Category Archives: Supernatural Horror in Gaming
Dark Ages, Morality, and Horror
With Netflix all but pushing me to see Black Death, popping up in multiple suggestion categories, I caved to peer pressure and gave it a view. It’s not exactly a groundbreaking movie; if you’ve seen an action-horror hybrid flick in recent years, you’ve probably seen this movie. Not that it’s a bad film; Sean Bean gives his usual stellar performance, the atmosphere is damn creepy in a non-horror way, and the movie’s big twist was one I didn’t actually see coming. It’s a tad short, and doesn’t feel fully developed—not living up to its full potential—which is kind of a letdown.
Still, what sticks with me from the film isn’t the film itself; instead, it put me in mind of Dark Ages Vampire, and I keep coming back to that.
Vampire players usually get typecast as gothy, tortured soul, fairy-wiccan-neo-pagans. And like most stereotypes, there’s an element of truth there. And the game isn’t actually a White Wolf line that interests me, partly because of the weird player base, and partly because I have no idea what I’d do with it. (Not that the latter stops me from liking Mummy or Changeling at all.)
And how does this relate back to Black Death? Dark Ages turned a lot of the WoD stereotypes on their head. See, as a historical supplement/setting, a surprising chunk of the game’s material deals with religion. Think about it: it takes place in a time period where the predominant part of the world is deeply religious, be it Catholicism or Islam. Bam, now you’re the living dead, unable to ever see the sun again, and forced to drink blood to survive; everyone you knew withers and dies while you remain untouched by the pass of ages.
Having turned into a supernatural being scorned by life—or, having discovered that such beings exist—how do your character rectify that? Is this a sign from divine, punishing you for sins you must have committed? Is this a reward, giving you the powers of the enemy to strike back at them? Do you embrace your base animal urges, having been cut free from morality? Plenty of interesting roleplaying opportunities, though I’m not sure every group would have fun delving into those questions, particularly with the slippery slope of roleplaying religion.
That’s also a huge part of Black Death, too: dealing with faith in a dark, oppressive world. It’s a character study, in a way, of how different people cope with the hellish world of the plague: compare the protagonist Osmund with Sean Bean’s crusader knight Ulrich, and if you think you’ve pegged it, wait until the end. This also ties into the other study, warring religions rolling into the “battle of good and evil” trope, where things are purely in shades of gray. The voice-over intro is what really caught my attention:
The fumes of the dead are in the air like poison. The plague, more cruel and more pitiless than war, descended upon us. A pestilence, that would leave half of our kingdom dead. Where did it come from? What carried its germ. The priests told us it was God’s punishment. For what sin? What commandment must we break that could earn this? No, we knew the truth. This was not God’s work, but devilry. Or witchcraft. But our task, to hunt down a demon, was God’s cure.
Black Death is a solid example of the World of Darkness in a Dark Ages setting. The film’s not exactly Dark Ages Vampire in particular—its plot and characters are far closer to Inquisitor—but there’s a lot of inspiration for the whole line in there. The time period is roughly a hundred years later (depending on your Dark Ages edition). It has a gloomy, oppressive world, pretty much the best visualization of the historical World of Darkness I’ve seen. And it has a solid blend of action, mystery, and horror.
Supernatural Horror – Lovecraft (1) Lovecraftian Tropes
Originally, I started out writing this for Wednesday (3 February ’11), but thanks to a surprise case of Head Injury Theater and a trip to the ER, I didn’t get past the rough draft stage. Needless to say, I took the rest of the week off recovering. So, I’m splitting up the entry into three smaller parts, looking at aspects of Lovecraft and how they relate to horror roleplaying.
I had a decent intro paragraph that is now long since forgotten, save that it brought up a quote from some random dolt (more on him later) who plays in the game I’m in. The quote is roughly “What’s the point in playing a game [Call of Cthulhu] where you know everybody is going to die at the end?,” an only slightly bitter sentiment following the guy’s first exposure to CoC a few months prior. To be honest, I don’t have so much a problem about playing in a Cthulhu game so much as I can’t comprehend how you can have a “long-running” Cthulhu game. Sure, sure, the protagonists can spend a half-dozen tense sessions building up knowledge of strange cults, leading to extraplanar entities, leading to the eventual madness and death. But since the guys at Chaosium have honed this arc down to the point where you can play it in a three- to five-hour session (e.g., convention adventures, tourney adventures, pretty much all premade Cthulhu adventures)… I don’t see a reason to delay the inevitable and draw it out over several months. Namely, because either the players will have done something stupid and went insane/bumbled into the local Migou/Esoteric Order of Dagon convention, or because the GM would have done something right and driven the PCs mad/into the downward spiral of infighting/straight into a shoggoth hive or something.
One last Lovecraft-related anecdote. After playing in a few CoC games, my roommate decided he should (as a nerd and all) delve into the actual Lovecraft stories and read some of the Mythos. So, with all due attention, he asked to borrow one of my Lovecraft comps (the SFBC collection Black Seas of Infinity, which I’ve been reading again, hence the topic). Some fifteen-twenty minutes later, he returned the book, having read the first story (“The Call of Cthulhu” proper), telling me “It wasn’t scary at all, but I thought it was pretty cool that they brained Cthulhu with a tramp steamer.” No, these are not terribly scary in the campfire tale/ghost story vein; they’re not even spooky or spine-tingling.
Let’s put that up front (along with the fact Lovecraft used prose we now consider antiquated). The Mythos is scary because of the exact tropes I’ve underlined below, namely the first one; it’s a psychological terror, realizing that everything we come to accept as fact, realizing the boundaries of Human Ingenuity, realizing the place of humanity on the cosmic scale are so finite and infinitesimally small that we are nothing more than playthings to beings vastly more intelligent and powerful. Don’t read Lovecraft because you want to jump out of your seat. Read Lovecraft because you want to see human perceptions of the world—namely, the Victorian/Edwardian “humanity is so incredibly advanced right now,” “pushing back the dark boundaries of the universe with the light of civilization and industry” conception—shattered when the smartest and most powerful are put in the Migou’s killing jar.
Anyways, onward.
Supernatural Horror in Gaming: The Familiar Unknown
Most likely, you thought this series was dead and gone; truth be told, there’s a metric ton of horror-related parts left to (over-)analyze. I figured it would be weekly(ish) only in October through Halloween, and pop up whenever I got around to it during the rest of the year. So far, that would be the weeks surrounding the fifth of never. However. I’ve spent most of this week beplagued, so posting something left on the backburner is easier than writing new material. By posting this, it leaves me free to wander back off to watch more police procedurals and Doctor Who off the DVR.
One of the most important yet underused rules of effective horror: making the unreal seem normal. Horror works great when it appear as an everyday setting, perhaps nothing amiss but with a distinct feeling of difference or strange, until the horror is uncovered.
Think about this setup. On a dark and stormy night, the characters walk into a shack in the middle of the woods, finding it full of bodies and gruesome description. What are they going to do? Most likely, they’re hitting it with whatever explosives or area-of-effect spells the system can muster while high-tailing it in the other direction. This place is not uninviting; it’s blatantly advertising the horror nature of the building, the inhabitant, and your game. You may as well put a neon sign outside the building that says “The Disembowler is Now [OUT].”
Compare that to finding an old hunter’s cabin on the stormy night, with a roaring fire, a few inviting beds, and even some stew on the stove. The characters are more likely to stick around, until the person standing watch starts to drift off, hears a scratching on the roof, sees a light approaching the door… The shack’s horrific inhabitant is coming home, and the tired guard is sluggish and dopey from too much turkey stew, sitting in the chair under a blanket as the doorknob slowly rotates. Or perhaps some creature jumps out of the smoldering hearth, right as the watchman is closest to sleep, coming from a place nobody expected it. A fireplace with a (formerly) roaring fire is almost always considered a “secure” entry point compared to doors and windows, after all.
In the meantime, the players have been wondering about what’s going on, and any small bits that don’t make sense can amp up that paranoia and suspicion: not enough for the characters to bolt, but enough for the players to be a little concerned about their safety.
This series is meant to give a deeper look at using horror and terror in roleplaying games. Ghost stories and horror tales have been enthusing people for time immemorial; people like to feel a constructed sense of emotional fear. Things work different in a roleplaying game, but horror is still enjoyable, it’s still an ancient and established trope. Obviously, as a GM, you must want to incorporate horror, and your players won’t necessarily want the horror included. But for those who do… Read the rest of this entry
Supernatural Horror in Gaming – Audience
Truth be told, a horror game is very easy to run, in terms of making the PCs afraid. All it takes is for a player to say “My character’s scared,” or for the GM to inform someone “You’re terrified!” and bam, job well done there. Making a character scared is easy, and means nothing. The real trick to horror is instilling this fear in your players—making players afraid is worth unquantifiable amounts more than “terrifying” their characters.
This series is meant to give a deeper look at using horror and terror in roleplaying games. Ghost stories and horror tales have been enthusing people for time immemorial; people like to feel a constructed sense of emotional fear. Things work different in a roleplaying game, but horror is still enjoyable, it’s still an ancient and established trope. Obviously, as a GM, you must want to incorporate horror, and your players won’t necessarily want the horror included. But for those who do…
Supernatural Horror in Roleplaying – Playing the Players
In your standard roleplaying game, it’s in everyone’s best interest to keep the group unified and working together. That changes in a horror game. As a GM in a horror game, sowing the seeds of dissension and fracturing the group bonds is a must. You want your players to be suspicious of each other; you want them wondering where Bob the Cleric wanders off to every night, who Rutger the Street Samurai is always getting vid-calls from.
In the horror game, information is a commodity, even within the group. So is trust. Knowledge and trust build security, and you can’t rightly build an atmosphere of dread when people feel secure. Your job, as a GM, is to fragment the distribution of both of these: instead of security and help, players should find paranoia and cautious glances.
This series is meant to give a deeper look at using horror and terror in roleplaying games. Ghost stories and horror tales have been enthusing people for time immemorial; people like to feel a constructed sense of emotional fear. Things work different in a roleplaying game, but horror is still enjoyable, it’s still an ancient and established trope. Obviously, as a GM, you must want to incorporate horror, and your players won’t necessarily want the horror included. But for those who do…
The Art of the Faustian Deal
Faustian deals are a prime part of roleplaying; they might not be aspects of supernatural horror, but they have a solid tradition in gaming. The stereotype is that evil will reach out to PCs, and offer them power… at a price. And who can say no to powerful abilities or weapons, especially when one is sure of their own safety?
In short: you must know what your players want, find out what they’re willing to trade for it, and close the deal, while everyone knows it’s a bad deal. There is nothing more satisfying than having players willingly walk into a Faustian trap, knowing there are strings attached, and yet they walk into it anyway. Read the rest of this entry


