Showing posts with label Sunny Valley OH. Show all posts
Showing posts with label Sunny Valley OH. Show all posts

Thursday, September 24, 2026

Manly Wade Wellman, Jackson, Sunny Valley and Appalachian Gothic

 What started as an exercise for my Witches of Appendix N project has become a rather thorough immersion in the works of Manly Wade Wellman. I have spent more than a couple of months reading his works and listening to his books.  

I went in looking for witches and any number of useful ideas about magic, and to add another piece to the puzzle: the literary landscape behind Dungeons & Dragons.

I did not expect Wellman to start reaching backward into things I had already written.

But here we are.

Appalachians

The more I read Wellman, the more I could see bits of him reflected in two of my own settings, Jackson and Sunny Valley. Some of those similarities are pure coincidence. Others are the result of the same folklore and traditions influencing us from very different directions.

And in at least one case, Wellman handed me an idea that was simply too good not to use.

On the Matter of "Thorne"

Those who have been reading here for a while know Faye Thorne. You might also be aware that this is not, in fact, her real name. She is really "Fiona Voss."

As a child, she was stolen by the Blackthorne Hags and renamed Faye Thorne, to be remade into what I have been calling the "Thorn Child." The Blackthorn Hags took a witch child and tried to turn into a hag.

When I first put together Faye’s character sheet, "Thorne" was just part of the package. But then I came across some Manly Wade Wellman and made the acquaintance of his Rowley Thorne. It was too hard to ignore.

Now, I am inclined to write such things off as happenstance; after all, I had no intention of lifting from Wellman, and there were decades between us when it came to creating these characters. More to the point, when I created Faye Thorne, I had not yet read Wellman. But Faye has a history. The Blackthorne Hags were in the habit of taking children from two families in particular: the Vosses and the Thornes. The Blackthornes were related to the Thornes.

That gave the coincidence some weight. What if the two human families were related?

It led me to do some speculative genealogy. Let us say that Rowley Thorne at some point became involved with a Teutonic witch named Elsa Voss, and they had a son, Arthur Voss. Arthur would have his mother’s name but Rowley’s blood. Fast forward a few years and you have Fiona Voss, who is in every way a Thorne as well as a Voss. 

All of a sudden, the Hags’ fixation on both families is less random. They have been tracking a single bloodline. And the moniker they put on Fiona takes on a different meaning. "Faye Thorne" was never a legal formality. One might say the hags were not giving her a new surname so much as putting an old one back where it belonged. Knowing who she was, they made sure of it. There is something wonderfully unsettling about that.

It gives the whole Thorn Child concept more weight. The hags were not content to simply abduct; they were tending a bloodline like a gardener tends generations of roses, waiting for the right traits to show before they made their claim.

As for whether Rowley Thorne is truly in Fiona’s past, I would rather she (and us) remain in the dark.

There may be a scrawled note from John Thunstone who once looked into the matter of Elsa Voss and Rowley, or an entry in an occult journal, or a family Bible in poor repair. Plausible, certainly. Proof, no. It is very Wellman of it, and suits Fiona.

For Fiona has spent her life spurning the notion that your blood writes your future. The Hags did their worst; gave her a name, taught her the art, ripped out bits of her soul to make her the Thorn Child. She put up with it and lived to tell of it. So even if she were to find Rowley Thorne in her family tree, it would not alter who she is.

Blood will tell you why the monsters want you. It does not account for the person you are. I can see Faye in the mid-90s seeking out an elderly John Thunstone and handling, and not being burned by, his famous silver sword blessed by St. Dunstan. Equally, I can hear Thunstone saying: "The silver knows nothing of surnames."

There is merit in that. Faye is not the sum of her biology. 

There feels something very Wellman about all this. All I needed was a book covered in human flesh and written in blood-red ink telling the Blackthorns what to do and how to do it.

Jackson, IL
Jackson and Wellman

Jackson is not Appalachia. That needs to be made clear first.

Jackson is a Midwestern town, and the particular flavor of its supernatural landscape developed out of very different sources.

But Jackson and Wellman's fiction share something important: the supernatural has been there all along.

The characters do not discover that magic has suddenly entered their world. They discover that the world they thought they knew was never quite the whole world.

Old stories turn out to have some truth behind them. Things dismissed as superstition prove to have practical value. The person who was considered eccentric because she hung something strange above her door may have had an excellent reason for doing so.

Where Jackson differs is in the reaction.

When the kids in Jackson find out there is something horrible living in the abandoned building, their first instinct is usually to find a flashlight, grab their friends, and go see what it is.

There is an almost heroic recklessness to Jackson. They run toward the darkness.

That is not how Sunny Valley works.

John Thunstone Comes to Jackson

The case can be made that Jackson is precisely the kind of town John Thunstone or Judge Pursuivant would put on their itinerary. I have no trouble imagining an invitation from Illinois Beecher College for John Thunstone to deliver a lecture. On paper it is all very respectable and academic, with a title like “Survivals of European Folk Belief in the American Midwest” or perhaps “Ceremonial Magic and the Persistence of Folklore in Modern America.” To the faculty he is a well-heeled independent scholar with a command of religion and the occult, spending his retirement years on a speaking tour.

But anyone who has read Wellman will know there is more to it than that. Thunstone does not concern himself with these matters as quaint holdovers from a less enlightened time; he studies them because some of them are true. Some of those truths need to be confronted. And that is what makes Jackson such a good fit. 

John Thunstone at Illinois Beecher College
John Thunstone at Illinois Beecher College

Put him at a lectern in Beecher and he will be talking of witches and old gods and ritual objects and the like. The majority of his audience will think they are in for an entertaining bit of folklore. A few will understand he is being quite literal. Young Larina Nichols will be among them.

I can see her sitting there, this large and urbane man with an air of intimidation describing things she already knows to be fact. She will be listening intently and put in a word here and there. Not your run-of-the-mill questions on symbolism or history. Hers will be a little too precise for comfort.

Thunstone will pick up on it. He may well pause after one of her remarks and fix his gaze on the red-haired girl in the crowd to see that her curiosity is not of the academic sort.

This is Jackson. It is where the supernatural can be put under a microscope. There are the college archives and the libraries, the hospital records and the old newspapers with their forgotten scandals and family histories, and enough people around to spot the impossible when it happens. Judge Pursuivant or Thunstone could come to town and have no end of work.

Of course the local kids would tend to complicate matters. Thunstone might want to spend three days doing his homework on an abandoned house before he so much as steps on the property. By then Candy has already picked the lock, and Larina and her group will have been inside for some time. 

Wellman and Sunny Valley

I can’t help but wonder what bits of synchronicity led me to be listening to Wellman on audiobook while driving through the Appalachian Mountains recently. But even if I hadn’t, the connections abound. Indeed, I found myself driving through some of the very mountains Wellman had talked about and driving to the area of the county Wellman called home.

Sunny Valley has several attributes that are very much in the Wellman Universe.  There is an isolation to this Appalachian community, old mountains all around it, and its own brand of local lore with a tinge of the cosmic at the edges. It leaves you with the sense that those who have put down roots here know things an outsider never will.

The kind of horror one encounters is not some import from a gothic chateau; it is of the land itself.

In that respect, Wellman’s touch is what sets Sunny Valley apart from Jackson. With Jackson, you have a propensity to head straight for trouble. In Sunny Valley, there is an awareness of the things in the hills that are not to be trifled with, and a need to abide by traditions that may seem irrational until they do not, if one is to survive.

Silver John Comes to Sunny Valley

 Silver John would arrive in Sunny Valley very differently.

Nobody invites him. He just comes walking down the road.

Maybe he is looking for a meal and somewhere to sleep. Maybe he plays his guitar at a church social or on somebody's porch. Maybe someone offers him supper because that is what you do when a traveler comes through.

He is there to listen, which is the point of it. Someone will bring up the lights on the ridge, or the cow that has gone dry, or the sound of knocking from under the old bridge once the clock strikes twelve. John does not scoff when an old woman says nobody is foolish enough to take the northern trail after dark. He makes no assumptions that a rule is without meaning just because no one can say why it was made. He asks about it.

Perhaps the old woman can recite the words to a song her grandmother put in her head but has long since lost the melody for. John has the melody. This is how things would work for Sunny Valley.

He is not like Thunstone, who brings his scholarship to bear. John is armed with memory. He does not come with some answer from the outside world; the answer has been here all along, living on in a bit of custom or a rhyme that has eluded everyone else. John is the one to recognize it.

What he does with that knowledge varies. He may fight, or make use of silver, or sing the right song. At times he is wise enough to keep off the mountain.

In time, the folk of Sunny Valley will have only a hazy notion of him. "That fellow with the silver strings," they will say. "Nice enough man. Put up with the Carters for three nights." They might note he was gone the morning the lights on Buckhorn Ridge went out. But then they will be on to other things. The valley has had its share of oddities.

Sunny Valley becomes one more tale in John the Balladeer's story. John is one more strange visitor in Sunny Valley's strange history.

Wellman has given me cause to think again on how music keeps folklore alive. I have come to like this idea from Silver John. Explanations get lost and books burn, but a song endures. A hymn in a hollow will have a verse you won’t find elsewhere; an old fiddle tune can chart a safe way through where one ought not to go at night. The ones singing them don’t know they are holding onto occult knowledge, nor do they need to. The song has preserved it.

People forget. The song remembers.

The Shonokins

Take Wellman's own Shonokins. These "near-human" people are described as descended from another prehistoric hominid lineage, not Homo sapiens. They were in America before the native Americans, likely before homo sapien left Africa. Maybe something that explains the "Uncanny Valley" phenomenon. 

I don’t need to transplant the Shonokins into Sunny Valley, but I do want their effect. It is a world of difference between "there is a monster in that cave" and "something has been living in that cave since before we came along." The first is an encounter. The second is history. And for Sunny Valley, that is a vital distinction. 

Not just a "monster," something that thinks, reasons, and maybe even feels like we do. But they are not a part of the "we." Even a hillbilly with generations of inbreeding is still human. There should be things in the Appalachians that are not even that.

Maybe something like a human-troglodyte, or a grimlock or aglæca. Something really old, living up in those mountains. It looks human, mostly, but isn't.  

Maybe I can dip into that other Appendix N mainstay, the near-human. Not an "ape-man" or even a "sub-human," but an "other-human" or "ur-human." Something that would serve the same ecological niche as the Shonokin or even "the old man of the mountains." But make him less Hillbilly, and more Woodwose or Lovecraftian. Like the fishmen of Innsmouth.

Appalachian Gothic

It brings me back to the notion of Appalachian Gothic. These are geologically old mountains, having seen worlds unrecognizable to us, seas come and go, continents collide. Life has come and gone while they have stood there. A decaying manor or ruined abbey might preserve the sins of the past in traditional Gothic, but here the landscape does the job. The mountain and the woods remember. The creek by your house has likely been on its course since before any human walked the Earth.

That lends the supernatural a quality that is at once folkloric and cosmic. An old woman will tell you not to cross a stream after dark. She may not be able to put a cosmological significance to it, but her grandmother told her and her grandmother’s grandmother knew better. Someone in the line learned the reason. That suffices.

I have taken much from Wellman in this regard. Local horror need not be small. One can be tied to a single valley or family and still be made aware of forces that predate us. Grounding the cosmic in the local only makes it more potent. You cannot leave it behind by heading somewhere far off. This is home.

The Old Rules

There is a particular relationship with tradition in Sunny Valley because of it. You follow rules without question. Don’t whistle in the woods when it is dark. Don’t answer a call from the ridge. Leave the stone. Don’t take the left fork after sunset. An outsider may hear superstition, but a local hears instruction.

Not every one of them is true, and that is more interesting. Some are nonsense, some have been warped by time. But enough of them hold up.

You don’t require an occult order or a secret Vatican library to make sense of it all. No global conspiracy or team of hunters with ledgers on every species is necessary. The fact that the folks in a valley have been doing something odd for two centuries is record enough. Perhaps they had their reasons.

They likely have very good reasons.

Sunday Morning and the Old Ways

There is another Wellman quality I want Sunny Valley to retain: nobody feels obligated to sort every supernatural belief into a neat theological system.

Take the old woman in the front pew come Sunday morning at church. She is as likely to be there as she is to be the one cautioning you against answering if your name is called from the ridge.

She has her faith in Christ and wears a silver cross. You will find iron over the door, and she can rattle off three or four of the charms her grandmother put in her head. At the same time, she harbors no conflict in believing there are things under the mountain that predate man.

An outsider may have a go at putting labels on it: Christian, pagan, superstition, folk magic, Pow-wow. But she would consider such an exercise a waste of time. She knows what is needed for the safety of her family, and that is sufficient.

Jackson Runs Toward It. Sunny Valley Knows Better.

I have said it before.  If I were to put a fine point on the difference between the two settings, it is this: in Jackson the supernatural is a challenge to be met. In Sunny Valley it is simply part of the environment.

The kids in Jackson see an abandoned house and are curious as to what is within. The people in Sunny Valley already know something is in there. They may not be precise about it, but they know enough.

One setting breeds monster hunters, the other survivors. Both have their witches and their old secrets and things that ought not to be. But the approach is fundamentally different. After spending time with Manly Wade Wellman, I am in no doubt as to the nature of that difference. The trip through Appendix N was well worth it for that alone.

The Land Remembers

Wellman has put a finer point on the difference between Jackson and Sunny Valley for me.

In Jackson, it is the events that tend to haunt you. A crime was done, or a bargain struck. Someone died or went missing. The past has a way of intruding on the present when there is unfinished business.

Sunny Valley is haunted in another way, by its very places. No one can tell you what transpired at the old hollow; for all anyone knows, nothing did. Or perhaps it was just always wrong. There are stones left by the creek and an unspoken rule not to climb the western face of the mountain after dark, yet nobody can say who first made that decision or why. The origin is gone, but the custom endures. It is what lends Sunny Valley a particular kind of age. One might say Jackson has history while Sunny Valley has memory, and memory is older than history.

Bringing Wellman Back Around

It would be wrong to think I came up with Jackson or Sunny Valley because I had been reading Manly Wade Wellman. The oddity of it is that both were already in existence before I was even acquainted with his work. What he provided was a vocabulary for my own endeavors.

Plus, I have been talking about both settings for a long time now.

Consider the questions. In Jackson, one wants to know: who did this? What is it, and how do we put a stop to it? Sunny Valley poses entirely different ones: what rules have been left for us here? What will come of it if we are forgetful?

That distinction was there to begin with. Wellman merely helped me to see it. Which is as good an influence as any. Not the kind of writer one sets out to imitate, but the sort who causes you to examine your own work and come to an understanding of why it is the way it is.

And if nothing else? He gave me plenty of good ideas to make these two "80s teen horror" settings more distinct from each other. 

Monday, September 7, 2026

Mirror Mondays: Jackson as a Mirror

Jackson, OH
 I just got back from a long trip to visit my in-laws, and I got to go to Jackson. Not Jackson, IL, but Jackson, OH. The real town. 

We were driving south to see my in-laws, and this was along the way. Of course, I had to stop. The town was just like I thought it would be...just not for Jackson, IL 

For Sunny Valley, OH.

It is the right size, in the right location, and certainly has the right feel. It is set near enough to the Appalachian Mountains to get the right feel.

Driving through the Appalachians also gave me many ideas for both of my fictional towns for NIGHT SHIFT.

Jackson, OH, and Jacksonville, IL

These two towns are about 760 miles apart and don't have a lot in common.  

My fictional Jackson, IL, owes a debt to the real Jacksonville, Illinois. It is not a copy of it. Yet it provides the sense of place that I need. From Jacksonville, I get a Midwestern town of the proper proportions and the right kind of civic life: the streets, the neighborhoods, the schools, the churches, and businesses that serve as my point of reference. Jackson, IL and Jacksonville, IL are not exactly the same, but but walking around either during the daylight hours should feel the same.

With a population of 20,000 or so, Jackson is a small but substantial town. There are enough people for characters to lose themselves in the crowd now and then, and one does not know everyone. You have your different social circles, your hospital, your clubs and rivalries, and local institutions. Still, it is small enough to be recognized.

Sunny Valley is another matter. With only about 5,000 residents, the difference is considerable. Here, people will tell you where you were last night.

There may be a single high school and a grocery store that everyone patronizes. A modest downtown with a diner where certain families have been coming for generations, a few churches, a funeral home, a clinic, a library, and perhaps a hardware store older than anyone’s memory. And then the town just stops. The streetlights run out, and the houses give way to trees.

That is how Jackson, Ohio, began to make an impression on me. It had less to do with the town and more with the drive through the Appalachian hills of southeastern Ohio. Mile upon mile of ridges and valleys, of roads that wind into the woods where visibility is poor.

I found myself thinking that something could be out there. Not in the flippant sense of "the monster lives here," but because the landscape made it seem entirely plausible. The forest can put things out of sight; the hills have their secrets. In that moment, it occurred to me what Sunny Valley had been lacking.

Not so Sunny Valley
Sunny Valley 1.0

Sunny Valley came before Jackson.

In the beginning, Sunny Valley was an exercise in putting together a supernatural teen milieu of the early 80s. I put it most simply by asking: what would Buffy be like if she were in Ohio in 1983-4?

It was a sound approach, and I had a blast with it. You had your share of kids and monsters, oddities in the woods, the kind of supernatural conundrums that make for a good teenage horror game. There was even a Hellmouth-ish sort of thing in Sunny Valley.

But when I put my mind to Jackson, things changed.

Jackson took on a life of its own. It put down roots in the form of history and old families, adults with more to say than they let on, and teachers looking out for their students. Witches, ghosts, conspiracies, and long-held grudges all came to the fore, building a whole community of the supernatural on top of the ordinary one.

Jackson was no longer just a venue for an adventure; it was a place.

I was of the mind for some time that Sunny Valley had run its course. It had provided the 80s campaign I needed to figure out what Jackson should be.

Until I made the trip to Jackson, Ohio, and drove through the Appalachian Mountains. 

Sunny Valley 2.0

I used to say Sunny Valley had a Hellmouth and Jackson had history. But I have come to see that as not entirely true.

Jackson has the history, certainly. Sunny Valley is defined by its geology.

It is a minor distinction, yet one that means everything to me. There is no need for a magical hole in the ground to account for the awful things that go on in Sunny Valley; the mountains will do just fine.

Take the Appalachians. Their story reaches back hundreds of millions of years, through mountain-building events older than anything in human experience. The Rockies were still in their infancy when these ranges were already ancient. They have been eroded and reformed over eons that put our recorded history to shame. 

The people of Sunny Valley like to think of themselves as an old town. The mountains have other ideas.

Sure, you can find a house or two in the valley that is close on two hundred years, or a family name from the first settlers, an abandoned mine, some pre-Civil War churches and old cemeteries. But to the mountains, all of that is from this morning, geologically speaking.

And with that, the nature of the horror is altered.

In Jackson, the supernatural is steeped in history. In Sunny Valley, it is prehistory.

Jackson asks: What if the weird kids were right?

Sunny Valley asks: What if your grandparents were right when they told you not to go up there?

That is the difference in a nutshell. Or perhaps there is an even more straightforward way to tell them apart: look at which way the characters are running. In Jackson, they tend to run to the trouble. In Sunny Valley, those with any sense put distance between themselves and it.

When you drive for a few hours in the mountains, you get a lot of ideas.

Sunny Valley 2.0 is not scarier because the monsters have more hit points. It is scarier because some things were never meant to be fought in the first place.

Sunny Valley

Two Different Kinds of Horror

Jackson is dangerous, but Jackson allows heroism.

That is the town where Rowan can ride Tempest into the final battle against the Hollow King while Andy announces her arrival by playing an 80s hair-metal song on his trumpet.

It is ridiculous. It is glorious. And it belongs in Jackson.

Jackson is a place where the kids eventually discover that they are not alone. Teachers protect them. Older witches know things. Friends show up. People choose sides. The supernatural can be terrible, but it can also be opposed.

Sunny Valley should not work that way.

If someone tried that sort of heroic entrance against one of the older things in the mountains, it might not even understand what the child was trying to accomplish.

At best, it might say, "Hush, child."

That is the kind of horror I have in mind for Sunny Valley. I am not after stronger monsters, but older ones. The sort who do not hate us because, to them, we are not worth hating. They predate the town and its first settlers, and likely predate any name we have given these mountains. Most should predate the concept of names.

You will find the folk stories here are less by way of explanation than survival instructions: don’t whistle in the dark; don’t answer a call from the woods if you can’t put a face to it; avoid the old road over the ridge once the snow comes; if there is knocking under the floor, you leave. Nobody can tell you why. They will only point out which families were the ones who didn’t heed the rules.

Sunny Valley is no longer "Buffy in Ohio." It is edging toward an Appalachian cosmic horror.

The numbers make a difference. Jackson is a place of 20,000 people with its layers; it has the critical mass for a supernatural community. Sunny Valley has 5,000 souls and an expanse of empty land around it.

There is a distinction here. Jackson is home to its share of old monsters, some of which predate the human race. Yet for all that they are comprehensible to humans in some measure, they have a history and motives, hungers and grudges, names and bargains. Even demons are tied to us in some way. They can hate us. Tempt us. Love us. Hunt us. Make deals with us. We matter to them.

Sunny Valley is not like that.

What one finds in the Appalachians is something else entirely. Those are things that were old in the time of the dinosaurs. To call them demons, gods, or ghosts is to apply a word humans have invented. They are of an older order.

Where Jackson’s monsters have a past, Sunny Valley’s have geology. And that makes for a different kind of coexistence. The town’s founders did not so much subdue the wilderness as come to terms with what was already there, learning the rules necessary to put down roots. Or it could be said the humans were merely put up with.

Jackson's oldest monsters remember humanity.

Sunny Valley's oldest monsters remember a world without us.

Jackson
The Mirrors

Then there is the matter of the real towns in the mirror. I have no desire for my fictional Jackson or Sunny Valley to be stand-ins for Jacksonville, Illinois, or Jackson, Ohio. They are mirrors.

Jacksonville provides the texture and scale for my Midwestern setting. But Jackson, Ohio offered something else entirely to my Sunny Valley. Not in population, but geologically. One can walk those small-town streets and then drive out to the wooded hills and get a sense of the other half of the picture.

In a way I didn’t foresee, the process has come full circle. 

Sunny Valley was instrumental in making Jackson, and Jackson has shown me that a town must be more than scenery. Now a real Jackson has sent me back to Sunny Valley. Not to make it more like Jackson, but less so.

Take the places outside Sunny Valley that are well known, yet not in the manner of a tourist spot or a famous haunts. The old mine road, the logging trail abandoned for thirty years, the hollow where no house has been built, the fire tower visible from town but unclimbed by memory. A grandfather won’t bother with explanations about bad roads or bears, as an adult might to a teenager. He will be direct: "Don’t go up there." In Jackson, that is an open door to adventure. In Sunny Valley, it is sound counsel.

I think this covers the four comparisons without the need for separate essays.

Jacksonville to Jackson, IL is inspiration made into a community. Jackson, OH to Sunny Valley is inspiration turned to atmosphere. The evolution from Sunny Valley 1.0 to 2.0 is the shift from fighting the supernatural to surviving something very, very old. And between Jackson and Sunny Valley lies the question of what each can sustain as a horror story.

There is a line I want to keep: "Jacksonville helped me imagine where people live. Jackson, Ohio made me wonder what lives beyond them." 

Thursday, May 7, 2026

Running NIGHT SHIFT and Dark Places & Demogorgons: What I've Learned from Two 80s Campaigns

I’ve explored the world of 1980s supernatural gaming before.

I have done it with two OSR-adjacent rule systems, NIGHT SHIFT: Veterans of the Supernatural Wars and SURVIVE THIS!! Dark Places & Demogorgons.  This is not a post about which game is better than the other; I am not doing that. Both games are fantastic, and live very happily next to each other on my shelves and my gaming table. 

This is about what I learned from running two similar-style campaigns using rule systems drawn from the same ecology. 

And what you can learn from all of that.

NIGHT SHIFT: Veterans of the Supernatural Wars and SURVIVE THIS!! Dark Places & Demogorgons

Road to Nowhere: From Sunny Valley to Jackson

A few years ago, I played SURVIVE THIS!! Dark Places & Demogorgons from Bloat Games to revisit my love for Buffy the Vampire Slayer, but with a twist. Instead of Sunnydale, California in the late 1990s, I set the story in Sunny Valley, Ohio, in 1984. The characters were still Buffy, Willow, Tara, Faith, vampires, high school drama, and a Hellmouth. But the setting felt different; colder, more Midwestern, and even more 1980s. It was like a 'kids on bikes' story, except one kid had a stake and an epic destiny.

That experiment worked out really great. Dark Places & Demogorgons was the perfect game for this idea. It’s designed for stories about kids in the 1980s facing strange things that adults ignore or don’t believe. In Sunny Valley, the supernatural crept into childhood and early adolescence. The game was all about weekly monsters, school rumors, odd teachers, creepy houses, bad weather, and that feeling of being young and sensing something is wrong, even if you can’t explain it yet.

In short, it did exactly what I wanted. 

Once in a Lifetime

Now I’m working on something similar, but it’s not the same.

Jackson, IL, is another retro-80s supernatural setting. It’s a small Midwestern town with teenagers, high school drama, monsters, ghosts, witches, and things hiding just out of sight. At first glance, you might think, “Oh, this is just like Sunny Valley.”

But it’s not.

Sunny Valley was my way of taking the Buffy mythos and setting and shifting it into a different decade, state, and game system. It was a familiar story in an alternate reality. Jackson is different. It’s not just Sunnydale with a new name, or a copy of Jeffersontown from Dark Places & Demogorgons. Still, I’ll admit Jeffersontown ("J-town" to locals) reminded me of my hometown, Jacksonville ("J-ville" to locals), which inspired me to create Jackson. 

Jackson feels more personal to me.

With Jackson, I’m trying to blend the emotional feel of a real place, Central Illinois folklore, memories of growing up in the 1980s, and the supernatural style of NIGHT SHIFT: Veterans of the Supernatural Wars. I want it to feel like it’s always belonged there.

Don’t You (Forget About Me)

There is also a difference in what the systems want from the characters.

Dark Places & Demogorgons is about kids. That is one of its greatest strengths (if not its greatest strength). It understands the fears and freedoms of being young. The characters are not adults with jobs, mortgages, failed marriages, regrets, and long histories of supernatural trauma. They are kids trying to survive school, family, bullies, monsters, and the creeping suspicion that the world is stranger than anyone told them.

That made it perfect for Sunny Valley.

In that campaign, Buffy and her friends were younger. They were not the characters from the television show yet. They were versions of those characters caught earlier, rawer, and in some ways more vulnerable. Sunny Valley did not need the full emotional architecture of adulthood. It needed bicycles, lockers, cemeteries, malls, high school rivalries, and the occasional vampire getting dusted behind the gym.

I used those characters because there was very obvious "Buffy-DNA" in DP&D. I just let it come to the surface a little bit more.

NIGHT SHIFT, on the other hand, lets me broaden the frame.

Yes, Jackson has teenagers. In fact, teenagers are central to what I am doing with it. But Jackson also has adults who know things. Adults who failed. Adults who lied. Adults who fought the dark before and lost something. Adults trying to keep kids safe, even when they cannot tell them the truth.

That is important.

Jackson is not just a place where kids discover the supernatural. It is a place where the supernatural has always been and has a history. The Veil is thin here. The Bad Land, Mauvaisterre, is not just a monster factory. It is part of the town’s buried geography. The ghosts, witches, hags, psychics, cryptids, old families, school legends, and haunted buildings all connect to something deeper.

It feels like some of the adults are veterans of previous wars and can't do anything to stop the next one.

That feels like NIGHT SHIFT to me.

Jackson, IL, is "Veterans of the Supernatural Wars" as a thesis statement. 

And all to the music of John Mellencamp's "Scarecrow."

Three witches. Just doing the best that they can.

Everybody Wants to Rule the World

This is also why I do not see Dark Places & Demogorgons and NIGHT SHIFT as competing games.

Very much the opposite.

Dark Places & Demogorgons is created by Bloat Games, and I am happy to call them friends. I buy their books. They buy our NIGHT SHIFT books. We talk at the cons we are both at. We cheer on each other's successes. That is how this hobby should work. The world has plenty of room for both of us.

I have said before that a rising tide raises all ships, and I honestly believe that. Other designers are not my competition. They are my colleagues. They are my peers. Playing their games makes my games better. Reading their work makes me think harder about my own. Seeing how someone else handles 1980s supernatural horror gives me a better sense of what I want to do, what I want to avoid, and what I want to emphasize. What I want to do different. 

Dark Places & Demogorgons helped me think through Sunny Valley.

NIGHT SHIFT is helping me build Jackson.

Those are related acts of design, but not identical ones.

I Was Born in a Small Town

Sunny Valley was a Buffy-shaped experiment. It asked, "What if Buffy had happened in Ohio in 1984?" A simple question with a very satisfying answer. 

Jackson asks something else.

Jackson asks, "What if the town itself was haunted? What if the supernatural was not an interruption, but a pressure? What if every generation had its own monsters, its own secrets, and its own kids who had to deal with what the adults left behind?"

That is a different kind of game.

In Sunny Valley, the Hellmouth was there, but it was more indistinct. The characters knew something was wrong, but the exact nature of it was part of the joke and part of the mystery. Sunny Valley was ironic. Of course, the place called Sunny Valley was cold, rainy, and full of vampires. Ohio vampires, no less. 

Jackson is not ironic in the same way.

Jackson is a nice town. A real town, at least emotionally. It has high schools, colleges, pizza places, bookstores, old houses, churches, back roads, local legends, old money, bad memories, and teenagers who think they are the first generation to discover everything. It has a public face and a hidden one. That makes it ideal for NIGHT SHIFT, because NIGHT SHIFT is very good at letting the ordinary and the supernatural occupy the same space.

The horror in Jackson is not just "there is a monster."

The horror is "there always has been a monster, and someone knew."

That is a different tone altogether.

Home Sweet Home

The other major difference is ownership.

Sunny Valley was fun because it was a remix. I was taking characters and ideas I already loved and moving them into a different system (that I also loved) and a different decade (that I ... ok, you get it now). It was a creative exercise, and a very useful one. It let me explore Buffy, Willow, Tara, Faith, and the others through a different lens.

Jackson is worldbuilding from the ground up.

It owes something to Jacksonville, Illinois. It owes something to Jeffersontown. It owes something to every small Midwestern town with a haunted school, a local ghost story, a weird patch of woods, and one bookstore owner who knows more than they should. 

But Jackson is becoming its own thing. Sunny Valley allowed me to do a lot of cheating. Jackson is less forgiving. I don't get to crib notes from someone else's creative efforts; I have to do it all on my own.

That matters because Jackson needs to support more than a single campaign idea. It needs to hold high school drama, occult mystery, monster hunting, local history, family secrets, psychic phenomena, witchcraft, cryptids, and the strange gravity of a place where the Veil is too thin.

That is bigger than Sunny Valley.

Not better. Bigger.

Sunny Valley was a great place to run a specific kind of game.

Jackson is a full-on Night World.

You are now entering Jackson, IL home of the Cougars!

We Built This City

Looking back, I can see a clear line from one project to the other.

Sunny Valley taught me that moving supernatural horror into the 1980s immediately changes the feel. No cell phones. No internet as we know it. Rumors move through notes in lockers, landlines, malls, classrooms, diners, and late-night phone calls. Research means libraries, newspapers, yearbooks, microfilm, local cranks, and that one teacher who knows too much.

Jackson takes all of that and pushes it further.

In Jackson, the 1980s are not just aesthetic. It is the structure. The period limits what characters can know, how quickly they can know it, and who they have to trust. The town becomes a network of secrets, and the kids are moving through it without a map. And it will be 15-20 years before anyone has GPS.

That is where the two projects really meet.

Sunny Valley was about taking a known supernatural teen drama and asking what it looked like through the lens of Dark Places & Demogorgons.

Jackson is about taking everything I know about 1980s horror, small towns, witches, ghosts, high school, and the supernatural, and asking what it looks like as a NIGHT SHIFT setting.

I guess a natural question is, could I play in Jackson, IL, using Dark Places & Demogorgons? Of course you could! I think if my "Plays Well with Others" posts (many linked below) are any indication, then yes, you could. Maybe I'll try it out one day. I already know Larina works well for both. But for now, I want to stick with NIGHT SHIFT since I have built so much more for it.

The Final Countdown

So no, Jackson is not Sunny Valley. But Sunny Valley helped make Jackson possible.

It gave me a place to test some ideas. It reminded me how well the 1980s work for supernatural gaming. It showed me how much fun there is in moving familiar horror tropes into Midwestern spaces. It also reminded me that the right system matters. Dark Places & Demogorgons served Sunny Valley well because it was about kids in the 1980s facing strange dangers.

NIGHT SHIFT serves Jackson because Jackson is about more than the kids.

It is about the town.

It is about the adults who remember too much, the teens who are just beginning to see, the monsters that never really left, and the old powers under the streets and fields. It is about what happens when the supernatural is not a visitor, but a resident.

Sunny Valley had a Hellmouth. Jackson has history.

That is the difference that makes each campaign unique.

Links

Plays Well With Others

Dark Places & Demogorgons

Sunny Valley, OH

NIGHT SHIFT Veterans of the Supernatural Wars

Monday, January 14, 2019

Monstrous Monday: Melonheads for Dark Places & Demogorgons

One of my favorite games of 2018 is turning into one of my favorite games of 2019.

I have been given the pleasure of an advance copy of the newest book in the Dark Places & Demogorgons catalog, the Cryptid Manual.

It is not out yet, the Kickstarter begins on January 16, but it might be the best looking DP&D ever.

The book is digest sized, 90 pages and full of great illustrations.  The crew at Bloat Games really outdid themselves with this one.  The book reminds of a Chill or Conspiracy X monster book and that is a really good thing.

Expect a full review from me later this week. In fact expect a lot more DP&D goodness this week as I spend some more time with it and my Sunny Valley, OH setting.

Since today is Monster Monday. Let's find a Cryptid worthy of this book and something my Sunny Valley cast could encounter.

One of the features of the original series was the Monster of the Week episode.  This notion came from spirtual ancestor of both the show and this game, the X-Files. So going back to Mulder and Scully is never a bad plan.  For this episode, though I wanted something new, something we have not seen a lot of in the past AND something from Ohio.

Please allow me to introduce you to the Melonheads.
These creatures have been terrorizing people (reportedly) in Ohio, Michigan, and Connecticut since at least the 1960s.  Really they are kind of perfect for this.

Found in the woods in and around Ohio these creatures appear as small emaciated children with giant bulbous heads.

One legend has it that a deranged doctor (Dr. Crowe) and his wife near Kirtland, OH took in some hydrocephalic children to care for. In truth, they did strange experiments on them.  Eventually, the children fought back killing the doctor and his wife and burning down the home.  They escaped into the woods where they still live to this day, terrorizing anyone that comes into their territory.

Melonheads
Armor Class: 10
Hit Dice: 2
Move: 12
Actions: 1
Morale: 4/8
Terror: 13
HDE: 2

Attack Damage: Claw (d4)
Special: Dark Vision, Hunt in Packs
Bonuses: +5 to Spot, +5 to Stealth, +2 to Listen

Pack Tactics: Melonheads are rarely encountered alone. When they are their Morale is 4. In a pack of 6 or more their moral jumps to 8.  They will attack en masse with three being able to attack a single victim at once.  Their attacks are not very effective, but with multiple creatures, they are sure to land a few.

Melonheads are not particularly strong or very bright.  They attack anything and everything that enters their territory.   Melonheads are only active at night.

Using typical 80s monster logic they mostly attack teenagers making out in the woods.

Sunny Valley, OH Episode: It's a Shame About Ray
(*Someone will appreciate that title)

The episode begins with a missing teenager, Ray. He had been out in the woods walking with his girlfriend Shanon last night. Before they got out of the woods though he was attacked by a group of Melonheads.  His girlfriend describes "creepy, dirty children with giant heads".  It is now up to our cast to find them.

The only way to stop them is to close up the mine they have been using as a home and hiding place.

Read more about these weirdos here:

Monday, September 10, 2018

Dark Places & Demogorgons: Buffy the Vampire Slayer and The Hex Girls; Bizare Love Triangle

This one time, at band camp...

Seriously. You can't have read ANY of this blog and not know that my obsessions are music and the 80s.   So for me, an obvious build is the Hex Girls for my "Sunny Valley, OH" game set in the mid-80s for the Dark Places & Demogorgons game.

So what are the Hex Girls doing here?   We know the Hex Girls live in Oakhaven, MA so maybe the band trip seems to be the best choice. The girls are in for a competition.  This is a great time for me to let Oz shine.   A romance between Oz and Thorn?  Or better yet Oz and Luna, they have a lot more in common.



If I set this Pre-Tara (which I am loathed to do, BUT...go with me on this) this could be when Willow and Oz are still dating (I am a die-hard Willow/Tara shipper, but I like Oz and I don't undervalue the relationship they had).  Oz and Willow are dating, but something is not right (Willow is really gay) and along comes Luna.  Smart, musically talented and gorgeous as hell.  Plus I like the idea of Oz, the werewolf, being attracted to a girl named Luna.

It also allows me to use this as the title of the episode.

Bizare Love Triangle
"The Hex girls are in town and they have awakened something in Oz and Willow both!"

The setup for this one will dirt-simple.  One of the bands in the competition is using magic to cheat by raising a ghost of a dead musician.  The cast needs to find the object that is the focus of the dead musician and destroy it before the ghost is successful in summoning more ghosts in order to "Get the Band back together".  Given the year I am going to say the living band who did the summons is a Bon Jovi rip off, and the "dead" band is a KISS/Glam Rock sort of deal.  Pay homage to the Scooby Doo roots of all these sources and make them like KISS.

OR better yet, just steal this Scooby-Doo Hex Girls episode and have everyone turn into zombies!





AND this gives you an excuse to use Bloat Game sister product, Survive This! Zombies! 2nd Edition.

If this Willow-Oz-Luna thing is happening, maybe I could play with a Buffy-Angel-Thorn thing.  Angel thinks Thorn is a vampire, and Thorn thinks he is just really into the goth scene.  This conflict though is quickly resolved.

Luna is busy with her Oz and Willow issue.  Thorn is dealing with Buffy, and Dusk...Dusk is doing her thing.

The trick now is figuring out what class(es) fit the girls best.

Thorn would make a convincing White Witch. But all are Goths.  I am going to say all are Goths, but they sacrifice a level of goth for a level or two of white witch.

For this episode, I will use the Core book, the Player Options & GM Guide (for White Witches) and the Werewolf Sourcebook (for Oz).


Thorn
AKA Sally McKnight
Class: Goth 2 / White Witch 2
Alignment: Good
Languages: English
Age: 15

Attributes
STR: 10 +0
INT: 14  +1
WIS: 15 +1
DEX: 10 +0
CON: 11 +0
CHA: 16 +2
SUR: 15 +1

AC: 11    HP: 17    Attack Bonus +1

Courage: 3
Critical: 3
Death: 4
Mental: 4
Poison: 2

Class Abilities
Can see spirits and ghosts.
2 Minor spells
Healing touch

Skills
Art & Music +4, Paranormal +4, Knowledge (local "Oakhaven, MA") +1, Knowledge (magic) +2,Intimidation +2, Hide +2, Toughness +2

Possessions
Goth clothing, fake teeth, guitar

Money: $25

Luna
AKA Kim Moss
Class: Goth 2 / White Witch 1
Alignment: Good
Languages: English
Age: 15

Attributes
STR: 11 +0
INT: 14  +1
WIS: 15 +1
DEX: 11 +0
CON: 10 +0
CHA: 17 +2
SUR: 15 +1

AC: 11    HP: 15    Attack Bonus +1

Courage: 3
Critical: 2
Death: 3
Mental: 3
Poison: 3

Background: Biracial

Class Abilities
Can see spirits and ghosts.
1 Minor spell
Healing touch

Skills
Art & Music +3, Paranormal +3, Knowledge (local "Oakhaven, MA") +1, Knowledge (magic) +2, Intimidation +2, Hide +1, Toughness +1

Possessions
Goth clothing, fake teeth, keyboards and bass.

Money: $40

Dusk
AKA Muffy St. James
Class: Goth 2 / White Witch 1
Alignment: Good
Languages: English
Age: 15

Attributes
STR: 12 +0
INT: 12  +0
WIS: 13 +1
DEX: 10 +0
CON: 14 +1
CHA: 16 +2
SUR: 15 +1

AC: 11    HP: 16    Attack Bonus

Courage: 3
Critical: 2
Death: 4
Mental: 2
Poison: 2

Class Abilities
Can see spirits and ghosts.
1 Minor spell
Healing touch

Skills
Art & Music +3, Paranormal +3, Knowledge (local "Oakhaven, MA") +1, Knowledge (magic) +2, Intimidation +3, Hide +2, Toughness +3

Possessions
Goth clothing, fake teeth, drums

Money: $100 (family is stinking rich)

I will have to play these versions to see how they work.

The Hex Girls win with the version of "Bizarre Love Triangle" sung like Frente!.  Note that the singer, Angie Hart of Frente!, actually wrote most of the songs from Buffy's musical episode.

Tuesday, August 7, 2018

Dark Places & Demogorgons: Buffy the Vampire Slayer and Charmed; How Soon is Now?

The Buffy crossover I did with Supernatural was so much fun I thought I would try something similar only this time for my favorite genre show of all time, Charmed.


Of course, this is not the first time I have done a Charmed / Buffy crossover.  Back in the days of my Willow & Tara games, I had an episode/adventure "Semi-Charmed Life".

This one though is different. This one needs to live in the world of "Sunny Valey, OH".  Thankfully, while transporting the cast of Buffy to 80s requires some tweaks, I can transport the entire cast of Charmed to the mid 80s (let's say 1986) with barely a change.

Ok, what do we need to know about Charmed in 1986 for a Dark Places & Demogorgons game?
Well. For starters, the girls are all young. Their mother, Patty, has been dead now for 8 years and they are being raised by their grandmother, Penny.  Penny, or Penelope Halliwell has blocked their powers to keep a warlock from feeding on them.  When Patty died she kept the power block in place to keep the girls safe.  Penny was no witch to mess with either.  While originally a peace-loving hippie witch, she soon learned that the only way to deal with demons and warlocks was to kill them.
Leo, the girls' Whitelihter and Piper's future husband, would also be watching the girls at this point.

We have a rule in writing Willow-centric adventures.  Try to avoid having her spells go awry.  It is lazy writing and unbecoming of someone that is supposed to be one of the most powerful witches in the world.  BUT.  This Willow isn't that yet is she?  She is young. She is eager to learn.  So let's say that one day she finds a spell to summon a witch teacher (this is a spell I actually use in my D&D games).  She takes the spell to Tara, who advises caution but can see nothing wrong with it.  There isn't until Willow casts the spell and asks not for a witch tutor, but the most powerful witches in the world.  She is a little shocked when she gets three girls just a few years younger than herself.

For an adventure, I would have the Charmed girls either be NPCs to the regular cast OR as PCs if there are new people.

I see Pru as being angry at first that she was transported here, then angry at grams for hiding their powers.  Pru comes up with the idea of blocking grams and Leo.  Pru also enjoys going on patrol with Buffy (a nod to their real-life friendship).

Piper would be the most out of sorts and the angriest.  I can see her having the most interactions with Willow; the both have issues with witchcraft to work out.
Phoebe would find this to be a great adventure and, this is 100% Phoebe, she is the one that learns Tara is in love with Willow.
Grams will scry for the girls, not get them, yell for Leo then yell at him. She will eventually find them, 100% safe and sound.  I would not be too surprised if she didn't have a word or two with Willow.

Now my first Buffy/Charmed crossover has such a great title. What should I call one from the mid-80s?

Episode Title: How Soon is Now?


Pru Halliwell
Born: 10/28/1970
Age: 15*
(assuming early in Season 2, 1986)

Class: White Witch  Level: 5 (temp)
Alignment: Good
Languages: English

Attributes
STR: 11 +0
INT: 17 +2
WIS: 16 +2
DEX: 14 +1
CON: 11 +0
CHA: 17 +2
SUR: 16 +2

AC: 10     HP: 22    Attack Bonus +0

Courage: 6 +3
Critical: 5
Death: 5
Mental: 4
Poison: 3

Background
Lives with an overprotective grandmother.  Acts as stand-in mother for Piper and Phoebe.

Class Abilities
+1 to saves involving magic, +3 to courage saves, healing touch 8/day, heal at double rate, summon light, see in darkness, advantage on saves, immune to fear, talk to animals and plants, create potions

Skills
Art +5, Math +1, Science +1, Knowledge (History) +5, Paranormal +4, Botany +3

Possessions
(none)

Money: none

Spells
Minor (4), Major (1)

Power: Telekeniss.

Piper Halliwell
Born: 08/07/1973
Age: 13
(assuming early in Season 2, 1986)

Class: White Witch  Level: 3 (temp)
Alignment: Good
Languages: English

Attributes
STR: 10 +0
INT: 13 +1
WIS: 13 +1
DEX: 12 +0
CON: 11 +0
CHA: 12 +0
SUR: 12 +0

AC: 10     HP: 12    Attack Bonus +0

Courage: 5 +3
Critical: 4
Death: 3
Mental: 4
Poison: 3

Background
Lives with an overprotective grandmother.  Acts as peacemaker for Piper and Phoebe.

Class Abilities
+1 to saves involving magic, +3 to courage saves, healing touch 5/day, heal at double rate, summon light, see in darkness, advantage on saves, immune to fear, talk to animals and plants

Skills
Cooking +3, Math +1, Science +1, Paranormal +3, Botany +3

Possessions
(none)

Money: none

Spells
Minor (4), Major (0)

Power: Molecular destailazation.

Phoebe Halliwell
Born: 11/02/1975
Age: 10
(assuming early in Season 2, 1986)

Class: White Witch  Level: 1 (temp)
Alignment: Good
Languages: English

Attributes
STR: 8 -1
INT: 12 +0
WIS: 10 +0
DEX: 12 +0
CON: 10 +0
CHA: 14 +1
SUR: 12 +0

AC: 10     HP: 5   Attack Bonus +0

Courage: 3 +3
Critical: 4
Death: 3
Mental: 4
Poison: 3

Background
Lives with an overprotective grandmother.

Class Abilities
+1 to saves involving magic, +3 to courage saves, healing touch 5/day, heal at double rate, summon light, see in darkness

Skills
Atheletics +2, Math +1, Science +1,  Paranormal +2, Botany +2

Possessions
(none)

Money: none

Spells
Minor (1), Major (0)

Power: Premonitions.

My god, these characters look fun!  I should do this with more Charmed characters.

Take us home Morrissey!



Wednesday, July 25, 2018

Survive This! Dark Places and Demogorgons - Carmilla / Buffy Crossover

My Dark Places and Demogorgons Buffy game has been a lot of fun.  I keep reaching back into my own high school years for ideas and one that came up was the "Foreign Exchange Student", once I hit on that everything else flowed.

So a bit of background. The year is 1983 and the place is Sunny Valley, OH. Here the events of lives of Buffy, Willow, Tara, Dawn, and the others are playing out.  We just had Sam and Dean Winchester come to town so we now know there is a lot more going on.
In today's special episode we meet 13-year-old Laura Hollis played by Elise Bauman and her father Sherman played by Enrico Colantoni.  Of course, this is my big Carmilla crossover.



The problem is that I have a GREAT idea and it involves Laura at 13 in full-blown "kid investigative reporter" mode AND it would also fit nicely with the timeline in the movie Styria.
BUT it also means that I am planning on NOT using Carmilla herself.

Having Carm in the mix, even if she is a "useless vampire", is just asking Buffy to try to stake her.  Not preferred.  But I figure this can be like Pre-Flash Barry Allen visiting Oliver Queen in Arrow.

So for a week or so, Laura Hollis, Teen Reporter is in Sunny Valey, OH and she does not like it. No sir, not one bit.

Of course, this is a perfect time for all those old jokes about "having a girlfriend in Canada".  Alex should be the butt of that joke.

What Class is Laura?
That's a good question.  He dad teaches her Krav Maga.  He makes his own pepper spray that can drop a bear.  He could be a Doomsday Prepper, but he is not paranoid, just overprotective.  Laura could be a Karate Kid, but that doesn't really define her either.  In truth, there is an archetype of the horror genre that is not covered; the Kid Gumshoe or Kid Reporter.

Kid Gumshoe (new Class)
THEY are hiding the truth. What truths? Well if the adults won't get up off their butts watching "Dynasty" or "Wide Wide World of Sports" then it's up to you.  You are ready for it too. You have your notes, your tape recorder (and hope to save up for a real camcorder one day) and you have the one thing that the others don't; moxy, gumption, the desire to dig and keep digging.
While most of your fellow students have pictures of Duran Duran and Bon Jovi on their walls you have Woodward, Berstein, Cronkite, and Murrow.  Of course, those are there to hide your giant map/pin board of every weird thing going on in town.  That jewelry store that never has customers save for late at night.  Your money is on werewolves.  And really what is the deal with a Light House in middle of a landlocked county where then the nearest body of water is the YMCA Pool.

"The Truth is Out There" - X-files

PREREQUISITES: Intelligence or Wisdom 12, Survival 8
LEVEL 1: Step aside Woodward and Bernstein. You have this covered!
+2 to Courage saves,  Investigation +2, Outdoorsmanship OR Stealth at +1,  Computer, Ranged Weapons, First Aid. Because of the frequent scrapes and fights you find yourself in you add +1 to melee attacks.  Typically this something like a martial art or brawling.

LEVEL ADVANCEMENT
2 +1 to AC, +2 to Investigation and Spot checks
3 +1 to Courage saves, Gain a local contact that grants you +2 on any one Investigation Check
4 +1 to Survival, +2 Brawling
5 "I gotta a guy." Gain more local contacts, +2 on any three different Investigation checks per day.
6 +1 to Intelligence or Wisdom, +1 Investigation
7 "Are You Sure?" can reroll any one Investigation check. 

STARTING GEAR:  notebooks, pencils, lists of contacts, pocket tape recorder with extra tapes.  5d6 Dollars, fake ID.


Laura Hollis
Class: Kid Gumshoe  Level: 2
Alignment: Good
Languages: English, French
Age: 13

Attributes
STR: 10 +0
INT: 16 +2
WIS: 12 +0
DEX: 15 +1
CON: 14 +1
CHA: 16 +2
SUR: 16 +2

AC: 11     HP: 8   Attack Bonus +1

Courage: 4
Critical: 3
Death: 3
Mental: 3
Poison: 3

Background
Mother is dead, Father is way overprotective.
She has not admitted she is gay yet, father knows.

Class Abilities
(see above)

Skills
Investigation, Stealth, Computers, First Aid, Spot

Possessions
Notebook, pencils, pocket tape recorder

Money: $5 (Canadian)


I like it! Both the NPC and the Class.  They might need some tweaking, but all in all I am happy.

Thursday, July 12, 2018

Survive This! Dark Places and Demogorgons - Supernatural / Buffy Crossover

Came home last night to a nice treat.  My hardcover version of Dark Places and Demogorgons came in.   This one I ordered from Bloat Game's own website.  After all the fun I had, I wanted to have this hardcover version too.



I even got it signed!


It got me thinking what would be a great one-shot Crossover for my Sunny Valley, OH game.  Then it dawned on me! The only thing that makes sense is Supernatural! 
In the in-show continuities, they were all born between 1978 and 1984 so why not extend that to my Sunny Valley game.

Supernatural even has baked in reasons for Dean and Sam to show up.  John Winchester has heard the rumors of Sunny Valley and has come to town to help clean it up.  He decides to enroll the boys in the local High School for a bit and this is where they meet the cast. 

If Tumblr is to be any source on this the meeting goes a little like this: Buffy and Dean meet, Dean hits on her, she rebuffs...(ouch), monsters come, Dean tries to save her, she instead kicks the monsters asses and saves Dean.  Dean falls more in love with her than before.


Sam and Dawn, as the youngest are stuck together.  They each discover the other's secrets; That Sam has some demon powers in him and Dawn is a powerful psychic.

Dean Winchester
Class: Monster Hunter (demons)  Level: 5
Alignment: Good
Languages: English
Age: 16

Attributes
STR: 15 +1
INT: 10 +0
WIS: 12 +0
DEX: 16 +2
CON: 14 +1
CHA: 16 +2
SUR: 18 +3

AC: 12     HP: 26    Attack Bonus +3 / +3 (vs. monsters)

Courage: 6 (additional +3 vs. monsters)
Critical: 4
Death: 5
Mental: 4
Poison: 5

Background
Mother is dead, Father is always on the road.
Annoying little brother.

Class Abilities
+3 to hit, track, dmg to monsters
+1 Toughness

Skills
Outdoorsmanship +4, Paranormal +5, Brawling +3, Persuasion +1, Basic Athletics +3, Stealth +2

Possessions
Leather jacket, knives, access to guns

Money: $25 (in stolen credit cards)


Sam Winchester
Class: Telekinietic/Monster Hunter  Level: 1/1
Alignment: Good
Languages: English
Age: 12

Attributes
STR: 15 +1
INT: 16 +2
WIS: 12+0
DEX: 16 +2
CON: 14 +1
CHA: 15 +1
SUR: 16 +2

AC: 10     HP: 10   Attack Bonus +3 / +3 (vs. demons)

Courage: 3 (additional +3 vs. demons)
Critical: 3
Death: 3
Mental: 4
Poison: 3

Background
Mother is dead, Father is always on the road.
Annoying older brother.

Class Abilities
+1 to Psionic attacks
Move 11 lbs of items, Push, Psionic Attack.
+1 to hit, track, dmg to demons
+1 Toughness

Skills
Outdoorsmanship +2, Paranormal +2, Knowledge (Demons) +1,  Knowledge (History)
Possessions
Members Only Jacket

Money: $5

The arrival of Sam and Dean also mean the arrival of demons to the show.
We end their time on the "show" with Alex showing the Winchester boys how to play AD&D.

This could be a lot of fun to play at a Con sometime.  Now I just need to work Charmed in there somehow.

Thursday, June 28, 2018

Willow & Tara: Survive This! Dark Places & Demogorgons

Yesterday I took the entire Buffyverse and dropped them into 1984 Ohio and found it works rather well.  Today I want to continue that thought but also do a deep dive into the three witch classes that DP&D has to offer.  And I know of no better way to do this.


So for reasons that work for the game, I am going with Dark Places & Demogorgons: Player Options & GM Guide for the witch classes. A White Witch for Willow and a Nature Witch for Tara.  So far I have no reason to assume that Willow will need a Black Witch.  The two realities are connected, but also different.

Willow D. Rosenberg
In 1984's Sunny Valley Willow is a mathematical genius who is the only person, quite likely in the whole town, that knows how to use a computer for more than just video games.  She has been best friends with Alex Harris since kindergarten and has been friends with Daniel "Oz" Osbourne since Junior High.  Oz is obviously rather fond of Willow, but he suspects there is something holding her back.


During her summer job at the local library, Willow discovered a locked room.  Normally one to follow every rule, this room called to her.  One day she found a key (after several weeks of searching she would later admit) and opened the door.  Inside books on the occult, summoning demons and more importantly magic.  She has been reading them and trying to master them.  Though she has help from a fellow witch and honest to the goddess wiccan in Tara.

Willow Rosenberg
Class: White Witch  Level: 5
Alignment: Good
Languages: English, Hebrew, Latin, Greek
Age: 14

Attributes
STR: 9 +0
INT: 18 +3
WIS: 16 +2
DEX: 11 +0
CON: 11 +0
CHA: 17 +2
SUR: 16 +2

AC: 10     HP: 19    Attack Bonus +0

Courage: 6 +3
Critical: 5
Death: 5
Mental: 4
Poison: 3

Background
Parents are rarely at home.

Class Abilities
+1 to saves involving magic, +3 to courage saves, healing touch 8/day, heal at double rate, summon light, seen in darkness, advantage on saves, immune to fear, talk to animals and plants, create potions

Skills
Computers +5, Art +1, Math +5, Science +5, Knowledge (Magic) +5, Paranormal +4, Botany +3, Electronics +4

Possessions
Bike, Home Computer,

Money: $40

Spells
Minor (4), Major (1)
Charm, Glammerd Appearance, Magical Insight, Burning Ash hands,
Firebolt

Tara A. Maclay
Tara attends Sunny Valley Community High School on the southside of town.  She lives in a trailer with her father and brother.  Her mother Megan died from cancer just last year.  Having a rough time with that and struggling with being the "known gay" in school she was picked on quite a bit.  It was not till the arrival of Faith did things change.  Faith protected Tara because she felt something of a connection to her.  When Elizabeth Summers died north of town Faith became the new Slayer. Elizabeth came back (thanks to Alex) and soon Tara and Faith joined the Northsiders on their nightly fight against vampires, zombies and other undead menaces.  While Faith has been drawn more and more to Elizabeth and their shared mystery. Tara has been getting much closer to Willow.


Tara and her best friend Faith

Tara Maclay
Class: White Witch  Level: 4
Alignment: Good
Languages: English, French, Latin
Age: 15

Attributes
STR: 12 +0
INT: 16 +2
WIS: 18 +3
DEX: 9 +0
CON: 12 +0
CHA: 16 +2
SUR: 12 +0

AC: 10     HP: 16    Attack Bonus +0

Courage: 5
Critical: 4
Death: 3
Mental: 5
Poison: 3 +4

Background
Mother is dead, Father is super-strict

Class Abilities
Toughness: Nature/Weather +4, Empathic w/ Animals, Create Potions, Control Animals.

Skills
Botany +4, First Aid, Knowledge (magic) +4, Outdoorsmanship +2, Paranormal +4, DAnce +3, Horsemanship +4,

Possessions
Bike,

Money: $40

Spells
Minor (3)
Blind, Charm, Magical Insight

If this were an 80s show then Willow and Tara would have had (implied) sex but then Tara would have been killed and Willow sent on an "evil lesbian" rampage only end the show crying in the arms of some man.  Really, who wants to see some shitty after-school special clichĂ© like that?

I think these classes work great, to be honest.  I would like to reorganize their powers a bit to fit my concepts of these characters. Normally I would let Willow have access to some Dark spells and Tara should be the one to heal by touch.

This also brings up an interesting dilemma. Should Willow be a multiclassed Kid Scientist 1/Witch 4?  DP&D, like a lot of OSR games, has no Multiclassing rules.  To me though I like the idea of a multiclassed Willow.  She starts off as a Kid scientist and then moves to White Witch and maybe Black Witch IF we follow the original series.  Tara can start as a Nature Witch then move to White after a bit.

These are great.  This really captures what I wanted from this game quite well.