I hope you survived the night of horrors, Adventurer. Maybe you even levelled up, and with a sweet candy reward. You must understand, Halloween is a high holiday here at Game Nights. It's about exuberance, fun, rule-breaking and sugar. It's the one holiday that is (for-us) baggage-free, and doesn't revolve around family life or, shudder, wholesomeness. Urgh.
Given how those kind of holidays are coming up, I plan (next week) to embark on a series about our most beloved and/or hated aspect of gaming: Combat. You never know. It might just save your life! As we all migrate back to our homelands, facing long, dangerous journeys, judgement, family strife and other holiday threats, it's best to be prepared.
Did I mention I hate Christmas? You should probably know that about me.
But first, I offer some meandering, post-gaming thoughts for your perusal.
The Halloween game is a long, storied tradition in our group. Since our very beginnings, it's always been a one-shot tale of horror, fear, gore, slapstick comedy and death. And this year was no different, though the system was. Dread is, in the designer's words, a game of Horror and Hope. It's an indie RPG, winner of the 2006 ENNIE awards, and you can currently buy it for a pittance ($3!), which you should do. Right now.
It's a perfect choice for a one shot-horror game. The system is minimal, and the book has been described as 1 part rules, 9 parts good advice.
The system is designed to create the feeling of fear it's named for, which also happens to be the kind we've discussed before. No dice are used. Instead, let me introduce The Tower. You will need to have/purchase a copy of Jenga or similar block-stacking-removal game and set it up in the middle of the gaming table. When a character tries to do something that's either or dangerous or difficult (ideally both), he pulls from The Tower. If the Tower stays up, the action succeeds. If at any point The Tower is toppled, either from a botched pull or even by accident, the character of the player responsible dies, goes insane, is called away, or is otherwise removed from the narrative permanently. Obviously, this creates a deep respect and fear for The Tower, encourages caution, and makes things get the most difficult when the plot gets most exciting (about two -thirds of the way through a session, when the Tower is swaying precariously).
You can also knock over The Tower deliberately. Doing so means your character is taken out, but succeeds at some final action as his last act. This kind of strategic martyrdom can come in handy, as I found out this past weekend while thoroughly massacring the game I love so much.
Our Halloween Game, was about a group of bank robbers on the run from the police and carrying a wounded man. In the middle of a terrible storm (of course) and with a broken-down van, they take refuge at a spooky, abandoned mansion to wait things out. But this mansion is not empty. A woman in red stalks them, trying to force them out, protecting an ancient secret of terrible power.
It didn't quite go according to plan. An evil presence haunts the place, which combined with a deliberate confusing design, made getting lost a certainty. Combined with that and deadly traps, such as pitfalls, blades, and animated suits of clockwork armour, I thought it certain the player would stick together and be systematic.
Nope! I have to give them credit for playing their characters, because each one of my six players was self-serving bastard with an obsessive focus on either keeping the haul for themselves or just plain escaping, but mostly both. I had to intercut between the various groups the whole night as players would wander off, run from danger, or disappear to hatch some nefarious plan for the rest.
In the mist of the chaos, I missed out on some neat things I wanted to do, a bits of character backstory I wanted to play into. Overall, story-wise, the thing was a mess.
But some things went just great. Everyone was suitably in Dread of making pulls, especially toward the end. Rhythmically, I did very well, timing the final confrontation for when the Tower was at its flimsiest.
And what a final confrontation it was. I was going for a bit of a grindhouse feel, and we got it, Django Unchained style.
Necessary Fact: there were in fact two women in red running around that night, one trying to keep the ancient evil locked up, and the other wishing to free it. This evil was a blood-themed Lich, an ancestor of them both, locked in the basement. The party was in two parts at this point, one that was going to free the Lich, and another trying to keep it locked it up.
Having finally got everyone to the basement, two of the party, both anti-Lich, sensing the end, set at each other's throats. Their string of pull-counter-pull ended in a Tower topple, the victor winning only because of the vial of poison he'd been carrying around.
Meanwhile, in the pro-Lich camp, the psychic in the party, so close to Lich and its terrible presence, lost her mind, and started psychically assaulting those near to her until allowed to go free her. Another party member snuck up and slit the throat of the pro-Lich woman-in-red, because of her general sliminess.
Now at the tomb, and all together, the anti-Lich woman-in-red killed the psychic for trying to free the Lich, and got shot herself by the poisoner. But surprise! The pro-Lich throat-slit woman-in-red wasn't quite dead yet, and used her blood to awaken the beast. Now arisen, and mostly alive, she tore into the nearest party member, who drank the poison, killing the now-living evil, while simultaneously being shot in the head by another party member.
Did you make sense of that? No? That's fine. It's best left to the ages. But it was scary, bloody, stabby good time for all.
And that's all that matters. Next week, get ready to take up arms, as my series on Combat begins!