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"Come now my child, if we were planning to harm you, do you think we'd be lurking here beside the path in the very darkest part of the forest..." - Kenneth Patchen, "Even So."


THIS IS A BLOG ABOUT STORIES AND STORYTELLING; some are true, some are false, and some are a matter of perspective. Herein the brave traveller shall find dark musings on horror, explorations of the occult, and wild flights of fantasy.

Saturday, August 28, 2021

QAD: PIMPER'S BLOCK THE COMPLETE COLLECTION - A REVIEW


I MAINTAIN THAT STEVE HERBERT PERRIN (1946-2021) gave the hobby not only its first true "universal" game system, but also one of its simplest. The Basic Roleplaying System, as it came to be called, was based on a single, intuitive mechanic that could easily be tweaked to model any conceivable situation. This core mechanic could be explained and grasped in literally just seconds. Having said this, BRP does come with a fair amount of detail. First, it is a skill-based game, and characters can possess a lot of these. Second, different applications of BRP have varying extra layers of detail to better model their respective settings. Call of Cthulhu has "Sanity" mechanics that model the way Lovecraft's protagonists suffer mental collapse in the face of the Old Ones. Superworld had comprehensive lists of powers, with optional features and limitations, energy costs, etc. Runequest, the game that started it all, had an elaborate magic system and combat rules which took into account hit locations, the armor worn on each location, and the hit points in each location. So while BRP is in essence easy to learn and play, there can be a bit of bookkeeping. This is seldom an issue for players, who have one character to worry about. For GMs, it can mean lengthy prep time to detail all the NPCs in the scenario.

Some are comfortable "winging it." This has always been my favored approach, and in both Six Seasons in Sartar and The Company of the Dragon I included systems to help other GMs whip up NPCs as needed nearly on the fly. Other GMs, and especially ones new to Runequest and or to gamemastering, might prefer fully fleshed out NPCs.

Well ladies and gentlemen (and any of the four other Orlanthi genders), have I got the product for you.

QAD: Pimper's Block The Complete Collection is the kind of product we have not seen in decades. The only thing I can think to compare it to was William Keyes' Rune Masters back in 1980. It is, well, a collection of ready-made characters. But while my last sentence was substantively true, calling Pimper's Block a "collection of characters" is like calling Mt. Everest a "hill" or the Sahara a "few grains of sand." This is a collection of characters the likes of which no one as ever seen before. Let me just quote you the contents;


Esrolia
19 Occupations, 76 Detailed Characters, 380 NPC Squad Characters
Grazelands
14 Occupations, 56 Detailed Characters, 280 NPC Squad Characters
Lunar Tarsh
19 Occupations, 76 Detailed Characters, 380 NPC Squad Characters
Old Tarsh
17 Occupations, 68 Detailed Characters, 340 NPC Squad Characters
Prax Bison Tribe
10 Occupations, 40 Detailed Characters, 200 NPC Squad Characters
Prax Impala Tribe
10 Occupations, 40 Detailed Characters, 200 NPC Squad Characters
Prax High Llama Tribe
10 Occupations, 40 Detailed Characters, 200 NPC Squad Characters
Prax Pol-Joni Tribe
11 Occupations, 44 Detailed Characters, 220 NPC Squad Characters
Prax Sable Tribe
11 Occupations, 44 Detailed Characters, 220 NPC Squad Characters
Sartar
20 Occupations, 80 Detailed Characters, 400 NPC Squad Characters


Table of Contents from the Sartar PDF

What you are getting here, then, are 520 fully detailed characters from ten different cultures and 2600 more lightly described NPCs. The fully detailed characters are not quite like the pre-gens in the Runequest Roleplaying in Glorantha corebook. They are left intentionally vague in some areas to be fleshed out, recycled, and reused. Each comes with magic, skills, weapons, and armor, and none feel cookie cutter however. Each feels fleshed out and fully formed. Simply put, you might never need to create your own NPC stats ever again.


A fully-detail character example

The 2000-page collection is divided over ten PDFs, each around 200 pages each, Some of the material (the first ten pages or so) is repeated in each booklet, and covers how the collection is set up, how to make the best use of it, and a fair amount on slavery in Glorantha and the business of Pimper's Block. The rest is all glorious NPCs. While the collection is not illustrated, it is handsomely presented and edited. 


"Squad" characters

Look, if you run Runequest this product is worth ten times its price. I cannot imagine any GM regretting the purchase. Most of the detailed characters could easily be tailored into the major NPC of your choice, and the squad characters are ideal for the supporting cast. There is simply so much here. The PDFs are even terrific for showing new players what a character might look like. Many new players might want to use them as templates. 

Really, this is the sort of thing the Jonstown Compendium was made for. Pimper's Block The Complete Collection is the kind of utility that a publisher like Chaosium would not want to tackle, but which in retrospect everyone is going to want. I certainly will never been hard-pressed for NPCs again.  

Get it here





Wednesday, August 25, 2021

SIX SEASONS IN SARTAR: THE COMPANY OF THE DRAGON FAQs



"I WAS INTRODUCED to Glorantha back in 1983.  Thirty-seven years later I found myself writing a love letter to this setting in the form of Six Seasons in Sartar.  As much as this was a love letter to Greg Stafford’s world, it was also one to the game that introduced me to it, “classic” RuneQuest or RQ2.  As so many characters were in that game, the characters in Six Seasons were “newly-minted” adults, without previous experience, a cult, or even much magic.  This was to capture the feel of those early RQ days.


When it came time to write the sequel, however, I had a very different love letter to write.  RQ might have been my introduction, but that very same year I was also introduced to the Gloranthan war game White Bear and Red Moon, freshly republished back then as Dragon Pass.  This game blew my mind.  It shared the same setting with RQ, but the two seemed to exist at completely opposite ends of the spectrum.  In RQ, you were this individual, scrounging around trying to get yourself some decent armor and some magic.  In WB&RM, you were commanding massive armies, battling over the destiny of the world.  RQ was Conan, Fafhrd and the Gray Mouser, but WB&RM was the Iliad, it was the Mahabharata.  Inasmuch as The Company of the Dragon is the sequel to Six Seasons in Sartar, the two do not take their inspiration from the same source.  Company is my love letter to White Bear and Red Moon.


And so, while the first book confined you to a small mountain community, the second has you sweeping back and forth across Dragon Pass.  You may not be Heroes, but you cross paths with them.  Argrath is there.  And Ethilrist.  Delecti.  Cragspider.  In Six Seasons, there was nary an Elf or a Troll to be seen.  In The Company of the Dragon most of the Elder Races get their moment in the spotlight.  Gods fall and a Dragon rises.  And 420+ pages after it all started, the saga of the Haraborn comes to an end.  In my heart, I see them laying down their swords and going home to till the soil and make babies.  But of course, all that is up to you..."


from the "Afterword," The Company of the Dragon




This week The Company of the Dragon became available in hardcover, and I figured this was a great opportunity to answer a few frequently asked questions about it. So, without further ado...


What is it?


The Company of the Dragon is a 27-episode, five-year long campaign for Runequest Roleplaying in Glorantha, Questworlds, or 13th Age Glorantha. Set between 1620 and 1625 ST, it covers the final years of the Lunar Empire's occupation of the mountainous land of Sartar. The player characters are the leaders of a warband, the "Company of the Dragon." The band is about 150 people strong, but the membership will fluctuate. They are sworn to Kallyr of Kheldon, the "Prince in Exile," and work against the forces of the Lunar Empire remaining in Sartar and their many collaborators. Near the end of the campaign, they become the central players in the event known as the "Dragonrise," which breaks the Empire's grip on Sartar and sees Kallyr return to be crowned Prince.


Is it the sequel to Six Seasons in Sartar?


Yes...and no. If you played Six Seasons in Sartar, then The Company of the Dragon picks up exactly where that story left off, and your player characters will move effortlessly from one to the other. If you haven't played Six Seasons, however, The Company of the Dragon contains full rules and support for creating new characters and putting together your warband. It plays perfectly fine without any relation to Six Seasons at all.




What exactly is inside?


The best way to answer that is to just show you the table of contents. The Company of the Dragon is a campaign, but it is also a sourcebook. Most of if can be adapted for any Glorantha campaign. You get;




- "Sartar Before the Dragonrise" which details the land in the final years of the Lunar Occupation. I worked under Jeff Richard on the upcoming Sartar Campaign from Chaosium, so I made every effort to ensure The Company of the Dragon's vision of Sartar would match the official campaign. 


- "The Company of the Dragon" details the structure of the warband, how it operates, supports and arms itself, recruits, etc. New mechanics are introduced here for running large groups--military units, temples, towns and cities, even a nation. These mechanics measure their strength and influence, resources, health, etc. All of this could be used in any Gloranthan campaign.


- "Draconic Consciousness" is a look at the mysticism of the True Dragons and the Dragonewts, complete with mechanics to model it in the game. Player characters can practice this path and gain new powers and abilities.




- "Characters" is a MASSIVE chapter. It starts with rules for creating new player characters for the campaign. There is a section of "character arcs," a new idea that gives each PC their own personal journey inside the major plot of the campaign. Next the book introduces a streamlined system for creating and running NPCs, including more than 30 templates--Young Clansman, Seasoned Clansman, Chieftain's Thane, Wind Lord,  Young Clanswoman, Young Vingan, Earth Priestess, Eurmali Clown, Issaries Trader, Street Urchin, Young Apprentice, Guild Master, Kolating, Lunar Soldier, etc etc etc. Basically any NPC you might need over the course of the campaign you can whip up with these templates and rules.


- "Initiations" talks about joining cults. It explains what initiation means in the Gloranthan context, and includes full initiations for martial cults like Humakt, Vinga, Babeester Gor, and the like. There is also the initiation for joining the Company of the Dragon itself.


- "Running the Game" is another massive chapter. It walks the GM through setting up their campaign, how to make use of the new community characteristics system, running battles, heroes and superheroes, a new optional system of "plot points" to let players better guide the narrative, and finally my thoughts on Glorantha and making your campaign feel "Gloranthan."


- "Episodes" makes up the last 160 pages of the book. These are the "adventures." Some resemble full-length scenarios, some are adventure seeds. Most are something between. The majority of the episodes can be played in any order, and the GM gets to decide which ones to include and which to exclude from their campaign, making everyone's experience of The Company of the Dragon different. There are some episodes that are part of the main plot, however, like "The Dragonrise" and "Prince Kallyr." 




Is it usable with Questworlds or 13th Age Glorantha?


Yes. Building on the rules in the Six Seasons in Sartar 13G/HQG Conversion Guide The Company of the Dragon is fully playable in those systems.


Is it "canon?"


No. As I mentioned, however, I worked with Jeff on the upcoming Sartar Campaign and worked VERY hard to make sure The Company of the Dragon doesn't contradict anything in there. The idea has always been for Six Seasons in Sartar and The Company of the Dragon to transition you from the "classic" RQ era to the new timeline. 


Wait...no PDF bundled with the book?


No. DriveThruRPG is a PDF vendor, not a publisher. Print on Demand is a service they offer on only specific titles. For the Jonstown Compendium, a PDF needs to reach Electrum bestseller status to qualify for POD. That means as an author, I cannot guarantee a print version will ever exist. I need to sell PDFs first. Unfortunately, because of this there is no mechanism to subtract the cost of the PDF purchase from the print (when and if it happens), and it would hardly be fair to make PDF buyers pay full price for print while giving those who waited for the hardcover a PDF for free. My hands are tied on this one.




Two hardcovers???


DriveThruRPG offers two print options; standard color and premium color. The premium color is a bit more expensive, but the images look crisper and deeper. Having said this, the standard color books look superb too. I don't think people who buy standard color will feel cheated in anyway. We released The Company of the Dragon in both formats to give the audience price options that were right for them. 


 


 


 

Tuesday, June 8, 2021

MONTE COOK’S “THE DARKEST HOUSE”: A REVIEW

 THE MIRROR


AS A GENRE, horror always works best when it applies pressure to our own sore spots. In the 1950s, horror did a sharp turn away from gothic monsters towards alien invasions and atomic monsters, a perfectly logical response to the dawn of the Cold War. While American audiences watched flying saucers destroy the US Capitol, what they were “seeing” were Soviets, not BEMs. When they saw alien seed pod convert friends and neighbours into soulless drones, it was the Red Scare (what Theodore Seuss would have called “the spreading pink stain”) in the back of their minds. Later, in the early 70s, when audiences flocked to watch a film about a sweet little girl who metamorphoses into a lewd, foul-mouthed monster whose mother can no longer recognize her, parents got it. Sure, The Exorcist was nominally about demonic possession, but every parent in the late 60s who had watched their cherubs grow into equally unrecognizable long-haired, bra-burning advocates of free-love and psychedelics identified with Chris MacNeil. And for those of us who came of age in the 80s, the sudden resurgence of vampire films that decade preyed on very real fears of the sexuality we were waking into. After all, everywhere we turned we got the message that hooking up and exchanging bodily fluids with the wrong stranger was the ticket to walking death.


Now, Monte Cook is not the first person to mine the current global pandemic for horror. In a way, the popularity of the zombie epic the last decade was fueled by fears of a coming disaster like this, and Rob Savage’s Host (2020)—with its use of isolation and the special kind of hell that is the Zoom Meeting—beat Cook and his team to the punch. But Cook’s The Darkest House is the first RPG response to our collective ordeal, and I daresay the pandemic haunts all of its glorious pages. Nearly all of us can now relate to the experience of being trapped in a house you cannot escape, cut off from the world, spiraling slowly into madness. The Darkest House is a nightmare we have either just lived or are currently living. Yet it isn’t just the story of The Darkest House that shows the mark of the pandemic, its mechanics and its presentation do as well. From the bottom up this game seems shaped by the ghosts currently haunting us.


There are three components of the product I want to look at here; the presentation, the mechanics, and the tale itself. In discussing each I will relate them back to the pandemic. Why? Roleplaying games do not exist in a vacuum any more than film does, and the really good ones speak to the world that produced them. You cannot look critically at 1974’s Dungeons & Dragons and not see a fantasy Vietnam, where sudden death was just a pit trap or an ambush away. Cyberpunk in the 80s reflected both our coming to terms with the emerging Information Age and the unfettered capitalism born of Reaganomics and Thatcherism. In the 90s, Millennialism haunted our thoughts, and an endless string of apocalyptic end times games appeared to tap into that. I suspect Cook and his team know this, at least instinctively, and have responded with a product that at any other time would have been superb, but now also has the virtue of being relevant. The Darkest Hour has the potential to do what both great horror and gaming excel at… helping us face our boogeymen.





PRESENTATION: A NEW WAY TO LOOK AT RPGs


The Darkest House is designed to be played online. Take a moment to let that sink in.


For nearly five decades the dominant tabletop RPG venue has been, well, the tabletop. Sure, over the last decade more and more of us have been moving to running out games online, and platforms have sprung up to facilitate that. But I suspect I am not alone in being a GM who has consistently turned  his nose up at online games until the pandemic put a gun to my head and forced me to reconsider. For me, gaming is first and foremost a social experience. If I wanted the game itself I would play a video game. Yet the pandemic made me do it, and my frustration mounted at sifting through all the windows on my screen. All the relevant PDFs. My notes. Dice apps. The darling faces of players on my Zoom screen. For me, at least, the irritation of the format just added to my dislike of it.


The Darkest House is a single app, currently available for Windows or Mac OS. Click on it and it opens across your computer screen All you need to run the game is literally right there. No page-flipping. All the additional materials are embedded there in the main screen. The PDF GM and Player guides can be accessed with a click (read before play and not necessary while running the actual game). The fillable character sheets are there. Game aids. The main map (more on this later). To the right is the complete list of rooms in the house and you can move effortlessly to one by clicking there OR on the location on  the aforementioned map. When you click on a room… it is all right there on one screen. A map, an image of the room, a brief description, and then a list of contents and entities in that location. Click on any entry in that list and it opens again with a description, sometimes another image, and yes… even audio clips. ALL of this are instantly shareable with your players by download or just copying and sending them the link. Intuitive. Painless. Fluid. Fast.


Speaking of images, it likely goes without saying at this stage given the track record of Monte Cook Games but the art is first rate. The room illustrations strike the right balance between dark enough to be unnerving and light enough to see and bring the locations to vivid life. The entities… it is always hard to illustrate the monsters in a horror RPG. Lovecraft barely described his terrors at all to leave them monstrous and unformed in the reader’s mind. The entity illustrations in The Darkest House show just enough to give you a firm impression of the being, but are vague enough and shadowy enough to leave much to the imagination.


MECHANICS: AND NOW, A BREAK IN YOUR USUALLY SCHEDULED CAMPAIGN


The presentation of The Darkest House makes it ideally suited for online play. The mechanics make it ideally suited for pandemic play.


Let’s say you were running a campaign before COVID-19 descended upon us. You and your friends gathered round the table for Call of Cthulhu, RuneQuest, 5E, Night’s Black Agents… whatever. Then the pandemic hit and not only was your life upended, the lives of the player characters in group were as well. Some groups made the transition to Roll20 or Discord or whatever. Many didn’t. Monte Cook seems to have designed the mechanics of The Darkest House with this in mind.


The titular house in The Darkest House is meant to show up in whatever campaign you are currently running. More on the story in the next section but the house is pan-dimensional. It hungers, bleeding through the multiverse looking for victims. It could show up just as easily on a street corner in Arkham, the outskirts of a fantasy metropolis, or as the deck of a space station that suddenly goes very wrong. The point is, conceptually The Darkest House is ready and waiting to take up the slack in your regularly scheduled campaign. It’s an easy-to-run-online interim your current player characters can step in to and—assuming they survive—back into their regular lives and campaign after.


How?


The Darkest House uses the House System, a simple set of mechanics that model how reality functions inside of the house. The house is alive, it is its own separate pocket universe and once you cross the threshold you play by its rules. The game then provides a sort of “Rosetta Stone” (a term the game itself uses but which might be overreaching just a tad), a way to very quickly and easily guesstimate House system statistics for your favourite system and character. Technically, a character from Vampire 5E, Pathfinder, and Champions could all wander into the house from separate universes and find themselves together there.


Essentially everything in the House System is modelled on a scale of 1 to 10, with ten being the weakest and ten the strongest. Those familiar with Monte Cook’s recent works, especially the Cypher System, will recognize this immediately. A beaded curtain would constitute a Rating 1 door, nearly effortless to get through. A bank vault door, by contrast, might be Rating 10. Inside the house everything is modelled in this way, and that includes your characters.


If you are coming from a system that uses character levels (or Tiers) like the Cypher System, you start by finding the corresponding rating to your character’s level. For 5E, with 20 levels, you would just divide by two (always rounding down). Your 6th level Fighter would have a starting rating of 3. In a game with fewer levels, you just adjust to the scale of ten. In 13th Age, for example, with ten levels, your level would be your starting Darkest House rating. A level three Fighter is a Rating three character. For games like Call of Cthulhu, which uses skills and no levels, or similarly a World of Darkness game, take the rough average of the character’s skills and abilities and match them to the scale. Harvey Walters, the stalwart Call of Cthulhu example character for 40 years has a couple of skills in the low 80s (Cthulhu uses a percentile system), a couple in the 60s and 70s, and the bulk below 40, some as low as 0 or 5%. His “average skill” is probably about 30%. Using the House System then I would eyeball him around Rating 3. The Call of Cthulhu 1-100 scale fits easily in the House scale just by dividing it by ten. This is about right for a CoC character, because generally speaking, a character who is the equivalent of a “real life” human should never be higher than Rating 4. 


Once you determine the base Rating, things the character is good at get +1 to the base. A base 3 Fighter would probably have Rating 4 in combat. Harvey Walters has 80% in Archaeology, so he would get a +1 in that. Things the character is poor at get a -1. The House System addresses ways to translate over special powers and equipment as well.


These Ratings, then, get used in the core system (which should be noted is entirely player-facing, the GM never rolls dice). When attempting to perform a task, roll 2D6 + your Rating. The target number is 7 + the Rating you are trying to overcome. Trying to force upon a locked Rating 3 door, the character would need to score 10 or higher with their own most appropriate Rating + 2D6. In lieu of hit or sanity points, characters can take mental and physical wounds. These have ratings as well, and each time the character receives a new one, they must roll against the wound with the highest rating (even if they beat it before) to resist falling unconscious and possibly dying or suffering mental damage and breakdown.


There are a few clever twists on dice rolling, however. There is for starters a mechanic for Boons and Banes, situational modifiers that help or hinder your character’s chances. A Boon allows you to roll a third die and discard the lowest roll. A Bane adds a third die but you are forced to discard the highest. By far the most interesting die, however, is the House Die, rolled every time a player makes a roll.


The house itself is malevolent, and the house—the book likes to remind us—hates you. This would be bad enough if not for the fact that in the house you are also subject to its rules, its reality. The house resents your success, your progress. Thus, every time you make a roll, you also roll the House Die. If you succeed, and the House Die is higher than your highest result, the house responds to your success and makes a move.


For example, you roll to batter open the locked door from the example above, rolling a pair of 4s. Your Rating was 3, so 3+8=11. A success. But wait. Your House Die was a 6. This means the house will respond to your success, lashing out in resentment. The way in which the house responds gets increasingly more severe the more times this happens. Maybe the first time the lights flicker, or a piercing cold fills the air. Later it might be violent shaking, blood dripping from the walls, objects hurtling at you, etc. It’s a system that neatly captures the escalating horror found in most haunted house tales.


You can, however, call upon the house. If you are desperate to succeed, you can actually add the House Die to your result. This produces an immediate response from the house, however, and inflicts a Doom upon your character.


Dooms are cumulative and they are very, very bad. When you make a survival roll to avoid death or madness, your Doom total is subtracted from your roll. If you leave the house, the Doom follows you into your regular campaign. Depending on how much you have, it acts like a curse… bad luck and misfortune at lower levels, sickness, wasting diseases, and tragedy at higher totals. The house hates you.


Getting Out


One mechanic that really needs to be spotlit is that of Lies and Truths. 


In The Darkest House every player character gets an arc. As you confront the dark spaces in the house, so too do you confront the dark spaces in your heart. This is a lovely nod to Shirley Jackson’s masterpiece, The Haunting of Hill House. When you create your character, you need to give them either a Lie or a Truth. This is something that the character believes in. It it a Truth if the player also believes in it, but a Lie if the player knows it to not be true.


Let’s say the character believes “the universe is just,” or “my wife loves me.” The player decides whether or not this is true. The house will test these beliefs, eventually precipitating a crisis. This leads to five general results;




 

Escaping from the house is part of the story, and it is suggested the GM does not make escape an option until all or most of the player characters have had time to resolve their arcs. Think of this as the malevolence of the house. Killing its visitors is fun. Driving them mad even better. Nothing beats, however, an assault on their core beliefs, their souls.


THE TALE: THE HOUSE ALWAYS WINS


Some of the following will read as mild spoilers. I assure you they are not, as the GM gets to decide what exactly is true about the house and what isn’t. In fact, when it comes to the house, their are multiple possible truths and layers of truth. One thing I will not discuss, however, is the specific contents of the house’s rooms. However if you want to enter the house knowing absolutely nothing, turn back now.


I was probably predisposed to like The Darkest House, so gentle reader bear that in mind. This blog has already seen, for example, articles on both The Haunting of Hill House and House of Leaves, two of the major influences on The Darkest House and two of my favourite pieces of haunted house fiction. I mention in both my preference for stories of a house that is aware and malevolent over one that is merely occupied by ghosts. It would appear Monte Cook shares the same tastes, because the house is in The Darkest House is a superb example of what Stephen King called “the Bad Place.”


It seems there was once a man named Phillip Harlock. It seems that he lived most of his entire life within the house, alone. Phillip might have grown up there… or he might have built it. He might have once had a family there. Phillip seems to have been an occultist. He seems to have been a severe agoraphobe. As he lived out his entire life there, he seems to have grown increasingly eccentric… increasingly mad.


We sometimes think that when two people spend extended periods of time together, one begins to take on qualities of the other. After years, they truly share everything, including a mental state, and perhaps even a mental space. We even begin to think that they physically resemble each other. It’s more than just finishing each others’ sentences; they share thoughts and dreams and emotions. …But what if one of those people isn’t a person at all? What if it is a place? A house…


And what if, gentle reader, neither was entirely stable?


Harlock vanished inside the house, and it has been ever since unliveable. It seems to miss Harlock and hate anyone inside it who is not him. We should also say that it seems Harlock dabbled in Things Man Was Not Meant to Know, that the house became part of something deeper, some darker, that bleeds and oozes through the multiverse. 


The result is a house that might show up anywhere, a house that is alive and insane and twisted in hatred. It is “haunted” by all sorts of entities, including the family that Harlock either imagined he had, or that he created distorted caricatures of. Father, Mother, Brother, Sister, and Lover are some of the worst entities in the house, each representing some form of love gone wrong.


The house’s interior dimensions, like the Doctor’s TARDIS, have nothing to do with its external ones. It may well be infinite. The “map” of the house is actually a flowchart. Rooms relegate to each other emotionally and thematically rather than geographically.


Once inside, the house will not let you go… at least until it is done with you. There are ways to escape, but they are hard won and hard to come by.


Your Story


Getting the players inside can be facilitated any number of ways. In standard Call of Cthulhu fashion they might be hired to investigate the paranormal there. In high fantasy they might go in seeking treasure or looking for a way to stop evil. Occultists and wizards might be drawn to it seeking power. Perhaps one or more of the player characters’ loved ones have vanished inside and they go after them to rescue them. The story however is essentially the same. Something draws you inside the house and once inside you realize you cannot easily escape. Inside, your wits, your will, your beliefs will all be tested. 


Again, a bit like 2020 all over again.


FINAL THOUGHTS


The Darkest House is a masterpiece. It stands head and shoulders above any haunted house we have seen at the gaming table. While I think Cook and his team were trying a bit too hard to reinvent the wheel with their previous effort, Invisible Sun, here they absolutely have, changing how a role playing game can be conceived of and run. It’s a haunted house, it’s a mega-dungeon. Depending on the characters you bring inside it could be everything from crushing psychological horror (characters from Kult, Call of Cthulhu, Unknown Armies, etc) to a heroic struggle against evil (high-level Pathfinder, 5E, or 13th Age characters, or really any superhero characters). But really what The Darkest House is is a mirror, and the abyss we gaze into is the specter of our own pandemic experiences.


And that, ladies and gentlemen, is art.

Friday, May 28, 2021

THOUSAND YEAR OLD VAMPIRE


With the moon I run, far from the carnage of the fiery sun
Driven by the strangled vein, showing no mercy, I do it again

Open up your eyes, you keep on crying, baby, I’ll bleed you dry


Kings of Leon, “Closer”




SEVERAL AGES AGO I read (and later ran) Trevor Ackerly and Michael O’Brien’s terrific RuneQuest scenario, “The Old Sun Dome,” published in 1992’s Sun County. It stayed with me for decades. The story featured a vampire, and what particularly haunted me was its description. “The vampire no longer remembers its name,” the passage began. “It cannot recall where it came from or what deeds it did in mortal life. It has forgotten what tongues it once spoke.” I think I must have reread the lines a dozen times as the horror sank in. This was, after all, in the midst of the Anne Rice craze. Her vampires had such prodigious memories they could give lengthy interviews about the minutia of their entire existence in florid, purple prose, but this vampire no longer remembers its name. O’Brien and Ackerly had put their finger on what made immortality a curse, and the more you thought about it the more acute the “personal horror” of the idea became. The vampire in “The Old Sun Dome” was the vampire equivalent of Percy Shelly’s “Ozymandius,” a terror made somehow sad and wasted by the desolation of centuries, and it made the ones in Vampire: The Masquerade (published a year earlier) look like simple exercises in wish fulfillment. 


I thought of that vampire again decades later, when the ninth series of the revived Doctor Who introduced the character of Ashildr, played by Game of Throne’s own Maisie Williams. A 9th century Viking girl, the Doctor saves her life in such a way that it renders her immortal. When next they meet, six centuries later, she had taken to calling herself “Me” because she too has forgotten her name. Her lifespan is infinite, but not her memory. She writes in journals to preserve things, and tears out pages for things too painful to remember.


All this brings us to Tim Hutchings’ elegiac little masterpiece, Thousand Year Old Vampire. The plot is all right there in the title (spoilers!). You, the player, will create and take on the role of a vampire and (un)live out the millennium (give or take a few centuries) between the loss or your mortality and the eventual end of your existence. You will watch the world you knew and everything in it slowly crumble to dust, as incomprehensible new people and ideas replace it. Then you will watch these new ideas turn to dust and get replaced. And as the centuries slide by, you will fight to hold on to your memories, forced to either discard old memories in favour of new ones, or to cling to your ancient memories and forget the new ones. You will lose memories, loved ones, resources, and perhaps even your own name. But your existence goes on and on and on.


I still remember, I still love

I still remember, where I came from

Love to lover, days in the sun…


Grace Jones, “Seduction/Surrender”


TYOV is a solo game (though it does not have to be, read on) played with just you, the book, and somewhere to keep notes. A D10 and D6 are recommended, but there is a random number generator in the back of the book. It works like this: first you will create a vampire, and its powers, weakness, origin, and human identity are all up to you. Then, you play the vampire through a series of prompts in the rule book. The choices you make create a unique and often desolate saga of immortal existence. You can chose to play this quickly, all in a single sitting, or chose the journaling option where you write a vampire story as you play.


The Vampire

Your vampire is defined by Memories, Skills, Resources, Characters, and Marks.


The vampire begins play with five Memory “slots,” and since Memory is the most complex (and probably most important) part of the game we will spend the most time explaining it. Basically, a Memory is an episode of your existence, and it is in turn is made up of smaller “Experiences.” An Experience is a couple of sentences that sum up the character’s response to a prompt (more on those below). For example;


A prompt reads “How do you find solace from the raging hunger within you?” You decide that your vampire falls in love with a mortal, and for a time forgets his own curse. You write; 


 I sat and watched him from the windowsill, the moonlight sliding over his body, and the dead heart that no longer beat in my chest ached for him with a hunger that eclipsed my lust for blood. I did not wish to drain the life in him, but to preserve it.


This single response to the prompt is an Experience. But subsequent Experiences can be linked with this one (up to three total) and these linked experiences become a Memory. For example, another prompt reads “You commit a despicable murder, but not for the sake of feeding. Why?” You decide that you discover the object of your love has betrayed you with another, and kill him in a jealous rage. You write;


The woman lying naked beside him saw me first, and her scream filled the house. I ravaged her, her blood a red torrent down my throat. He watched me, helpless, and did nothing when I came to him and snapped his neck. Weeping, I watched the light go out in his eyes.


These two Experiences form a Memory that you call “Arad,” the name of the man you loved.


Every time you respond to a prompt, you create a new event which must either be linked to a previous Memory or form a new Memory all its own. The problem is, after awhile you will “fill up” (you can have five Memories of three Experiences each), so as new Events come you must start choosing which to keep and which to discard. You can delete older Memories to make space for the new, and yes…even forget your own name.


I’ll never wash these clothes, I want to keep the stain

Your blood to me is precious, nor would I shed it in vain


Sinead O’Connor, “You Made Me The Thief Of Your Heart”


Skills are things you are capable of doing or things you have done. Sometimes a prompt will tell you to check a skill. This means you use that Skill to resolve the prompt. Once checked, however, you cannot check it again, and must use a different skill in a later prompt. Prompts also give you new Skills from time to time. If you have no unchecked Skills, you fail the prompt and lose the game. Any Skill can resolve any prompt, but part of the game is explaining how. How does your “Ruthless Cunning” defeat the mob of vampire hunters? How does your “Silent as the Grave” defeat the invading army?


Resources are things the vampire owns or has at its disposal. Sometimes a prompt will give you a new resource, sometimes demand you expend one. Again, if you have no resources to expend, you lose the game. Resources can be as small as “a jeweled dagger” or as large as “a criminal empire.” Part of writing the Experience then is how you use the Resource to answer the prompt.


One of the more important Resources is the “diary.” A character may volunteer to shift a Memory into a Diary, allowing them to preserve it. However, there are prompts that destroy Resources, and it is very possible to lose one or more of your diaries in play. They can even fall into the hands of your enemies. 


Characters come in two varieties. Mortals are the humans, and Immortals are other vampires, demons, angels, deathless witches, etc. As with Resources sometimes a prompt will give you new characters and sometimes it will take them away. One common occurrence is with Mortal characters. To keep track of the passage of time, periodically you will be asked to scratch out Mortals from your character sheet, showing that they have aged and died. Characters can be allies, enemies, and everything in between.


Finally we have Marks. A Mark is something that marks you as inhuman. It might be a lack of reflection, icy skin, dead black eyes, claw like hands, etc. Certain prompts will cause you to gain Marks and others remove them.


The Prompts

All this brings us to the actual prompts. There are about 80 of these in the “core” game (though the book includes scores more for use after you have played a few times and need fresh ones). They are numbered, and they progress roughly through the beginning, middle, and end of your vampire’s existence. For example, all the earliest prompts deal with experiences becoming a vampire while those in the 70s are how you meet your demise.


These are writing or thinking prompts, very open-ended. For example, prompt number one reads;


“In your blood-hunger you destroy someone close to you. Kill a mortal Character. Create one if none are available. Take the skill Bloodthirsty.”


From this you decide who the victim is, how exactly the death occurs, how this effects your character, etc. Since you start the game with mortal characters you created as part of the background, this might involve the trauma of killing someone who was part of your human existence.


Later, you encounter prompt number sixteen which reads;


“Some mortals have banded together to hunt you, well-armed and wise to your tricks. How do you defeat or evade them? Create a mortal hunter related to one of your checked skills. Check a skill.”


Here you would add a new Character to your sheet (the hunter) and check one of your skills to defeat them. You decide to use Bloodthirsty from prompt one, and then to proceed to describe how you do not go after the hunters, but instead hunt down and slaughter everyone dear to them until they are devastated and broken and give up their hunt.


Prompts are randomly determined by rolling a D10 and a D6, and subtracting the latter from the former. You then move forward, or back, to the corresponding prompt. If you land on a prompt a second or third time, extra variations of that prompt at give, the second and third in increasing severity and intensity.


In a quick play game you just answer these prompts, verbally or mentally. In a journaling game you might write an in-character diary entry to describe them, ending up at the end of the game with your very own vampire novella. 


Appendices and Final Thoughts

The appendices are full of extra prompts from various contributors, expanding the game in some very intriguing ways. There are interviews with the author, giving valuable insight into the game’s design, and there are ideas for group play. One involves exchanging letters with other players (or perhaps a shared online document) and having the vampire characters share Resources and Characters…sometimes stealing resources from another, or killing one of their Characters. The vampires of this game are not necessarily the political, clan-based infighting sort seen in the various iterations of Vampire, but they are apex predators who do not play well with rivals.


Which brings me to one of the final points about the game. There is no baked-in mythology here, no setting, not even a timeline (it is called Thousand Year Old Vampire but nothing stops yours from being 5000, or even 500). Does your vampire drink blood? Suck breath? Feed off the life-force of mortal lovers? Devour victims whole? Your Marks allow you to be as weird or unique as you like. The book reminds us that Google is our friend. With a bit of research you can play in any historical period you like, or even into the far future. Again the prompts are more creative writing tools than anything else, so the only practical limit is the players imagination.


But this is not a pretty game. You are running a character that has a mind and will of its own. The prompts will often tell you what your vampire has done, and then leave you to justify it. The central theme of it is loss: yes, the vampire is immortal, but absolutely everything around them rots and is lost to time. A secondary theme is reinvention. Your vampire will often willingly chose to forget their extensive knowledge of medieval heraldry or classical Latin in order to make room for computer programming, automobile driving, and the like. Thus the vampire moves through history, but retains no tangible hold on it. It is a lonely game, a scary game, and yes…an addicting one.


Available in PDF or in Print + PDF form.