Ideas, Content and Discussions on table-top role-play gaming, game design and derision of live-action role-play. World of Darkness / Gumshoe / Star Wars / D&D / Other games. Comments are welcome
Saturday, February 15, 2014
The Walking Dead / Fear Itself - A Gumshoe Hack
Sunday, August 25, 2013
Horror tropes / Cabin in the Woods and Fear Itself
Once again I'm late to the party - I watched Cabin in the Woods for the first time last night.
The thing that makes it an enjoyable film, in my opinion, is the clear love of standard horror movie tropes throughout. My wife and I were both delighted by the gas station in the beginning and it's treasure trove of creepy genre signposts: fish hooks, bear traps, animal skins, pickled creatures, hunting goods etc. I wondered aloud if they'd modeled the cabin on the one from Evil Dead. The scene where the victims choose the transgression for which they'll be punished is wonderful, as is Fran Krantz' line "I'm drawing a line in the sand, no one is reading any fucking Latin!"
The part that tied the film up to Fear Itself, for me, is the statement of specific roles within the genre:
The Whore / slut
The Scholar / egghead
The Warrior / jock
The Fool / burnout
The Virgin / good girl
Fear Itself uses these stereotypes to define character roles within the game with much the same effect as in Cabin...
The overall plot of Cabin is a nice fit with the classic Fear Itself Ocean Game setting: a mysterious and incredibly powerful consciousness horrifically manipulates reality around unsuspecting stereotypes for their own amusement and benefit / a mysterious and technologically advanced organisation manipulates unsuspecting teens into falling into stereotypical roles and controls the environment around them for their own amusement and benefit.
You could run a straight Cabin in the Woods game using Fear Itself with zero effort or adaptation, and you could overlay the Mystery Men and their Ocean Game onto Cabin with only a few tweaks.
Wednesday, October 24, 2012
Horror you can relate to / Changeling: the Lost
I flicked through my copy of Changeling: the Lost a couple of nights ago. It's still the best game that White Wolf have ever produced.
Unlike most of their games, it's a proper horror game. Ok, you're not playing / hunting a Vampire, Werewolf, reanimated abomination or channeling unknowable power. The horror in Changeling is subtle, rather than overt. There's none of the "I am a monster, and I must fight my unnatural urges lest I become nought but a callous soulless killer" angst.
Instead it is replaced with a more human horror, one that regrettably exists in the real world; the horror of abduction, separation, loss of self/identity, loss of family and friends.
It is much easier to imagine and empathise with this type of horror, much easier to imagine and to react to.
Many White Wolf games rely on the players reacting to the game line's driving horror - Vampires clinging onto their Humanity as they hunt humans for food, Werewolves struggling to balance their bestial rage with their conscious mind, Mages fighting the temptation to use magic for everything and anything no matter the cost - yet these horrors are conceptual stretches. These are things that we cannot experience, that are completely outside the frame of human experience.
Changeling, however, centers on a horror that people have experienced. Child abduction stories are unfortunately regular news stories. Tourists are abducted on holiday with alarming frequency. Home invasions happen. I've been held at gunpoint during a bank robbery. It's scary shit, and I can imagine what it's like. I can also imagine what it's like to live in fear of it happening again. Hell, I know what it's like. For weeks after my experience I was afraid that they'd come back, that they'd come to my house because they'd threatened me they would if I talked to the Police.
That's a real horror game. I really want to run it