Roleplaying Tips Weekly E-Zine Issue #377
Tricks And Treats For A Festive Halloween Game
Contents:
This Week's Tips Summarized
Tricks And Treats For A Festive Halloween Game
- Set-Up And Early Decisions
- Medieval And Fantasy Halloween Tips
- Halloween For Superheroes
- Investigative And Noire Halloween Ideas
- All Hallows Eve In Space
- Future And Cyberpunk Halloween
- Halloween Tricks And Tips
Readers' Tips Summarized
- Mobs Made Simple With Brute Squads
- Mook Rules
- Idea: Mobs Transform Into Boss With Blood Awakening
- Editorial: The Aging Player
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Return to Contents
A Brief Word From Johnn
Johnn Away - Next Issue Will Be Week of Oct 21
I'll be away this week, so Issue #378 will hit your inboxes
in two weeks' time. Hopefully, the Halloween tips in this
issue give you enough time to plan something special for
your games this month.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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DCC #50 Vault of the Iron Overlord by Monte Cook
Chaos reigns in the kingdom as the king and queen have died,
leaving no heirs. The heroes are commissioned to go into the
king's vault to retrieve the scepter of succession, a
magical relic that legends claim to be able to determine who
should be the rightful ruler of the kingdom. The king kept
his treasures in no ordinary vault, however. The so-called
Vault of Rings was designed to not only keep out thieves but
to train his heir, who would be unable to access the
kingdom's wealth until he or she could overcome the trials
and obstacles found within the vault.
This special module marks the fiftieth adventure in the
Dungeon Crawl Classics series. The adventure features a
unique map composed of concentric rings that rotate as the
characters explore the dungeon. The module is printed to
include a map on the inside cover that physically rotates,
so the DM can follow the dungeon rotation as the players
explore!
Vault of the Iron Overlord at RPG Shop
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Tricks And Treats For A Festive Halloween Game
From: Michael Erb
Halloween and role-playing are a natural match.
Arguably, trick or treating was most gamers' first taste of
role-playing. A change of clothes, some makeup or a mask,
and suddenly, for an evening, you were someone else. A
favorite comic book, cartoon, or movie character, perhaps?
Or maybe one named by their career: policeman, fireman,
doctor or ninja. Some of us were monsters, ghosts, and
psychopaths. We were the things that went bump in the night.
What makes Halloween akin to role-playing and so special is
that three hundred sixty-four days a year your parents told
you nothing lived in your closet, nothing lurked under your
bed. All year adults told you ghosts and goblins weren't
real.
But on October 31, they admitted they might be wrong.
Oh, the possibilities.
1. Set-Up And Early Decisions
You can run a Halloween gaming session in almost any RPG
genre, even if the game world doesn't have such a holiday.
In my campaigns, Halloween was always the high-water mark.
Players anticipated a unique, yet Halloweenish game. Some of
the games were funny, some scary, some just bled a kind of
creepy atmosphere. Almost all centered around Halloween
actually taking place in the game, but that is not required.
It's best to figure out the length of the game before it
begins. An all-night session will require a different set of
considerations than one limited to three hours. Though on
the surface this may sound obvious, the length of the game
will play a role in the mood you want to establish. It might
be hard to keep a humor-based game going for five hours, but
an epic adventure might not even hit its stride at the two-
hour mark.
It is also a good idea to give players an idea of how long
the adventure will last to add an element of session
finiteness. For example, you run a one-shot session where
the player characters are normal people. They become trapped
in the tunnels under New York City, hunted by a creature(s)
that can only exist in our world for a limited period of
time. Now the game has become a matter of survival; stay
alive for three hours in-game and you win by default. Hiding
won't be an option, because the thing(s) can hunt, and there
is little chance of help from the outside world, as one heck
of a party is being thrown topside. Even if you could make
it topside, screaming that some-THING is hunting you
probably wouldn't get much of a reaction. Not on Halloween,
anyway.
On the flip side, a quest to prevent an evil god from
entering the world might require an entire evening,
simulating days of travel and preparation in the game. Even
in this case, allowing limited time gives the players a
clear idea that failure is possible, and reminds them there
is urgency to their quest.
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2. Medieval And Fantasy Halloween Tips
All Hallows Eve is the day before All Saints Day. A common
belief was that, since the saints were all busy getting
ready for their day, there was no divine protection of
humanity on Oct. 31. Humans were left to their own devices
to avoid the forces of evil, which they often did by
disguising themselves as goblins and demons.
In gameplay, Halloween becomes a time of fear, a night when
no clerical magic works, charms of protection fail, and
prayers go unheard. Priests and religious leaders attempt to
bring their flock to safety or hide themselves within their
great monasteries and churches, vanishing for the duration
of the day. People bar themselves indoors or hide in an
attempt to wait out the night. Cities shut their gates and
double the watch, while nearby peasants flee to the great
city walls, desperate to get in.
Undead and supernatural activity becomes almost frenzied.
The more intelligent creatures assemble groups of unseen
things to raze and terrorize unprotected communities. Some
form armies and assault the cities themselves.
The key to an adventure like this is to establish early on
that certain superstitious beliefs are actually fact, at
least for the duration of the day. The PCs may opt to wear
costumes to make themselves blend in with the surrounding
hoards. Though this grants freedom to move outside the
cities, such movement should be tense, for if they are
discovered.... Likewise, the day would last from the stroke
of midnight Oct. 31 to the stroke of midnight Nov. 1. They
only have to survive the night, but no true hero would hide
themselves away while so many helpless people are left to
the unholy monsters.
An alternative would be to make such events the stuff of
legend. Halloween becomes a day and night of revelry, a time
when people put on masks and leave their inhibitions at
home. The next day will be spent in prayer and penance -
best to dredge up some sin the night before.
Whatever truth to the superstitions there might have been,
it has all been lost and buried, turned into fanciful
stories and children's games. The church frowns upon such
excess and the paganistic undertones of the costumes and
traditions, but to quash it might stir up the unwashed
masses, and it is only one night a year.
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3. Halloween For Superheroes
A whole host of baddies can crawl out of the darkness to
wreak havoc on superheroes and their turf on Halloween.
Alignment of the planets, a full moon, a supernatural
villain taking advantage of the strange energies of the
night - any of these can lead to a rollicking comic-book
adventure. Demons could roam the streets with impunity,
feeding and terrorizing at will. (I mean, it's just some kid
in a costume, right?) Or, a group of sorcerers conjure up a
Halloween spell that warps the world, making the otherwise
harmless stage dressing of the holiday somehow malevolent
and threatening.
A specific example would be an old movie theater running a
horror-feature bonanza. Classic black and white monster
movies, featuring Dracula, the Wolfman, Frankenstein, and
the Creature from the Black Lagoon play across the worn
movie screen. But nearby, a malevolent spell goes wrong.
Things summoned from the other side to raise Halloween-
inspired Hell take on the appearance of the classic
monsters, colored in black and white. Reports filter in of
the Mummy terrorizing trick or treaters downtown, or of the
Blob devouring a delicatessen in the market square. The
heroes must somehow return them to the theater to break the
spell, perhaps first battling the evil coven of witches and
warlocks that brought them into existence.
Since costumes play such a classic role, why not have the
heroes trade among themselves? For a night, Spiderman bursts
into flames and flies, or The Flash flings Batarangs at his
foes. Many a villain could be caught flat-footed when they
realize they are fighting a hero they were unprepared for.
This works in reverse as well - who would want to be wearing
Superman's cape when Doomsday comes wandering through town?
An alternative would be to have someone else dress up as the
heroes, either to commit crimes or as an attempt to emulate
them. The would-be doppelganger could be a master villain,
bent on tarnishing the heroes' image, or even a deranged
psychopath, believing s/he is the hero, gaining power
through emulating them. Maybe the fake is an upstart hero
who is trying to grasp prestige and fame without first
earning it. Conversely, the would-be hero could simply be a
smitten fanboy trying to gain the attention/affections of
the hero by upholding their sterling name.
An interesting twist on this kind of game would be, as a
one-shot adventure, a costume party where the players
control "normals," people without powers who have chosen to
look like the heroes simply to have fun. Throw in a case of
mistaken identity, perhaps a hostage situation with no real
heroes around, and suddenly the otherwise powerless
characters find themselves drawn into heroic roles.
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4. Investigative And Noire Halloween Ideas
This is an area in which Halloween shines. A mundane world
where evil is more sinister than any beast, and the
subtleness of the supernatural unnerves and disturbs more
than harms. The mind becomes its own worst enemy and the
shadows that follow aren't always your own.
This genre more than any other can deliver a fright without
actually being horror. The game drips with atmosphere, every
character has a secret, and people dwell in the darkness of
their soul.
Unlike other genres, the investigative/noire game is more
centered around unmasking, both those around you and
yourself. Halloween becomes the backdrop of all sorts of
nefarious doings, such as murder, treachery, deception, and
insanity. Humans become the monsters and are made all the
more frightening by their normal appearance.
For example, a killer stalks the street wearing a whimsical
mask and brandishing a variety of blades. The killer only
surfaces on Halloween, his calling card a bloody "Trick
or Treat" scrawled on walls and sidewalks near his victim.
The gumshoe investigator has only the one night to capture
the fiend before he vanishes again into normal society.
Does the killer believe the night grants him some sort of
power, a belief that his crimes will go unpunished? Is it a
sick, childlike game that he has never outgrown, or a deep
psychological scar that boils over every Oct. 31? Maybe it
isn't the same killer at all. Throw in psychological
maladies for the heroes (say, a fear of clowns or dark
places) and you have a tense adventure.
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5. All Hallows Eve In Space
If full-blown horror in outer space is what you are looking
for, look to films like Aliens, Pitch Black, and Event
Horizon for inspiration. Play up the isolation, the despair,
and the vulnerability of being so far away from home.
Creatures can be supernatural, predatory, alien, or even
cybernetic. Don't forget the gaming value of a few psycho
humans. Being hunted by your companion is just as unnerving
as an alien that wants your brain.
For a more tongue-in-cheek version, have an alien
celebration be Halloween-like. Maybe it was a custom brought
onto alien worlds by human colonists. Things should be
familiar ("Hey, a Jack-O-Lantern ...) yet strangely
different ("...carved out of some kind of meat...") or even
disturbing ("...that is still moving..."). Things that would
be significant to humans might not have the same effect on
alien races, which might consider skeletons and blood
appetizing, or sugary treats to be akin to drugs. Things
they would find frightening would be less so to a human, or
perhaps even lethal.
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6. Future And Cyberpunk Halloween
In the future, the Halloween we know has lost its mystique,
ultimately replaced by a visceral, dark celebration, with
great pyres, alcohol and drug induced rioting, and martial
law declared every 31st of October.
The setting is already a dark one, and the supernatural has
been replaced by a loss of humanity. Technology and greed
are the true terrors of this genre. Halloween can be played
as either a chance to cut loose and join the dangerous
revelry, or an even darker time for those already riding the
razor's edge. Think a cross between Blade Runner and the
Crow.
The return of supernatural forces could add an interesting
wrinkle to the game as technology's effect on demonic or
shadowy forces could be minimal at best. The hunt for
history - old knowledge of fairy tales and superstitions -
could spur a frantic search for otherwise mundane or antique
items, such as holy relics, garlic, or silver bullets.
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7. Halloween Tricks And Tips
There are all sorts of ways to celebrate Halloween in the
context of gaming, but for simplicity's sake, I will try and
limit my suggestions to just a few.
- Players In Costume
May sound silly at first, but having the players come
dressed up in costume might lend great flavor to your game.
Costumes could range from random choices to specific themes.
Players could also try to recreate the look of their
characters, though it could get tricky (ever tried to make a
suit of full plate mail out of cardboard and tin foil?).
Gamesmasters seeking to add an extra layer of complexity to
such a game, or those with a twisted sense of humor, could
require each player to game in character with their costume.
In other words, Boba Fett sits down to play an elven ranger,
or an axe-wielding psycho takes a turn at being Superman.
Diabolical gamesmasters might not let players know about
this stipulation until they actually sit down to play.
- Characters In Costume
Medieval characters could be asked to attend a lord's
costume ball. Futuristic or cyberpunk characters could
attend a costumed rave, or seek to disguise themselves
during a corporate raid.
One Halloween I ran a cyberpunk/superhero game in which the
PCs had to meet a contact at a gigantic costumed party in
the middle of the city, like a Times Square New Year's
celebration with ghosts and goblins. Each player was asked
to come up with an idea for a costume before the game. They
didn't know about the party or that their character would be
wearing said outfit.
We ended up with a seven-foot-tall Elvis, a pink bunny that
could shoot electricity, and a gun-wielding mime running
amok in the middle of the city. Good, clean fun.
- One-Shot
These are almost always fun, if for no other reason than the
novelty of the game. Sometimes having little to no emotional
connection with a character frees the player to push their
own limits, to risk themselves in situations that would
otherwise have been played conservatively.
Games such as Chill, Call of Cthulhu, and other horror-based
ones are often built on the premise of having characters
with limited replay value. Success in such games is based on
the "didn't go insane, didn't get eaten" concept. Perfect
for a one-shot game.
Similarly, there are games on the market designed almost
solely for the one-shot session. Some can be downloaded from
independent game companies for relatively small fees, so
check out some reviews and keep an open mind. Good things
don't always cost a fortune.
* * *
Above all have fun and enjoy the holiday. Eat some candy,
wear some orange and black, play spooky music, and turn the
lights down. Watch a B-grade horror flick after gaming. Go
crazy.
Halloween, just like role-playing, is what you make it.
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RPG E-book perfect for Halloween:
GM Mastery: Adventure Essentials: Holidays
- How to design compelling holidays for your game worlds and
campaigns. Step-by-step instructions for building a holiday
full of adventure and depth.
- Holiday seeds, examples, and ideas.
- GM advice. Tips and tools to help you design holidays for
use in your games, campaigns, and encounters.
Adventure Essentials: Holidays at RPG Now
Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Mobs Made Simple With Brute Squads
From: John Gallagher
Johnn,
In keeping the rules from bogging down a game while dealing
with mobs, and with a big grin, I turn once more to my
favorite game: 7th Sea. There is a mechanic for mobs that is
simple, effective, and best of all, allows the players to
use mobs as an opportunity to show off a little. They get to
feel superior and happy with themselves before my villains
pounce.
Foes in 7th Sea are divided into 3 categories: villains,
henchmen, and brute squads. Villains would be fully fleshed
out, individually statted characters or critters. Henchmen
would be similar, but with fewer abilities and hit points.
(In D&D, for example, a villain would be an ancient dragon,
a henchmen a fairly immature one.)
Then there's brute squads. The rules are extremely
streamlined for them.
First, they attack as a group. One die roll for each squad
(up to six brutes per squad). If they hit their target
number they get one hit. For each five points they make
their roll by (in d20, it might be every two points, as a
rough conversion) they gain an extra hit. They don't even
get to roll damage - it's a set number per hit.
Second, if a brute gets hit, it falls down. Pure and simple.
Players can also opt to take out more than one brute with a
single attack. Think of Inigo Montoya in Humperdinck's
castle wiping out all those guards in the hallway. That's
what I mean about players getting to show off a bit. They do
this by raising their target number by five for each extra
brute they try to take down. And it's an all or nothing
roll. They either get them all, or they get none.
So, a brute squad's "character sheet" is nothing but a few
shorthand notes, and might look like this:
Number: 6
Threat Rating: (a number from 1 to 4 representing their
attack ability and how hard they are to hit)
Damage: 15 (firearms), 6 (fencing weapon)
That's it.
And there's also a d20 version of 7th Sea available, called
"Swashbuckling Adventures." I've never looked at the book,
but there's probably a d20 mechanic included for dealing
with brute squads.
Just something I thought you'd be interested in hearing
about.
Game on.
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2. Mook Rules
From: Fred Ramsey
Johnn,
Our group took an idea from Savage Worlds. The DM assigns an
HP total for a single creature (like 4 for a kobold). If you
do 4 or more points to the kobold in a single attack, it
dies. Otherwise, it lives. This works pretty well, and there
is zero tracking involved. If you want to make the mooks a
little more dangerous, give them a few more hit points.
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3. Idea: Mobs Transform Into Boss With Blood Awakening
From: Andreas Ršnnqvist
I have a great idea I used once when my players were meeting
a tribe of barbarian kobolds connected through an ancient
spell. This spell was called the Blood Awakening, and it
meant that, as soon as one of the kobolds were killed, his
blood would animate and flow into the tribal members closest
to the fallen and empower them.
In the beginning, this effect was unnoticeable for the
players, but as they began encounters by essentially mowing
the enemies down, they soon realized something was wrong as
they noticed they no longer could take down one kobold with
one attack.
They started noticing the flowing blood, the wounds of the
kobolds healing as the blood flowed into them, and by the
time they had slaughtered most of the tribe, they were
fighting three 7 feet tall kobolds who sent characters
flying with their attacks. In the end, the final, giant
kobold was a memorable "boss" and the encounter was one
which was referred to as "surprising and great" by the
players.
This same effect can be done in sci-fi where each member of
a mob has a small amount of nanobots, and the more of them
that die, the more concentrated the nanobots become -
increasing regeneration rates, speed, strength, or even
adding new features to the mob.
Another idea is using undead or robots, and with each kill,
more "parts" are added to a leader of some sort. Perhaps the
skeletal dominator at the back attaches lost but still
animated body parts to itself and grows from it, or the
combat mecha adds more cannons by attaching those that are
blown off in combat. Same idea, different approach.
You could extend this idea to a big adventure, in which case
the characters must make hard choices, such as sidestepping
enemies, sneaking past them, or perhaps leaving them alive
but unconscious to ensure their final enemy does not become
more powerful.
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4. Editorial: The Aging Player
From: Ryan McHargue
I am not old, but I lost my "new car smell" years ago when
it comes to role-playing. When I first started gaming
seriously, my characters could be likened to an action movie
where they had a one-line motivation and a few catch
phrases. They were like the TV and movies I loved so much at
the time: Battlestar Galactica, Star Trek, Bionic Man, The
Greatest American Hero, The A-Team. Light hearted and
roguish fun, there was no need to give them a dark feel.
There was usually a good hint of tragedy to their past, but
the character used that for good, not to feel angry and
hate.
As I aged so did my characters. They went from early
twenties or late teens to mid twenties. They also started to
get darker and take on an anti-hero feel. I was influenced
by characters such as Marvel's Deadpool, Darth Vader, Dirty
Harry. These characters had lots of tragedy, and it didn't
effect them for the better, it twisted them. My characters
became twisted and motivated to do good, but on their own
terms. The random property damage that was with my earlier
characters was replaced by the more purposeful violence of
an anti-hero who found themselves in a hero's role.
This dark feel continued to grow, as well as my desire for
more realism. Heck, I was tired of being able to shoot off
30K rounds into the kidnapper's white van and having them
step out with no blood. I wanted to point a gun at someone's
head and have them put their weapon down. The threat of
death I wanted all the way around, and so the game evolved.
As I hit thirty (yes I am that old guy the young laugh at in
the comic shop, although I didn't try to cover my acne scars
with a scraggly beard, and I have a full head of hair) my
characters hit the range of 34 to 50 in age and started to
lighten up. My hard-line view of reality wavered with my
black and white view of good and bad. I stopped forcing
reality into every square inch of my characters, and gave
them a balanced view of motivations. I came to the decision
I wanted to have fun, not fight over rules and fight for
actions, and wanted to pull off ridiculous cinematic pistol
shot car explosions again.
Now that I am in my thirties, no longer thirty, I am
experienced enough to give my characters tragic pasts that
motivate them to be heroic, but who are light-hearted enough
to take on adventures that an anti-hero wouldn't. Yes, I can
help Captain America despite his patriotic view of life, I
can give a high-five to Cyclops...well maybe not that, but I
can play on many levels now.
So the question comes up, what about in my forties, what
will my characters become then?
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Call of Cthulhu - Secrets of Los Angeles
Los Angeles in the 1920s was a fast-growing, fast-moving
city that encompassed all that was great and all that was
rotten in America. Philanthropists endowed the city with
impressive monuments and dreams of a utopian society, while
greedy businessmen and industrialists crushed the labor
movement and embroiled themselves in scandals that rocked
the nation. Celebrated movie stars worked and played before
the eyes of the world, while rum-runners and racketeers
plied their trade behind the scenes in the land of noire,
hand-in-hand with crooked cops and two-faced politicians.
Eastern sophisticates dismissed the city as an abode of the
frivolous and the nouveau riche, yet underneath it all
coursed an energy at once vibrant and unwholesome. Los
Angeles was a place where anyone could reinvent himself, and
multitudes did - at a price. It was also a place where dark
and blasphemous secrets infested every level of society,
belying the carefree and enviable lifestyle broadcast to the
world. For behind the glitz and glamour of Tinseltown,
primordial, inhuman forces and their twisted minions worked
to undermine the very foundations of sanity.
Call of Cthulhu - Secrets of Los Angeles at RPG Shop