Archive for September, 2009
Ask The Readers: What are your thoughts on the GUMSHOE system?
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Recently I have thought about running another horror campaign this fall/winter and two of the games I am currently considering are Esoterrorists and Trail of Cthulhu from Pelgrane Press.
Both games are using the GUMSHOE system, that focuses on investigative scenarios.
There are two kinds of skills in Gumshoe: Investigative Skills and General Skills. General Skills work much like skills in any other system. When you perform an action, you roll the dice and the result tells you if you have succeeded or not. Investigative skills never fail. When you have the right skills and if you can put them to proper use in a given scene you get the clues. Aside from that, Gumshoe is a pretty standard rules-light roleplaying system, but the automatic successes for Investigative Skills is what sets it apart.
I have to admit this sounds pretty interesting on paper but alas I haven’t been able to try Esoterrorists or Trail of Cthulhu out yet. So, I am asking my players if anyone has already played any GUMSHOE game and if he or she could share the experience with us. Does the system work as advertised? Or does the system make clue gathering too easy?
Home-made GM screens @ System matters
0The German RPG blog/podcast System matters has posted photos of some home-made GM screens.
If you ever thought about creating your own custom GM screen instead of buying one, check out what other people have come up with. Some of the GM screens are pretty impressive!
The end is nigh!
5The end of the year that is. It’s mid-September now and fall is approaching fast (at least in the northern hemisphere). Perfect time to start a horror RPG campaign! So, why should you start a horror campaign now?
Especially fall and winter are perfect seasons for horror campaigns. The days are getting shorter, the shadows are growing longer, it’s cold and uncomfortable outside and oustide activities become less and less attractive. Usually when you try to run horror campaigns in summer and spring you encounter several problems. For one it’s usually easier to pull off a horror atmosphere when it’s dark outside. Most people have fear in the dark or at least feel slightly uncomfortable which definitely helps to set the mood. I also noticed that people are usually more willing to get into the right mood for horror when it’s cold and rainy outside. Your mileage may vary of course.
There are a few games I am considering right now. I am already running a Rippers campaign for quite some time now, but it’s not as horror-laden as I wished, but that’s something I can easily change. But my players are currently happy with the campaign’s style right now, so I consider offering them to run a second/alternative campaign over the fall/winter months.
As an alternative I could run a horror solo game with my girlfriend as I planned a long time ago. Alas this plan never left the development stage, but since the "stars are right” this idea may see the light of day (or the darkness of night) after all.
One of my all-time favorite horro games is Call of Cthulhu. Most of you are probably familiar with the works of H.P. Lovecraft, so I don’t have to go into details about the setting here. Especially on a rainy winters day nothing is more fun than to fighting a losing battle against old gods, aliens and insanity. This time I am actually considering purchasing one of the classic CoC campaigns. I have run self-written Call of Cthulhu adventures before, but I just don’t have enough time to properly research, write and prepare an epic Lovecraftian horror campaign right now. So just using a tested campaign may be the best way to go.
Instead of using the Call of Cthulhu rules by Chaosium I actually consider using Trail of Cthulhu, which is using the Gumshoe system. The Gumshoe system was created for campaigns where the focus is on investigations and less on combat. And that is exactly what I am usually aiming for in any horror game. Pelgrane Press’ another horror roleplaying game Esoterrorists could be an alternative to classic Lovecraftian horror. As Trail of Cthulhu it uses the Gumshoe system, but this time the players have actually a chance to make it through the campaign alive (and somewhat sane).
Especially if your players are well versed in the Cthulhu mythos, Esoterrorists could be a welcome change. Instead of “just another Byakhee” or “not Nyarlathotep” again, they are confronted with new and original adversaries. Esoterrorists also allows you to run a campaign reminiscent of the X-Files, with federal agents investigating all kinds of mysterious events all over the United States (or wherever you want to set your campaign). If you haven’t done so, you should at least leaf through the book in your local game store. There are already a couple of supplements and adventures available including a full-blown campaign and even a soundtrack!
If you want some more action in your horror game, I would have a look at Hunter: The Vigil or its predecessor Hunter: The Reckoning. I recently acquired a copy of the latter in a garage sale and I enjoyed reading it very much, but from what I’ve heard, Hunter: The Vigil is a better game in all respects. First and foremost the updated World of Darkness rules are in my opinion many times better than the old ones.
The new setting in Hunter: The Vigil finally allows players to play real humans. In Hunter: The Reckoning the player characters had special abilities which made them just another kind of monsters. The updated setting of Hunter: The Vigil allows for a three-tiered game, where GM and players decided which power-level they prefer. Especially a tier 1 game could be a great basis for a horror campaign.
Ok, you’ve decided you want to run a horror game, you’ve chosen one of the many available settings and perhaps you have even prepared a campaign. Now you really should think about music and props. In my opinion both may not be vital for a good horror game experience, but if used right, they can contribute a lot.
As I’ve pointed out in many posts before, music can help to set the mood. And especially in a horror game mood is everything. Horror movie soundtracks usually work pretty well. I have also used candles for lighting in horror games in the past which usually works great. But beware candles on the game table can be a distraction, too. So, if your players are playing with candles wax instead of focussing on the game you should consider using electrical light instead.
If you ask me, handouts are a must in any investigative game. If the players find a newspaper article, a scrap of paper in the clenched fist of a dead man or some strange runes on the wall of an desecrated church, make sure you have an appropriate handout ready. If you have any artistic skill, a sketch of the monster they encounter or perhaps even a small statue may be pretty cool.
I believe these tips should help you jumpstart your horror campaign. As always I am keen on hearing from you. What horror roleplaying game is your favorite? And what do you use to set the mood? Please post your thoughts in the comments below!
RPG Bloggers Network Forums are back
0Some of you may have noticed that the RPG Bloggers Network forums had some technical issues yesterday. Obviously the forum has been hacked over the weekend and Graham Poole and I worked all evening to get it running again. In the end we decided to move to a new forum software. Luckily all the posts and user accounts could be transferred.

Alas avatars, post attachements and the dice roller didn’t transfer that well, so you’ll have to reupload your avatars or choose one of the avatars in the gallery. But I added 39 new fantasy-themed avatars for your convenience. The Dice Roller is still “missing in action”, but we’ll try to get it up and running again as soon as possible.
If you encounter any technical issues with the new forums, please let us know!
Just Say Yes
2Posted by Viriatha, the Bard of Valiant
Saying yes to players is something we all know we should do, whether it be a hard skill challenge or finding that unique cool item in a shop. Much has been written on this principle and how it works with game mechanics, and I’m not going into all of that here.
Instead, I want to ask, if we’re all saying yes why am I reading more about punishing players for not roleplaying? Isn’t that saying no?
I understand most people are on limited schedules, with families and kids. I understand that everyone is getting together for a small amount of time each week or even every other week for the very purpose of roleplaying and accomplishing in-game goals.
I also understand that this one night of the week might be the only time some of these people ever see each other.
So why are you saying no? Learn to say yes.
Balancing the social aspects of game night with the actual goal of playing the game can get tricky. We’re all just friends getting together to have a good time, after all. But is it a good time if we’re not actually playing the game?
One obvious solution is that instead of punishing players for not roleplaying, you consistently reward them for it instead. Say yes to good gaming instead of saying no to being a friendly member of the group.
At the end of the night, give them person who contributed most to keeping the game on track, while in character, some extra experience points. If more than one person did this, reward them both (or all three, etc. – whichever applies). Be careful not to reward a player who hassled the group. Don’t punish that but don’t reward it, either. Reward positive behavior with a positive reaction.
And be consistent. If you do this each game for the same behavior, the group will get the idea.
That’s why punishing social interaction that’s out of character can backfire so badly. Most players see this as positive behavior. If they get negative results, game night loses some of what makes it fun.
That’s the most obvious way to say yes. What are other ways you use in your game?
“Roleplaying games as a teaching tool” @ Musings of a ChattyDM
0As announced some days ago, my first guest post at Philippe Ménard’s blog has gone live! Here’s a short excerpt:
Some time ago, Barb, a homeschooling mom from California contacted me. She had read about my background in physics and asked me if I ever had ever thought about combining D&D and science.
For some time she has paid DMs with backgrounds in different scientific fields to run D&D adventures for her son. These adventures were always designed in such a way that they were not only fun to play but also taught the players something about disciplines like biology or computer technology.
She asked me if I would be interested in running a game that would combine D&D with physics. I have to admit that I never thought about the possibility of using roleplaying games as a teaching tool, probably because I am no teacher and I don’t have any kids of my own either. But the idea intrigued me, so I asked her if I could ask her a few questions about her concept.
You can read the rest of the article here. And please post your comments over there as well. Thanks!
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