Showing posts with label Esoterrorists. Show all posts
Showing posts with label Esoterrorists. Show all posts

Sunday, November 3, 2013

New and Noteworthy Horror

Over on NZRaG Luke has begun his annual ranking of the top games & products of 2013.  When I looked at my own top picks, all of them were horror.  I found that little surprising - I don't exclusively read horror games, and I feel that several other products I've purchased have been of high particularly quality (e.g. Doctor Source Books for the Doctor Who Adventure in Time and Space RPG, The Laundry and Mutants & Masterminds products).

So, what (other than EPOCH) made the top of my list?

1. Eternal Lies.  The true test of a campaign like this is actually running it, but the sheer quality, size and attention to detail evident in this product are amazing.  Then, to top it off, Pelgrane offer additional support, including a soundtrack, map, comprehensive conversion notes for Call of Cthulhu, plus NPC portraits.  Truly a masterful product.

2. World War Cthulhu: Darkest Hour.  So far I only have this in PDF, so can't comment on the quality of the physical book but this seems like an interesting take on Delta Green style gaming in WWII, and the first in a series of Cthulhu war books. I'm not sure how easily this setup would mesh with the history of WWII - history buffs often have high levels of expectation about integrating games like this into the context of such a well-known conflict, and may therefore have trouble suspending disbelief - for example if the characters fail to prevent the horror from manifesting, how does this not have a visible impact on the war?  Interestingly with the parallel release of Achutung! Cthulhu you can choose whether you prefer a pulp or purist take on Cthulhu in WWII.

3. Esoterrorists 2nd Edition a refresh of the Gumshoe system in this clever and compelling contemporary horror setting.  I love the idea of the Esoterrorists setting, albeit not wildly dissimilar to Delta Green or The Laundry.  However, some of the scenarios have been very well executed, and this is a game I'd like to run more of.  I find the basic Gumshoe combat system a little clunky, so i'd be interested to see how this edition improves on that.

Tuesday, May 7, 2013

Horror and Helplessness

A little while ago Lowell Francis, a blogger who has posted extensively on horror roleplaying games, posted that in his view,  "horror thrives on player uncertainty and lack of control”.  I thought about it a little bit at the time, but when he recently repeated the assertion that “most horror operates from threat, entrapment, and some degree of helplessness “ it helped me crystalise my own thinking about the nature of horror in roleplaying, and helplessness.

Helplessness is tricky in roleplaying games because of the question of trust.  Most traditional RPG’s are a shared paradigm where one individual has more narrative powers, and can set the stakes for most conflicts (as GM).  In this relationship, trust is essential.  Implicit in this traditional paradigm is the fact that the GM is not subject to any meaningful checks and balances beyond their social relationship with the players – and, therefore, can structure the story to kill, maim or incapacitate one or all of the characters (or place them in situations where the survival of their characters is unlikely).   But even if the stakes aren’t this severe, the players are effectively being asked to trust that the GM has the best interests of their characters, and their enjoyment of the game as players, at heart.  In a traditional roleplaying games, therefore, the players are largely helpless against the authority of the GM.


Nowhere is this paradigm more evident than in horror roleplaying games.  Many of these systems conflate character helplessness with player helplessness.  They use a mechanical system to establish norms, then ensure that exposure to horror will irrevocable and perpetually erode the characters mental wellbeing within those norms (a la Sanity points in Call of Cthulhu).  In this context the system is continually reinforcing to the player, that their character is helpless against the horror (in the case of Sanity points, they will almost always lose sanity points faster than they can gain them, and each loss is accompanied by periods of system dictated distress helplessness – temporary, permanent and indefinite insanity, often at critical moments in the action).

Other systems use similar mechanics.  In the Gumshoe system the characters spend from a wide pool of perpetually diminishing resources to investigate, encounter and attempt to survive their brushes with the horror.  In Dread, each pull of the tower brings the characters closer to their doom.  In Geiger Counter the horror increases its dice pool every test.

But, in my view, most horror isn’t actually about helplessness. 

Horror is about the intersection between character and something terrible (the source of the horror).  The essence of horror is not helplessness, but rather the human struggle against the macabre and inhuman.  The place where a protagonist tries to find the strength to struggle against forces that would otherwise eviscerate their physical or mental wellbeing.  Lovecraft’s Robert Olmstead escaped Innsmouth, Armitage dispelled the Dunwich Horror and Dyer returned from the Mountains of Madness intent on warning others.  Ripley ultimately defeats the Alien, Ben survives the horde during the Night of the Living Dead, MacReady bests the Thing and the Freeling family flee beyond the reach of the Poltergeist.

So, if you accept that horror is about the struggle, rather than helplessness, what does this mean for horror roleplaying games?


To reflect the way these stories play out, the GM should be continually exploring the impact of the horror on the characters.  The horror should have no independent motive or agenda – rather it exists entirely through the prism of the characters experiences.  That’s not to say all the characters must survive, or that there isn’t a broader story – but the experience of the characters should be the focus of the game.

But that’s not how many games play out.  This blog is called Total Party Kill because of precisely this tension.  The idea that GM’s sometimes violate the relationship trust – exploit the helplessness of the characters in their games.  Indeed many systems and scenarios are explicitly designed to create this experience, or will inevitably result in this outcome without modification.

Some players may accept, or even enjoy the helpless downward spiral of their characters.  Some may even embrace it – but unless you’ve had a conversation with your players about exactly how they enjoy interacting with the horror, its safest to assume that some players are looking to try and triumph against the horror like so many protagonists in horror movies and literature.

For these reasons, when I designed a horror roleplaying game, I put that conversation front and centre.  I also ensured that there would almost always be survivors of the scenario, just as there would be victims, and that the decision about which character survived, and which did not was an artefact of highly structured collective decision making, rather than putting the load on one individual – thus, the players are not helpless in a story that is all about their characters.  I designed a game that I believe exemplifies the struggle that I believe is central to horror.

Saturday, March 9, 2013

2012 in Review

Around this time every year, I review my gaming achievements over the past year against what I had planned.  Then I set some goals for the next 12 months.  So how did 2012 stack up?  Let’s see:

1. Finish and publish EPOCH
Check.  I published EPOCH on Halloween 2012.  In February 2013 I released a revised edition featuring new layout by Marcus Bone, and new card art by Doug Royson.  Print on demand cards were released in February and this week I released a print on demand version of the game book.  I am proud of EPOCH and encouraged by the steady sales that it has maintained, even though I don’t think it’s broken into mainstream gaming consciousness. 

2. Write a good selection of scenarios for EPOCH
Check.  I’ve personally written and published 5 EPOCH scenarios, the latest being included in the new collection Frontier of Fear.  There are a total of 8 EPOCH scenarios in print, with a further 3 in various stages of readiness for release, and another 5 that are still a gleam in the eye of their author. 

3. Run the Call of Cthulhu campaign Beyond the Mountains of Madness
Partial check.  The campaign is 90% complete, I hope to run the final sessions shortly.  I’ve posted about the campaign here. 

4. Run the Warpstorm Trilogy, a Rogue Trader campaign
Nope, this remains high on my list of games I want to run, and I hope to begin it as soon as Mountains is complete. 

5. Attend upcoming local tabletop roleplaying conventions
Partial check.  I attended Fright Night and Kapcon 22, but didn’t attend Day of Games or Confusion in 2012. 

6. Write and publish my Call of Cthulhu resource
Nope.  EPOCH has taken all my writing resources of late, and without any clear deadline, this project has languished. 

7. Write and possibly co-run a zany disco based game with Mike
Nope, sadly this did not come to fruition despite a series of e-mails proposing an awesome Bill and Ted style game featuring a ‘dice tower of power’. 

So, what goals for the next twelve months?  Here's my list:
  • Write and publish more EPOCH scenarios.  I’d like to see a total of 20 scenarios in print by this time next year.
  • Write and publish the EPOCH companion.  This includes some expansion rules and new cards for EPOCH as well as my mini-series rules and scenarios. 
  • Write a scenario for Esoterrorists.  Marcus has been talking about this, and if he still wants it, I’d be pleased to repay some favours and write an Esoterrorists scenario for him. 
  • Run the Warpstorm Trilogy for Rogue Trader.
  • Attend Day of Games and Buckets of Dice in Christchurch. 
Do you have any goals for the next year?

Monday, January 23, 2012

Kapcon 21 - Part 2

In Rounds 3, 4 and 5 I ran the Love of Money, a recent Esoterrorists release. In December I was looking around for a published scenario to run as a second Kapcon offering and picked this after a skim read – in retrospect it wasn’t the best game to take to a time limited ‘con. Firstly Esoterrorists is a complex setting, I lost 35 minutes to establishing the setting and system alone. Secondly the pre-generated characters were very detailed (3 full pages of text). I don’t think they were overly complex (with one exception) but they were, perhaps, over written. As an existing team of investigators who have established relationships, who find themselves in a bad spot, there was probably more detail then I think could easily be absorbed in ‘con conditions.

Finally, the plot, which had several cool scenes, was overly complex, and unnecessarily convoluted. It prompted the players to think it was even more convoluted then it was, which chewed up a lot of time. Finally, investigative games are a tough ask in a ‘con. Players inevitably engage with the investigation more thoroughly than is anticipated by the scenario, and even in a fairly tight setup where the clues are guaranteed – like Love of Money – there is a fair bit of doubt and second-guessing which slows the scenario down.

After the playtest, I had taken steps to address some of the problems, and managed to cut the scenario down from 4.5 hours to 3.5, and with a little effort 3.25 hours, although this inevitably truncates the climax, which is a shame as this is a much better scene than the longest scene (the intro). Plus, I prefer to have my games come in on time, for everybody’s sake.

How did it go? Well, the averaged response is good. I think most groups enjoyed the game and had fun. But some games felt like they dragged, and some players played a less active role than I’d have liked, while others were better as the players managed to dig out some characterisation and conflict from the pre-generated characters. As a GM I found running Love of Money really, really hard work, and wished that I had offered Sundown to replace this for 2 of the 3 runs. It wasn’t a bad game, but I don’t think it lived up to my normal Kapcon standards. I think this is entirely my own fault for trying to force a square peg through a round hole, and I’ll certainly look to take some lessons away from it.

In Round 3.5 I was going to simply go and have a drink with some of my regular Cthulhu group to debrief the first day of the ‘con, but that wily salesman and veteran GM, Mike Sands managed to sell me on Psi-Run a game where people with psychic powers and amnesia are hunted down. It sounded cool, so I thought I’d give it a go.

Much like Geiger Counter, this game starts a little rough - from a cold start you have to make a number of character decisions that you might wish you could rethink once you understand how the game works – so subsequent runs would be fun, but it’s tough on the first run-through. Also, like Geiger-Counter, the system seems to not account for a player’s natural desire to have their character ‘succeed’ (which in this context is remaining on the lamb) at the expense of other elements – so on most of the tests we made people didn’t prioritise answering questions about their characters amnesia which prolonged the chase. This is reinforced by the fact that having the chasers get closer affects all the characters - regardless of their circumstances - so there is an additional social pressure not to screw everyone with your decision.

However, unlike Geiger Counter, Mike acted as GM and did a great job of contextualising the chase, setting and the inevitable psychic surges. This helped structure the game to a point where most of the player believed that actually it might be better if the psychic escapees were recaptured, rather than continuing to wreck havoc on the world. In my opinion, the weird mix of complete creative freedom, which is then straitjacketed by an overly dictatorial dice mechanic. All in all, I had a lot of fun playing this, and would recommend it to others in the hands of a GM who loves to improvise.

For Round 6 I ran Piledrivers and Powerbombs for 8 players. In retrospect I think 8 might have been a touch ambitious and I probably should have used a variant of the ‘royal rumble’ party rules. Needless to say I will tinker with it to try and get a slightly more coherent approach for the next outing. It was a really great time, and a great way to have some silly fun to close out the 'con. I’ll cross post my remarks from NZRaG:

Kapcon Summer Slam in round 6 was epic-level insanity - the players were screaming, cheering, jeering, waving hillarious signs, smack-talking and scene framing until they could wrestle and game no more. I salute your ridiculous, magnificent, amazing wrestlers:

- Rainbow Warrior (Sophie)
- Polar Bear (Nick P.)
- Jolly Roger (John B.)
- G.I. Joey (Liam)
- Baseball Boy (don't remember your name, sorry)
- La Cucaracha (Stephanie)
- El Diablo (Andrew M.) *Crossover character from D.O.G.
- Drunken Truckie (Grant)

And, all of their hilarious and tragic nemeses.

You can read my report of Kapcon 20 here and here.