doing some more of these deep dives. Maybe next time a game system.
Anyone have any requests?
I am looking forward to doing some more of these deep dives. Maybe next time a game system.
Sunday, October 29, 2017
Weekend Gaming: Halloween Gaming, Return of the Vampire Queen
It was our weekend of Halloween gaming. It's was also my oldest son's birthday weekend.
He ran games all night long and while he slept today I ran "Hanging Coffins of the Vampire Queen" again, this time for my younger son and his group.
It was 2014 when I first ran this adventure for my oldest son, so I wanted to run it again this year for my youngest since they would have been the same ages. Very different experiences!
I picked up this adventure back when +Mark Taormino kickstarted a few years back and it is one of my favorites. It's just so much fun. I also combine it a lot with the classic Palace of the Vampire Queen and the sequels made by Bill Barsh at Pacesetter.
Combined they really make for a great full palace, dungeons, and vampire pits.
Today's group got much further. I made some changes based on previous runnings and some advice from Mark.
Combined with mins from three different companies this represents one of the things I love the best about this hobby; everyone coming together to provide something new and exciting.
Standing Lady Neeblack is the Vampire from Reaper Minis.
Ok and a bunch of tombstones and coffins from Michaels.
Oh and an old D&D action figure Umber Hulk to represent a giant Umber Hulk. Yeah, they were scared about that.
They managed to survive long enough to face the Succubi Sin and Diabolica and finally Lady Neeblack the Vampire Queen herself.
I can't say enough good things about these adventures. It would not be Halloween without them.
He ran games all night long and while he slept today I ran "Hanging Coffins of the Vampire Queen" again, this time for my younger son and his group.
It was 2014 when I first ran this adventure for my oldest son, so I wanted to run it again this year for my youngest since they would have been the same ages. Very different experiences!
I picked up this adventure back when +Mark Taormino kickstarted a few years back and it is one of my favorites. It's just so much fun. I also combine it a lot with the classic Palace of the Vampire Queen and the sequels made by Bill Barsh at Pacesetter.
Combined they really make for a great full palace, dungeons, and vampire pits.
Today's group got much further. I made some changes based on previous runnings and some advice from Mark.
Sin, the Queen on her throne, Diabolica, and the Queen ready to attack |
Standing Lady Neeblack is the Vampire from Reaper Minis.
Ok and a bunch of tombstones and coffins from Michaels.
Oh and an old D&D action figure Umber Hulk to represent a giant Umber Hulk. Yeah, they were scared about that.
They managed to survive long enough to face the Succubi Sin and Diabolica and finally Lady Neeblack the Vampire Queen herself.
I can't say enough good things about these adventures. It would not be Halloween without them.
Friday, October 27, 2017
Seven Best Horror RPGs
I wanted to get this out in time for Halloween weekend gaming.
This is based on a conversation I was having on Facebook where we all discussing the "Seven Best". I had a number of people ask me what I felt were the Seven Best Horror RPGs.
For this I immediately thought I am not going to include any horror RPG I have either written or worked on, but as it turns out that is a non-issue since my top seven are all ones done by others. If this was a Top 10 then we might have other problems!
So without further ado, here they are my Seven Top Horror RPGs, arranged by year and one honorable mention.
Seven Horror RPGs
There is a chill in the air, gloomy clouds in the sky and leaves are all turning. It is October and it's the time of the season for horror games. I have been playing horror games for as long I have been playing RPGs. Even my fantasy and sci-fi RPGs take on a slightly darker tinge to them. So with Halloween just around the corner I wanted to talk about my Seven Favorite Horror RPGs.
Call of Cthulhu (1981)
Call of Cthulhu might not be the exact first horror RPG, but it was one of the first and the most influential. It was certainly the first horror game that most of us have played or knew about. It perfectly blended the mythos stories of H.P. Lovecraft with RPG mechanics. Out of the gate the game did exactly what it was supposed to do, which is why the changes in the first six editions are relatively minor.
Call of Cthulhu was monster hunting, but it was so much more than that. “Monster hunting” covers D&D pretty well but there the similarities end. In CoC you had to investigate, you had to research and then maybe, just maybe, you found the clue you needed. If there was magic you used it only in the direst of circumstances and even then your victory or your sanity was never assured. For many in the 80s, CoC was their first introduction to the weird and alien worlds of the Cthulhu Mythos. Stories from 30-50 years prior were now in vogue again and influenced a generation of gamers and game designers.
The Basic Roleplay System from CoC also powered other games namely Stormbringer (1981), Superworld (1983) and RuneQuest (1978, 1980).
Chill (1984, 1992, 2015)
Chill has the distinction of being the second RPG I ever played (Dungeons & Dragons was first). Chill is a horror game in the vein of the Saturday night creature feature monster movies, or monster hunting TV shows of the 80s to today. Here our heroes are brave (mostly) but are expected to push back the dark for just another day. Chill First Edition came out of Wisconsin and Chill Second Edition came from the Chicago suburbs, so it had a strong Midwest flavor to it that drew me in immediately.
Like Call of Cthulhu’s investigators the characters of Chill are normal humans caught up in an abnormal world. There are monsters and they need to stop them. Not always because they are the best at what they do, but because they are the only ones that can. Unlike CoC, the characters of Chill are expected to survive, more or less. Call of Cthulhu has investigators, Chill has heroes. The definition is subtle in play, but you can feel it.
Chill introduced me to the idea of a meta-plot in RPGs. That there was more going on than just what your characters did. There was this worldwide organization, S.A.V.E., and they helped with the beasties and things that went bump in the night. As the books came out the S.A.V.E. plot expanded. But we ignored this for the most part with 1st Ed. In 2nd ed and later 3rd Edition, this became more of a central feature of the game.
Vampire: The Masquerade (1991)
Very, very few games have changed the business as much as Vampire. Up to this point, you fought the monsters. With Vampire you became the monster and the battle was with yourself.
Vampire asks the question, what would you do to stay alive? What price is your humanity to just exist for one more long night? There is personal horror here along with existential horror. There are also other horrors. Things worse than you, things less human than you are.
The mechanics of the Vampire game, later the Storyteller System, were nothing new; a dice pool with successes and botches, but combined with the story and the effects it became the system of choice for many in the 1990s. In fact it captured the fear and horror of the 90s so well that it can be better compared to the fear and horror seen in Dracula at the turn of the prior century (1890s). Though Vampire owes its largest debt to Anne Rice and embraced (pardon the pun) by those who grew up on “Interview with a Vampire” and “The Vampire Lestat”.
For better or for worse Vampire changed not only how we view games but how they were also marketed and sold.
Kult (1993)
Kult asks the question “What is reality?” and the answers are not ones that normal people want to hear. Characters can come from all walks of life and persuasion and the background can be any large modern city. But that is where most games stay, Kult goes beyond that and characters (and players) discover that reality is an illusion and the real reality is a battleground of supernatural forces vying for control.
If WitchCraft posits that “All Things are True”, Kult’s point of view is “Nothing is true”. In many ways, it presaged the ideas from the movies “That Dark City” and “The Matrix”. There are supernatural creatures that control various areas of human action and interaction behind the scene and some humans know about these creatures, Archons and Death Angels, and follow them in cults. The characters do what they can to discover these forces or keep them at bay.
The game had a great concept in Mental Balance that was the first real challenger I felt to Call of Cthulhu's Sanity score in terms of gauging the mental health of the characters involved. More out of balance you are the stranger you become even to the point of not being altogether human yourself anymore.
With Kult, the horror is also of an existentialist variety, but in that way, only the Scandinavian seem to do well. If Call of Cthulhu is Lovecraft and Chill a Saturday Night Monster Movie then Kult is Søren Kierkegaard.
CJ Carella's WitchCraft (1999)
WitchCraft is, hands down, my favorite game. Period. Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979. Everything I ever wanted in a game was right there. Everything.
WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it.
The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games. The world is like ours, but there are dark secrets, magic is real, monsters are real. You know the drill. But WitchCraft is different. There is a Reckoning coming, everyone feels it, but no one knows what it is. Characters then take on the roles of various magic using humans, supernaturals or even mundane humans and they fight the threats. Another conceit of the game (and one I use a lot) is that supernatural occurrences are greater now than ever before. Something's coming.
You can play the same sort of games you played in Call of Cthulhu or Chill as well as Vampire. WitchCraft assumed that all supernatural views of the world were equally likely. So vampires could rub elbows, metaphysically speaking, with elder horrors from beyond. Your characters can be there to stop them, study them or join them as the case may be.
Little Fears (2001)
When was the last time you were really, really afraid? Most people would say childhood. Little Fears is exactly about that. Little Fears is a game of childhood fears. The monsters are real, they hide in your closet and under your bed. The scary old lady down the street really is a hag. But don’t worry. You are protected by Belief and items that seem mundane or meaningless to grownups can help you. Little Fears is based on a simple system, as befitting its nature of school children fighting monsters adults can’t see.
Little Fears also has the notoriety of being one of three RPGs one of my FLGS will not sell in the open. You can order it, but they don’t stock it. I don’t agree, but I respect their choice.
While it is a game about children, it is not a game for children. The subject matter of abuse and death can be a bit much for some adults, let alone kids. It is also one of the most effective horror RPGs I own.
Sorcerer (2002)
If Vampire is all about what will you do to remain human, Ron Edward’s Sorcerer is all about what price will you do for power? Created at the height of the creative output of The Forge, indeed the first RPG from and starting the independent RPG movement from The Forge.
Like Vampire your character struggles with their Humanity. But where Vampire can be described as the Beast Within, Sorcerer is the Beast Without or in this case a personal Demon. You make a pact with a Demon for power and the more power you need, use or take causes you to lose your humanity and become more and more enthralled to the demon. The game can do a lot of different types of play, but it is all centered around this central idea.
And one more.
Special Mention: WITCH Fated Souls (2016)
I know I am only doing Seven games, but WITCH Fated Souls by Elizabeth Chaipraditkul combines a lot of what made all these other games so much fun. You have the struggle with power vs. humanity vs. damnation you see in Vampire and Sorcerer. The hidden world of Little Fears, Chill, and Kult and the power struggle between faction you can see in WitchCraft and again in Vampire. All against a background that is as unique as Call of Cthulhu and Kult.
I picked up this game last year and have not done enough with it yet.
All these games are great and many have won numerous awards over the years. They have been enough that they cover most aspects of horror.
This is based on a conversation I was having on Facebook where we all discussing the "Seven Best". I had a number of people ask me what I felt were the Seven Best Horror RPGs.
For this I immediately thought I am not going to include any horror RPG I have either written or worked on, but as it turns out that is a non-issue since my top seven are all ones done by others. If this was a Top 10 then we might have other problems!
So without further ado, here they are my Seven Top Horror RPGs, arranged by year and one honorable mention.
Seven Horror RPGs
There is a chill in the air, gloomy clouds in the sky and leaves are all turning. It is October and it's the time of the season for horror games. I have been playing horror games for as long I have been playing RPGs. Even my fantasy and sci-fi RPGs take on a slightly darker tinge to them. So with Halloween just around the corner I wanted to talk about my Seven Favorite Horror RPGs.
Call of Cthulhu (1981)
Call of Cthulhu might not be the exact first horror RPG, but it was one of the first and the most influential. It was certainly the first horror game that most of us have played or knew about. It perfectly blended the mythos stories of H.P. Lovecraft with RPG mechanics. Out of the gate the game did exactly what it was supposed to do, which is why the changes in the first six editions are relatively minor.
Call of Cthulhu was monster hunting, but it was so much more than that. “Monster hunting” covers D&D pretty well but there the similarities end. In CoC you had to investigate, you had to research and then maybe, just maybe, you found the clue you needed. If there was magic you used it only in the direst of circumstances and even then your victory or your sanity was never assured. For many in the 80s, CoC was their first introduction to the weird and alien worlds of the Cthulhu Mythos. Stories from 30-50 years prior were now in vogue again and influenced a generation of gamers and game designers.
The Basic Roleplay System from CoC also powered other games namely Stormbringer (1981), Superworld (1983) and RuneQuest (1978, 1980).
Chill (1984, 1992, 2015)
Chill has the distinction of being the second RPG I ever played (Dungeons & Dragons was first). Chill is a horror game in the vein of the Saturday night creature feature monster movies, or monster hunting TV shows of the 80s to today. Here our heroes are brave (mostly) but are expected to push back the dark for just another day. Chill First Edition came out of Wisconsin and Chill Second Edition came from the Chicago suburbs, so it had a strong Midwest flavor to it that drew me in immediately.
Like Call of Cthulhu’s investigators the characters of Chill are normal humans caught up in an abnormal world. There are monsters and they need to stop them. Not always because they are the best at what they do, but because they are the only ones that can. Unlike CoC, the characters of Chill are expected to survive, more or less. Call of Cthulhu has investigators, Chill has heroes. The definition is subtle in play, but you can feel it.
Chill introduced me to the idea of a meta-plot in RPGs. That there was more going on than just what your characters did. There was this worldwide organization, S.A.V.E., and they helped with the beasties and things that went bump in the night. As the books came out the S.A.V.E. plot expanded. But we ignored this for the most part with 1st Ed. In 2nd ed and later 3rd Edition, this became more of a central feature of the game.
Vampire: The Masquerade (1991)
Very, very few games have changed the business as much as Vampire. Up to this point, you fought the monsters. With Vampire you became the monster and the battle was with yourself.
Vampire asks the question, what would you do to stay alive? What price is your humanity to just exist for one more long night? There is personal horror here along with existential horror. There are also other horrors. Things worse than you, things less human than you are.
The mechanics of the Vampire game, later the Storyteller System, were nothing new; a dice pool with successes and botches, but combined with the story and the effects it became the system of choice for many in the 1990s. In fact it captured the fear and horror of the 90s so well that it can be better compared to the fear and horror seen in Dracula at the turn of the prior century (1890s). Though Vampire owes its largest debt to Anne Rice and embraced (pardon the pun) by those who grew up on “Interview with a Vampire” and “The Vampire Lestat”.
For better or for worse Vampire changed not only how we view games but how they were also marketed and sold.
Kult (1993)
Kult asks the question “What is reality?” and the answers are not ones that normal people want to hear. Characters can come from all walks of life and persuasion and the background can be any large modern city. But that is where most games stay, Kult goes beyond that and characters (and players) discover that reality is an illusion and the real reality is a battleground of supernatural forces vying for control.
If WitchCraft posits that “All Things are True”, Kult’s point of view is “Nothing is true”. In many ways, it presaged the ideas from the movies “That Dark City” and “The Matrix”. There are supernatural creatures that control various areas of human action and interaction behind the scene and some humans know about these creatures, Archons and Death Angels, and follow them in cults. The characters do what they can to discover these forces or keep them at bay.
The game had a great concept in Mental Balance that was the first real challenger I felt to Call of Cthulhu's Sanity score in terms of gauging the mental health of the characters involved. More out of balance you are the stranger you become even to the point of not being altogether human yourself anymore.
With Kult, the horror is also of an existentialist variety, but in that way, only the Scandinavian seem to do well. If Call of Cthulhu is Lovecraft and Chill a Saturday Night Monster Movie then Kult is Søren Kierkegaard.
CJ Carella's WitchCraft (1999)
WitchCraft is, hands down, my favorite game. Period. Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979. Everything I ever wanted in a game was right there. Everything.
WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it.
The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games. The world is like ours, but there are dark secrets, magic is real, monsters are real. You know the drill. But WitchCraft is different. There is a Reckoning coming, everyone feels it, but no one knows what it is. Characters then take on the roles of various magic using humans, supernaturals or even mundane humans and they fight the threats. Another conceit of the game (and one I use a lot) is that supernatural occurrences are greater now than ever before. Something's coming.
You can play the same sort of games you played in Call of Cthulhu or Chill as well as Vampire. WitchCraft assumed that all supernatural views of the world were equally likely. So vampires could rub elbows, metaphysically speaking, with elder horrors from beyond. Your characters can be there to stop them, study them or join them as the case may be.
Little Fears (2001)
When was the last time you were really, really afraid? Most people would say childhood. Little Fears is exactly about that. Little Fears is a game of childhood fears. The monsters are real, they hide in your closet and under your bed. The scary old lady down the street really is a hag. But don’t worry. You are protected by Belief and items that seem mundane or meaningless to grownups can help you. Little Fears is based on a simple system, as befitting its nature of school children fighting monsters adults can’t see.
Little Fears also has the notoriety of being one of three RPGs one of my FLGS will not sell in the open. You can order it, but they don’t stock it. I don’t agree, but I respect their choice.
While it is a game about children, it is not a game for children. The subject matter of abuse and death can be a bit much for some adults, let alone kids. It is also one of the most effective horror RPGs I own.
Sorcerer (2002)
If Vampire is all about what will you do to remain human, Ron Edward’s Sorcerer is all about what price will you do for power? Created at the height of the creative output of The Forge, indeed the first RPG from and starting the independent RPG movement from The Forge.
Like Vampire your character struggles with their Humanity. But where Vampire can be described as the Beast Within, Sorcerer is the Beast Without or in this case a personal Demon. You make a pact with a Demon for power and the more power you need, use or take causes you to lose your humanity and become more and more enthralled to the demon. The game can do a lot of different types of play, but it is all centered around this central idea.
And one more.
Special Mention: WITCH Fated Souls (2016)
I know I am only doing Seven games, but WITCH Fated Souls by Elizabeth Chaipraditkul combines a lot of what made all these other games so much fun. You have the struggle with power vs. humanity vs. damnation you see in Vampire and Sorcerer. The hidden world of Little Fears, Chill, and Kult and the power struggle between faction you can see in WitchCraft and again in Vampire. All against a background that is as unique as Call of Cthulhu and Kult.
I picked up this game last year and have not done enough with it yet.
All these games are great and many have won numerous awards over the years. They have been enough that they cover most aspects of horror.
Thursday, October 26, 2017
October Horror Movie Challenge: Styria (2014)
I wanted to go back and rewatch this one after spending a lot time with Carmilla. I remember that this one had been pretty good and I wanted to go back and see if it held up.
I am happy to admit it does.
There must have been some sort of cinematic vibe in the air because rewatching this one now reminded me a lot of The Only Lovers Left Alive. The soundtrack is still awesome and the chemistry I saw between the two actresses, Eleanor Tomlinson (Lara) and Julia Pietrucha (Carmilla), is still there, even if it is not the same as the newer Carmilla movie. Not sure if I can grok a blonde Carmilla though. Stephen Rhea is fantastic as usual playing Lara's father only as he can. He always looks like he is one bad bender away from falling apart.
As my want, I watched this as if it was a sequel to "Daughters of Darkness" and a prequel to the "Carmilla" web series. It doesn't...but it would fit the backstory well enough with some edits.
It is a very worthy entry into the collective mytho-storytelling of Carmilla.
I am happy to admit it does.
There must have been some sort of cinematic vibe in the air because rewatching this one now reminded me a lot of The Only Lovers Left Alive. The soundtrack is still awesome and the chemistry I saw between the two actresses, Eleanor Tomlinson (Lara) and Julia Pietrucha (Carmilla), is still there, even if it is not the same as the newer Carmilla movie. Not sure if I can grok a blonde Carmilla though. Stephen Rhea is fantastic as usual playing Lara's father only as he can. He always looks like he is one bad bender away from falling apart.
As my want, I watched this as if it was a sequel to "Daughters of Darkness" and a prequel to the "Carmilla" web series. It doesn't...but it would fit the backstory well enough with some edits.
It is a very worthy entry into the collective mytho-storytelling of Carmilla.
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