Last weekend was Fright Night IV, a one night, two-round, horror roleplaying ‘con. I’ve previously posted about the origins of Fright Night. The fourth installment caused me a little stress, with some switching and changing of games early on, and then 3 last minute player absences. Despite these small problems, the ‘con overall seemed to run smoothly, with all games being run to time.
I was fortunate this year to play in a total of 4 Fright Night games, 3 in playtest, and one on the night itself. I’ll post some brief thoughts on these below, but please heed the SPOILER WARNING for Splinter of Corruption, Did you hear the one..?, The Hand that Feeds and All Saints’ Eve.
(Spoiler Warning) Splinter of Corruption was run by Doug, who adapted an existing Dark Heresy introductory scenario into something more to his tastes. At its core this was a really solid scenario, a straight sci-fi horror exploration and investigation which reminded me a lot of Sophie’s ‘Still to Come’ from Kapcon 19. The characters added a nice 40k element, particularly the explosive collars and floating electronic skull servitors. I found it a fun outing, which enthused me for the sci-fi horror genre, and ultimately there were only some superficial suggestions made along the lines of tidying the investigation track and final sequence, and developing some time-keeping protocols. Doug’s use of miniatures really added a nice, unique element to the game, but unfortunately this was not included in the final run due to time constraints.
(Spoiler Warning) Did you hear the one..? was Sophie’s latest horror offering. Again it presented a straightforward horror setup – people gathering to spend the night in a haunted house. I was given the role of ‘believer’ and created Gill, a paranormal obsessed tech-head with a deficit of social skills who I loosely based on Milton Waddams from Office Space. Glenn played my nemesis, the slightly less socially awkward skeptic, and I spent a good long time sniping with him. Due to the semi-LARP nature of the game it was very visceral, and more than a little challenging for me. I think it worked really well, and the way it ran and concluded was very neat and well executed. Suggestions made afterwards turned it from a good game into a really great game in my view, as notes were replaced by a whispering GM and a co-GM was added to play the critical NPC. In my view this game has most strongly achieved the aim of a genuinely scary horror game in a ‘con setting, and as such is worthy of considerable kudos.
To be continued...
Monday, October 18, 2010
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