…Bunnies, it must be Bunnies!

buffybunny

I would like to dedicate this article to the month of April.  A time for flowers, fertility, love, and chocolate egg laying mammals.  As you are likely unaware, I am a Whedon fan.  I admit, he has produced some garbage, but every dog has his day, and he had his.  That is why, in honor of spring, I would like to delve in to the most frightening of depths.  What is the connection, you ask?  Why, bunnies of course.

I spoke of suspense and it’s effective uses to further your games, in a recent article.  Deftly building and executing suspense is of great importance in almost every genre, but is applied in slightly different ways.  I illustrated an example of suspense in a fantasy/action scenario, but today….today, we are going to delve in to the realm of nightmares, the land of monsters true.  Today we are going to discuss the genre of horror.

Every GM has, at one time or another, thought about or ran a horror themed game. While it is possible to run a horror themed adventure in almost any game, some are easier than others.  If you are a storyteller for White Wolf, you almost certainly have some experience in the realm of Gothic horror.  Our Lovecraft fans out there are sure to have experienced the madness that is the Call of Cthulhu.  If you have been a fan of Dungeons & Dragons, you are sure to be familiar with Ravenloft.

Speaking of Ravenloft, WotC has yet to release a 4th edition translation of the popular setting.  Paizo has taken up the cue and released their answer to Ravenloft with a few different source books, notably Rule of Fear.  A book centered around Ustalav, and dedicated to the integration of classic horror.

This article isn’t going to be a review of any of these products, per se.  I would love to write a review or two on these, but I already have too many open projects at the moment.  Instead, I would like to discuss some of the basic elements of the horror game and how you can apply them to your adventures.

The Thousand Horrors

Before we delve in, we need to understand a few key ingredients to horror.  Horror comes in every flavor of the rainbow.  There are almost as many genres of horror as there are genres of metal.  Some of the popular genres of horror include:

  • classic
  • zombie
  • gothic
  • slasher
  • psychological
  • lovecraftian

Classic – classic horror has your mummies, vampires, and “frankensteins”  By today’s standards, these types of horrors don’t scare most people.  This is often enjoyed by cult classicists and “monster movie” enthusiasts.

Zombie – Technically a sub-genre of “survival horror,” zombie flicks have earned a status all of their own.  Incredibly popular and easily reproduced in almost any game setting.

Gothic – Dating back to the late 1700′s, the gothic horror genre involved elements of horror and romance.  It is easy to see why this genre has been applied to many vampire dramas.

Slasher – The slasher flick is a classic.  Some big, inhuman sob is running around with something pointy and lots of half naked co-eds are winding up dismembered.  I won’t begin to psychoanalyze this genre, but if it is used correctly it can be an easily implemented horror tool in most games.

Psychological- Decidedly more subtle than the other genres of horror, psychological horror involves thoughts, perceptions, and other elements of atmospheric horror to fully draw in the audience.  This genre can be used in conjunction with others to devastating effect.

Lovecraftian – This genre of horror involves “alien” horror.  The fear of the unknown and unseen and revolves around concepts that things are not as they seem.  Indeed, there is already a game dedicated to the works of Lovecraft, but we can apply these elements to any game.

The Secret of Horror

Okay, so it isn’t exactly a secret, but it might not be immediately obvious to everyone.  It is a simple truth of horror.

Power is inversely proportional to terror.

What does this mean exactly?  Well, the more empowered your players, the less scared they are.  Drop a well armed fighter and cleric in to a room full of zombies and it becomes more of a fodder-fest than a game of horror.  There are ways to disarm your players and limit their power.  This is not recommended, unless your players are aware of the type of game they are going to be playing and all agree to be powerless. This can be accomplished in a number of ways, depending on your game.

  • You can give them average or diminished stats/abilities.
  • Limit their equipment.
  • Put them up against things they can not possibly defeat.
  • or use any other combination of strategies to overpower them.

Through use of this strategy, you basically aim to render your players no more powerful than mere mortals.  Obviously, this method makes more or less sense, depending on the game you want to play (doing this in say, aberrant, for instance)

If you are okay with your players level of power and want to run a game without limiting them (and therefore avoiding a possible uprising) this is indeed possible.  You need only change your approach.  Maybe, an example is in order…

Beefy McBroadsword returns home after his latest adventure.  He singlehandedly wrestled two dire bears to the ground, tied a beholder’s eyes together, and beat a dragon in a fist fight.  After receiving his accolades, he returns home for some much needed rest.  Upon opening the door he is greeted by Lela, his 5 year old daughter.  Delighted at the return of her father, she exclaims in delight, “Father, you’re home!”  Running full speed at her bewildered father, a strong wind slams the shutters tight and extinguishes the candles.  The child passes through the stunned figure.  He turns to regard her passage, seeing nothing he turns his gaze back upon the dark room.  The twisted and disembodied visage of his long passed child greets him, it’s cold and noxious breath bearing down on his face, “YoU’lL nEvEr LeAvE mE aGaIn!”

The point is, no matter how much of a badass you are, there are certain things that will, for lack of a better word, “freak you the hell out”.  This is a type of horror, that takes advantage of a parent’s love for his or her deceased child and twists it in to a horrid nightmare.  Utilizing the human instincts for parental love and conflicting them with the fear of the unknown and panic of being trapped, this scene has captured gothic, psychological, and even some lovecraftian elements.  In this example, no matter if he was a 15th level fighter, there is still a good chance he couldn’t even injure a ghost, and that is assuming he wanted to.  Obviously intense roleplaying is required in most horror settings of this nature.

If you prefer a more straight forward sort of “hands-on” horror, you can turn to my friend Bruce Campbell for an example of how it is done.  I won’t go in to a dissertation of his films, but I will say this:  If you haven’t seen the Evil Dead trilogy, I highly recommend them.  The first film is an attempt at psychological/survival horror.  The second film is a remake of the first focusing more on action/slapstick. The third film (Army of Darkness) is more of a dark comedy horror/action/fantasy film.  I know, it’s a bit convoluted of a description.  The third film especially, is a prime example of how a badass can interact with a horror setting.  As the rule states, the power of the badass makes for a less frightening story.  I have yet to find a classification for this genre of heroic horror.

Horrific Suggestions

Horror requires more roleplaying than typical games, but that doesn’t mean that you can’t integrate mechanics in to your theme.  Almost every game can accommodate the application of horror with little difficulty.  As the GM, you might want your players to know what kind of game they are going to be playing, before hand.  If you want to limit their power in the above mentioned ways, everyone needs to be in agreement.  Even if you keep the baseline of power the same, you may want to institute some house rules to keep in lines with your setting.  A few examples of possible rules follow:

  • Fear checks – This can be done by any means you deem logical.  Will saves, composure, conviction, integrity, willpower, or any other system that is already in place for your game will work just fine.  Failure at a check indicates that the character is shaken, suffering a -2 to checks (d20) -1 internal penalty (white wolf), or some other similar effect.  You can allow the use of hero points, willpower points, or other similar expendable resources to counter the effects of the fear.  If used correctly this can render even the strongest of wills in to a puddle of jelly, given enough time.
  • Horror checks – Similar to fear, but greater in effect, horror checks involve traumatic experiences.  Failure indicates the suffering of larger penalties, and/or loss of actions due to panic and distress.
  • Sanity – One of my favorite games on the N64 made use of a sanity meter.  Once full, you started to freak out.  This can be made, much like the limit break system of Exalted.  Fail enough rolls (fear or horror) and your sanity bar fills up, causing penalties and/or derangement.

Deciding to include systems such as these can help set your game apart.  Your players know that not only is this a game where scary things can happen, it makes them afraid of encountering them, due to the debuffs they can apply.  In this way, you truly capture the spirit of FDR’s enemy (no, not stairs).  Your PC’s have nothing to fear, but fear itself.

The Horrific Party

When designing a horrific adventure or campaign for your game, you have to bear in mind that there is a distinction between your game and almost every horror venues you have witnessed.  The party.  In most horror films all but one or two characters are going to die.  Odds are, you don’t want this to happen to your game.  You can include extras in your game, but this becomes tired and stale after a couple of adventures.  They begin to take on an expendable “red shirt” type of persona and the PC’s will begin to have a reputation for being cursed.  “I wouldn’t hang around with those guys, Bob.  Everyone that gets close to them always ends up mutilated.”

Deciding how to handle your group cohesion and party dynamic is paramount to the horror campaign.  There are some successful examples to take note of and they mostly fall within television.  Movies tend to kill off the extras, whereas television builds group dynamics over many seasons.  For this reason, I would recommend Buffy/Angel, Supernatural, X-Files, and hell, even Scooby Doo (why not?)

As always, turn to movies, books, and television for inspiration.  Below are some examples of recommended reading/watching.

  • Evil Dead Trilogy
  • Buffy the Vampire Slayer
  • Supernatural
  • X-Files
  • All things Lovecraft
  • Those stupid haunted house/ghost hunter shows
  • Anything that has zombies in it

 

The Tao of Expression.

Every GM knows that a lot goes in to every adventure and campaign.  The decision to GM is not one to be taken lightly, but it is a rewarding experience.  Personally, I cannot bring myself to enjoy the PC experience.  Maybe, I have a god complex, but I find the narrow dynamic far too limiting.  I like being in control of the action and find it very rewarding to watch my PCs react to the world I create.  Needless to say, there is a distinct personality type required.  I’m not trying to say that to GM you must have a god complex (but it helps ;) )

Now, that we have put our Psych 101 textbooks away, it’s time for a pop quiz.

Movies : Books :: Video Games : ?

The Dragon’s Dungeon 6: Tooth and Fang

The Dragon's Dungeon 6: Tooth and Fang

In this edition of the Dragon’s Dungeon, we will be discussing an interesting approach to player classes.  Most of us know that, monsters can be used as PCs, as long as the level adjustment is taken in to account, but today we are going to discuss using non-standard animals as PCs.

Dragon’s Dungeon 5: Paper to Parchment

dd5

 

In a recent post, I mentioned how you can make authentic looking parchment for your handouts. It had been some time since I had actually done this, so I decided to brush up on my technique. I played around with a few different methods, in order to perfect the process.

There are a few arts and crafts sites out there that offer similar guides, but there are a few things they neglect to mention. Before we begin, let’s make sure we have everything we need.

 

10 Tips to better GMing (Pathfinder)

While not truly a “top 10,” this feature will include ten tips that will help you step up your game.  Whether you are a new GM or you have been doing it for ages, there is always room for some improvements on your style.  You may use some of these tips already.  Some of them are fairly basic, but others are a little outside the box.  If nothing else, we hope they offer you a bit of inspiration.  Even if, it is to only start a new game.  So, in no particular order, let’s begin.

Read. Love. Comment.

Rise of the Runelords: Meet the Party

The Dragon’s Arsenal team has taken on the Runelords, the first published adventure path for Pathfinder.  As our adventure progresses, we will be reviewing the product and issuing our recommendations.  We will try to exclude as many spoilers as possible, while trying to offer a detailed picture and succinct review.

If you are going to come along on this ride with us, a few introductions are in order.  It’s time to meet the party!

 

The Dragon’s Dungeon 4: Build a Barbarian Workshop

Today, we are going to take a look  at the barbarian and how you can find the right one for you.  One must consider many factors in trying to find the right barbarian.  What are his qualifications?  Does he have a resume?  When can he start?

With a little luck, we can provide you with all the skills you will need to find the one that is right for you.

We will start by determining the motivation behind our desire for barbarism.  Let’s dig in!

 

 

Worlds collide: d20 stat cards!

 

In our most recent project (which is semi-secret) we have endeavored to design a group of statistics cards for monsters, spells, traps, and more.  This will give all DMs an arsenal of tools at their disposal.  No more flipping through pages of pdfs trying to find the write-ups you need.  No more having to keep half a dozen books open to specific pages at all times.  With these easily printable cards you will be able to have your very own deck of many things; from monsters, to spells, to status effects, to traps and treasure.

We will be working on this little project, so be sure to check back or follow us and make sure you don’t miss out!

To get things rolling, enjoy this sneak peak of one of the most iconic creatures in fantasy lore, the goblin. (Pathfinder)

For copyright reasons, we are not able to include images of any established content, but we have included a brief tutorial on how to include your own images.

How to add an image to your stat cards.

Step 1:

Find an image.  This is the easy part.  Just find your favorite image.  This may be an image from established sourcebooks, as long as you do not intend to sell or redistribute them.  OGL does have it’s limitations (just ask our lawyers.)

Step 2:

Copy Pasta!  The reverse side of the card can be printed with your image or a separate card can be printed and included in a card sleeve along with the stat cards.  This gives you something to show your PCs, while keeping the stats to yourself.  The size for the stat cards is 185 x 255 so make sure to keep your image the same size.  These should fit in to most card sleeves.

Brief, right?  If you are a wiz with photoshop, feel free to get creative, if not don’t worry.  As always, you should feel free to open a thread on our forums or send us a message through our contact page and one of our helpful staff will be glad to assist you.

If you are interested in being a part of this project, have a look at our opportunities.

Tekman’s Top 10: Video Game Villains

This topic has been tackled a time or two, I’m sure.  That isn’t going to stop me from putting forth my two copper.  There are so many villains to choose from and two many genres to consider.  That is why, for this article, I have narrowed it down to video game villains.

Arranging these villainous fiends in a top ten was somewhat challenging.  How does one rate a villain?  Well, if a hero is defined by the villains he fights, the opposite holds true as well, but there are a lot of other factors to consider, such as success.  Let’s face it, some of the most iconic villains are bumbling fools.  They serve a purpose, but are ultimately ranked low.  There is of course, the X-factor, that special something that gives them that edge.  In the end, it was challenging, but I was able to rank my all time top ten.

The Dragon’s Dungeon 3: Chuckin’ the Dice

The Dragon's Dungeon

In our last edition we covered the pros and cons of the different point buy systems.  Today we are going to explore the statistics of the more common dice rolling methods.  If you aren’t a statistics major, don’t worry, I am going to try to explain my math in ….different terms.  Some of the more complex rolling methods can create compound variables a fair sight more complicated than your standard deviation.  I will be handling these by breaking them in to more manageable variables.  I think that is enough introduction.  Let’s get down to it.

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