Showing posts with label Kult. Show all posts
Showing posts with label Kult. Show all posts

Wednesday, May 4, 2011

M-m-m-monsters!

I accidentally A-Z challenge twice, is it bad? So this is individual post :D

Monsters in fantasy games are every day encounters what trouble villages, block dungeon paths and give challenge and experience points for players. In my opinion monsters are a bit too common in fantasy games to be really terrifying anymore. Usually monster becomes terrifying in fantasy games if:

- It's really huge, final boss type.
- It's something player's haven't met before and in meta-game players don't know how much damage it does, how hard it is to hit, or what abilities it has.

Other monsters are just there to kill. One eyed octopus with visible brain? Kill it. Orc raiders with human skulls hanging on their armor decoration? Kill them. Woman with snake lower body? Kill it.

But how monsters could be more horrible?

Low Fantasy Setting


Fantasy games, what are more fantasy medieval and human are the main race, monsters could be more terrifying. If in game characters don't posses all these special abilities, but are more "normal" but more skilled people who encounter mostly "normal" challenges and antagonists, monsters might be more terrifying. If seven game sessions have been fighting against hungry wolf pack at wilderness, defending against raiding tribesmen, hunting down rogues down the city streets... a strange mutant in cave could be more terrifying. If game master is not shuffling his monster manual every few minutes during the campaign, but once reaches on it, it could mean some serious business.
Other method is, don't shuffle your monster book at all. Just describe something horrible. Players don't know if it is something you already have prepared for in advance taking from monster book, or is it something unique you have created for this encounter. Monsters you create are more terrifying than monsters you can find from some book.

One example is Praedor. Praedor is low-magic fantasy setting, where every single monster is unique. Every monster player characters encounter are created individually. Even smaller ones can be dangerous, but if you meet a pack of human sized monsters what are intelligent enough to use weapons, or meet a monster size of house... it is scary. Also, monsters don't roam the countryside. They live behind the borders of known world in the infinite corrupted labyrinth of ancient now forgotten city where wild and strange phenomenoms of wild magic, ancient temples with residential demons and corrupted and twisted monsters live. Sometimes one or two of these could wander by accident to known world...

Another good example of terrifying monsters could be LotFP. As far as I know, there is no monster list but Raggi encourages game masters to create their own monsters. Cannot tell you more about LotFP, because haven't read it but it sounds really good OSR game.

Mythos Monsters


What is great about Call of Cthulhu is that there are monsters. Smaller ones you might fight against, and huge enough to make you almost instantly insane. You might pack yourself with shotguns and dynamites, but they are no help if you fall into madness before you have your own turn. Most of the bigger Cthulhu monsters are the ones you cannot defeat at all. They are ancient, immortal, but still they might be the plot of the game.

Monsters Of World Of Darkness

In several WoD game lines you actually play a monster yourself. Werewolf or vampire for example. But still, even though humanity considers you a monster, you have your own monsters. Vampires are vulnerable to werewolven, werewolven fight against corruption of spirit world. Even your own kind can be monster for you.
Also, if you play mortal in WoD, you might find out that world and reality are not what you are used to. Humans are not top of the food chain. There are more powerful beings, what can be evil in you view. If you play a mortal, you don't care what clan or bloodline this one vampire antagonist is. It's a freaking vampire!
Also for human monsters (or what human is left in them) I suggest you to look at Hunter: the Vigil sourcebook Slasher. These are the monster serial killers you see in the movies from Jason, Freddy, Norman and Hannibal. And as WoD games are personal horrors, what if you are the monster yourself for yourself (V:tM humanity).

Reality Is A Lie


What if this world was just an illusion and behind the curtains of what we see is the real world? Ruins of times of gods and angels what is now corrupted and really messed up. What if the curtain of reality rips off and you get to see the real truth? Kult has one of the best settings ever. The reality behind this illusion is truly horrible where you might get lost. And Kult monster gallery? It is twisted and horrifying.

Zombies, All Time Favourite


Who doesn't like zombies? Lots of people must like, as zombies are present in various games. Fantasy games have zombies, horror games have zombies, even science fiction game Fading Suns has its version of zombies. And there's a game about zombie scenarios (All Flesh Must Be Eaten). Zombies are one of basic monsters. They are dead people who walk again with their rotten corpses wanting for flesh. They might be cursed, magically raised, toxic catastrophe aftermath, anything. But are zombies terrifying? It depends. If zombies are just another monster gets on the way of dungeon crawling group, they might not be that scary. But read CoC example play with a zombie, make whole city full of zombies in AFMBE, put zombies where they don't setting wise belong. Make them tough and hard to kill. Describe them how they sniff the air when player characters are hiding. Make them block important route with a mass of rotting flesh. Make huge horrific mutant zombies size of a building constructed from several dead bodies. Make them faster than running men.

Friday, November 5, 2010

[PS2] Silent Hill 4: The Room - Is it Silent Hill and how to rpg it?

I just finished playing Silent Hill 4: The Room (I refer it as SH4 further). It took almost 8 hours and three evenings, so the game wasn't that long but mediocre in survival horror and adventure games. The cover is cool as artwork and layout in user's manual, but was the game good itself?

Story In Short

You are stuck in your room. There are chains in your door, and you don't have a idea what is going on. But you find a portal in your bathroom what leads you out from your room to different realms. As travelling outside from your room through the portal you investigate what is going on and find out, that if you don't do anything, the 21 sacraments will be fulfilled and world won't be the same.


Is This Silent Hill?

Game looks like Silent Hill in graphics and controls are similar, but it doesn't feel like Silent Hill. In previous SH games you explored the sleeping and damned city of Silent Hill with horrible secrets and from time to time landscapes changed in horrible twisted ways to rust and blood. There is no this mood in SH4.
You basically travel between your room and portal to places what I see as levels. You don't explore continous setting, but travel from your room to the location and back. World doesn't change, it is at it is rendered at the first place.
This level based design does take a great amount of feeling out of the game. When you finish the level by running through it to the end, there is a cut-scene and you are back in your room and next time portal takes you to a new location where you travel as long untill you fulfill all the requirements to finish the level.

Levels are quite short. There are few areas you travel back and forth finding items to get a bit further to the end of the level. There are next to none brain challenging puzzles, main idea is to collect items and use them in the right place. Even though the aren't necessarily keys, their function is like keys to the lock. Find item, place it where it belongs and get further.

Monsters From Hell

In previous Silent Hills you had radio what went crazy when monsters were near. In SH4 this feature no long exists. You can hear monsters near from noices they make, or from music, but that's it. I really, really missed the radio, as in my opinion it is a part of Silent Hill game.
What about monster design? It sucked. There weren't many different kind of monsters in the count, and the design of them was quite dull. They were boring and far from scary. More like annoying. Worst monsters in game were monkey/gorilla type things what made noises like a chimpanzee. Lame.
Worst and most annoying monsters in game were ghosts. You can beat them down, but they never die. Soon they resurrect and continue haunting you again. In whole game there is total of five items you can permanently nail ghosts to the ground so they stop haunting you.
In some levels or rooms ghosts continue to follow you through the walls for some time where ever you go. I quess that the idea of these immortal and undestructable ghosts was that they are scary as you cannot kill them, but must run away from them. I found this more annoying. It is easy to kick ghost down for a small period of time even though they eat your healthpoints when near.

Level Design

Level design was a bit boring. Mostly you run corridors. Even woods was basically corridors with just different texture. And in a level there is lots of running back and forth finding items or unlocking doors or places after you find the right item. And areas are small.
Most of the places look ordinary. A bit deserted maybe, but not that twisted. When you get to the end game the surroundings start to look more like real Silent Hill terror, but that's it. World doesn't change as you walk by. It is twisted or is not when you enter the place.

Your Room Is Your Sanctuary, Or Is It?

You travel back to your room during each level through portals scattered here and there. In your room you basically do these things:
  • Save game
  • Put items in your item chest with unlimited space when your inventory's space is limited
  • Find notes to flesh out the story
  • Regenerate HP during time spent there
But at some point your room starts to be haunted. Windows clatter, TV shows static screen and you cannot turn it off, your slippers have moved with bloody foodprints etc. When the haunting starts, you don't regenerate your HP anymore and when you go near haunted spot (ie. windows or TV) you start to loose HP. But you can collect holy candles what you can lighten up next to haunted spot to prevent the haunting for short period of time.

Puzzles

As I said previously, most of the puzzles are just finding the right item and using it in a right place. There are few exceptions though, what were great and good variation. For example obtaining code to open door at bar and when re-visiting the place obtaining the changed code. Besides of those, there weren't much brainstorming. Basically you just needed to search everyplace to find items to use.

Mechanics

In survival horror games moving a character is a bit slow. They don't attack fast or are agile. It suits well. This is not an action game, so no need to ravageous and fast swinging of a pipe. At some points character's slow movement was a bit annoying though.

So Is It Any Good Then?

For a Silent Hill series? No. Silent Hill 1, 2 and 3 were way much better in all areas. Silent Hill 4 failed in mood, level design, monsters, locations, puzzles etc. It is not a bad game, but for Silent Hill brand it could be better. I think that only title Silent Hill gives a bit more credit for the game. But there was not that much Silent Hill in this, so it could have been called just The Room.

How To Use This As RPG?

I have to say, that SH4 did not give that much inspiration in running horror/mystery rpg adventure. It was too boring, unoriginal and straightforward. I don't reveal the plot, but it could be used as stand alone idea for rpg adventure but that's almost it. Monsters were too boring to convert into any system and locations weren't original or exciting enough.
So sadly, I don't see any rpg value in SH4. You might take an idea from here and there, but in general this game is useless inspiration. If you want to use something, here are what I could rip:

  • 21 sacraments story
  • orphanage story
  • two puzzles for opening bar door involving phone
 As I wouldn't run SH4 as a rpg campaign or adventure, there is no particular system or setting I wanted to use for those three ideas. They work fine with any horror or mystery game. But for Silent Hill series in general (especially awesome 1, 2 and 3) I would most definately use Kult as it has similar system with mental balance and reality twisting.

Should You Play It?

Yes and no. Game wasn't that bad, it was more a disappointment. Luckily it was fast to play through, so you wouldn't be committed to this game too many nights what is a plus for this boring and unoriginal game. I liked to play it though, but even if there are four different endings I won't play it again. One time was enough for this experience.
If this game wasn't Silent Hill, I'd give it 3 stars. Silent Hill in title and nice package gives ½ star extra. So total of 3½ stars from me.

Friday, October 22, 2010

What should I GM for Halloween special rpg?

I am planning to run some fun one-shot for my girlfriend in Halloween. I want it to be fun, kind of old-schoolish horror, like those B-movies or some old scary story.

But I don't know what to run yet! Here are few options and ideas:

All Flesh Must Be Eaten could be one, but well, my girlfirend is not into zombies, so I quess it would be lame surprise for her. And let's face it, even though zombies are awesome it could be pretty lame. Come on. Zombies on halloween? As I might want to have some bloody zombie-action, that's not an option.

Call of Cthulhu. Well, this is real deal. Horror almost at its best. I was concidering 20's theme instead of modern age. There is something more sinister and spooky in 20's than today (today and tomorrow campaigns tend to be more equipment against monsters than "oh shi- I go NUTS over this tentacle 7-dimensional blob of eyes!!!!). So, 20's it would be. I was thinking, that I wouldn't run Mythos with great bad god and cultists (that is cool though), but something different. Here's the idea:
Fading away. So, at first main character sees people noone else sees. Later on, some people don't see the character anymore. So, for some reason (Cthulhu, it's in the title.... um no) main character is slowly slipping into the realms of the dead. Only problem is, is that a bit too slow paced, too moody, too tragic, too artsy?
Another idea is monster found in Yer Booke of Monstres (CoC sourcebook with Mythos monsters from various authors). Cannot remember the details, but there was this elder god (or something) what looks like a moon. So, character is amateur stargazer and finds this new planet/moon... what is (CTHULHU!!! Eh, no) some frikkin' huge monster! And when character finds it out, he goes nutz.

My Life With Master. Haven't played this yet, but it could be (tragic, dark and sinister) beer and pretzel (we don't have those in Finland I quess) game. It could be something in mood like Nightmare Before Christmas. Good quality is, that MLWM rules are quite easy to use. And the game supports 100% the campaign (well, you obey your master and then try to kill him!). That could be a go.

Kult. Well... no. I want to have fun in halloween. Kult has awesome setting, but it is a bit too violent, strange, sinister, dark, pervert, and so on for Halloween when you dress like witch or ghost and drink "blood" and eat "chopped fingers". So no.

CoC or My Life With Master. Which should it be.

If someone has really, really neat Halloween rpg adventure or something, shoot me with it! You can find my games I own here *klick*.

Thursday, May 13, 2010

What game next?

In previous post I told that current Fading Suns campaign is nearing it's end, and now I have to start to think what will be the next game to play to do some preparations. Preparations would include making character with player, learning or re-reading rules, getting idea of campaigns concept.

There are some options I have been thinking to run next.

My Life With Master is really interesting game. Rules are light enough, you can "win" the game without deciding the conditions for ending the campaign, and you got concept what you will gamemaster. Game is also ment to be quite short, so it would be nice to play in between of next longer campaign. My player isn't actually very interested in MLWM, but I could try to get her into it. Anyways, it would be short so she could give it a shot. I have also an idea for setting. Master will be a vampire in his castle near the village and player character would be his ghoul. My idea is quite World of Darness-ish, but it could work for WoD and Vampire fan player of mine.

Another game I would love to run is All Flesh Must Be Eaten. I started BBQ from Hell campaign I planned, but player didn't like it. Not sure didn't she like All Flesh Must Be Eaten, the campaign or wasn't the time just right. If BBQ from Hell isn't working for my player, I could run another AFMBE scenario for her. She is not as big of a zombie lover as I am.

World of Darkness is my favourite setting (particulary old WoD) and I think I never get bored of it. Vampire: the Masquerade is a game we will play again. We planned that we start new V:tM campaign when the fall comes, it's dark, cold, rainy and angsty. But for now we delay our favourite game. We did try to start a campaign of Werewolf: the Forsaken, but it died because I actually never ended reading the book. So I didn't have enough background information about the setting to make it interesting. And atleast I can say I have played it. Werewolves are quite interesting, so I decided to buy Werewolf: the Apocalypse. Maybe we never got into W:tF because there is something in nWoD that doesn't work for me. So, maybe Werewolf: the Apocalypse could be great game to start new campaign with?
Other games from nWoD what are interesting are Changeling and Hunter. Haven't read either of them though, but I've heard only good about Changeling: the Lost. Could be really interesting and magical yet grim campaign. Something like Tim Burton would do. I am not that interested in Hunter: the Vigil, but Slayer seems to be really cool.

We had one shorter campaign of Call of Cthulhu and it was quite enjoyable. It was long hard road to get my player into gaming it, and I gave him not that horrific mind shattering tentacle monsters from another dimension campaign, but more horror/mystery style. She did like the campaign, and asked if we could play CoC again some day. So, Call of Cthulhu it will be in the future.

Kult is a game where is setting I love. It is terrifying. Rules I don't like that much though. I have imagined grabbing Kult again, enjoying to read it, and enjoying to scare hell out of my player. Not sure is it going to happen ever though.

One game I would like to give a try, also one game system I don't like, and genre what is not for me... yes. Dungeons & Dragons. I have read 3rd edition once so I got basic mechanics somehow in hand. Some basic fantasy adventure could be quite fun. I have to give this a try some day. I also got AD&D 2nd ed. but that is just not for my taste.

So, here's the list for potential competitors for my next campaign:
  1. My Life With Master
  2. All Flesh Must Be Eaten
  3. Werewolf: the Apocalypse
  4. Changeling: the Lost
  5. Hunter: the Vigil/Slasher
  6. Call of Cthulhu
  7. Kult
  8. Dungeons & Dragons 3rd edition
Give your vote, what I could play next!

Sunday, October 11, 2009

Ninjas, vampires, vampire ninjas... failure

At some point I was thinking after sawing the movie Chanbara Beauty, that I would mix assamites, katanas and ninja-action together. But quess what, not everything is ment to be mixed with Vampire: the Masquerade. At first the idea sounded fun, but when playing it few times I suddenly realized that even if katana is cool, ninja is cool and vampire is cool, together they are ridiculous.

I don't say, that ninja katana game wouldn't be fun, but there is some limits for it. There is lots of games and systems you can play that type of action packed slicing and sneaking, but I think Vampire is for different kind of gaming after all.

Looking at my game shelf and thinking what games would have been better for that kind of action than choosing V:tM.

For Chanbara Beauty like zombie katana action, All Flesh Must Be Eaten would have done it well, I suppose. I only have read the Introductory pack but the rules are quite lite what means quick play. I am not sure what kind of martial arts or hand-to-hand manouvers basic rules have to offer.

Code/X could work, it is also simple system, but it is more like military operations spec ops game than ninja-action.

Cyberpunk v.3 not sure at all, it is too intimidating and damn ugly to even open anymore. I tried to read it but couldn't. Though if I had CP2020 I would check it out if it could handle the ninja stuff.

Kult has martial arts skills and manouvers, but for me the system is a bit too clumsy. Great setting, but rules could be better. And for that ninja stuff all supernatural and occult stuff presented in book are not necessary at all. So only rules would be used, and that would be failure for me.

New World of Darkness core rules. They are simple and easy to apply, but somehow too simple for me. Or I don't just get them right. There is Armory Reloaded what introduces more combat rules, but I don't own it. As how nWoD rules are presented in core book, they are easy and fast, but a bit too simple for my purpose.

Old World of Darkness/Vampire: the Masquerade rules are great, and work in the purpose, but as I said in the beginning, mixing vampires into ninjas and katanas is a bit too much for me.

Unknown Armies could work, what I have read it I like the rules. They are also quite simple. Not sure though, how does it handle the martial arts and melee fighting and acrobatics and other special and neat manouvers. And there is also that supernatural background what would not be useful in my action game.

Problem is, there is some setting I own could handle the ninja-stuff, but any of them doesn't sound cool or useful, let's say "agile" enough to handle it properly. And many of those games are horror, what is not needed for that scene. I am not sure what game would do it for me, maybe Feng Shui? Haven't actually played nor read it ever, but it might be that hong kong action game what could handle it well what I tried and failed with V:tM.

If I find a cheap copy of Feng Shui somewhere, I might try it out.

Oh, and I have downloaded pdf of Violence roleplaying game. Not sure though, is it for more brutal action. Like not sneaking behind your enemy and slitting his throat open, but hitting your opponent with a log and spitting on him. Could check that out soon enough though.