Wednesday, April 29, 2020

Some Horror Game Mechanics I've Experienced

As I mentioned in my previous article, I have a rather limited experience in role playing games focused on the horror genre. I’ve also come to the conclusion that player “buy in” is a critical element in having a successful experience in horror games. This time I want to look at some of the rules or mechanical aspects that I’ve encountered in those experiences that were used to try and help set the right tone for the game.

Most of my experiences as a player came using Call of Cthulhu, which is based on the Basic Role Playing system. In that system they have an attribute called Sanity or SAN for short. Witnessing traumatic events or supernatural phenomenon can cause a player to make a “SAN loss” die roll to see if their character takes psychological/emotional damage due to the triggering occurrence. This kind of makes sense on paper. I should say that my only experience with the SAN rules in Cthulhu are as a player. Whether or not my game master got the rules right or wrong is unknown to me. I can only comment on how it worked from my side of the screen as a player.

In practice, when one of our characters would have to make a SAN loss roll, it was more of an “all or nothing” proposition. You either stayed sane and continued to function normally or you flipped out and either fled in terror or you snapped enough to become a threat to yourself and others. In either case, you pretty much lost control of your character for the duration of the game session at a minimum. The character in question would become an NPC.  If you were really lucky, your character would make a full recovery. If not, it would be time to make a new character. In the end, I think most of us found the SAN loss rules more of an annoyance than finding them to be terrifying. It didn’t really seem to add much to the game beyond player frustration when SAN rolls were failed.


The Dungeons & Dragons Ravenloft campaign that I attempted to run had rules for Dark Gifts (Note: A friend reminds me this is actually called a Powers Check). A player could choose actions that would grant him gifts or favors from the dark powers that oversee the Demi-plane of Dread. These gifts would grow in power over the course of time. There were always consequences for these gifts and the consequences would also grow over time. At some point, there was a chance that the character would become so infused with these Dark Gifts they would become a dark lord of their own Ravenloft domain. Power had a price and the dark powers always get what’s due.

In practice, it was darn near impossible to get any of the players to allow their characters to start down the path of the Dark Gifts. What sounded ominous and horrifying on paper didn’t translate that well into actual gameplay in large part due to the traditional D&D mindsets so dominant in my groups. The D&D mindset consists largely of Find, Kill, Loot and (in our group at least) make sure to distrust/avoid anything the dungeon master does to try and engage you in plots or subplots. It’s not really the fault of the rule mechanics for Dark Gifts that they didn’t actually come into play. The rules were sound. Getting any of the players to “go for it” on the other hand seemed like a non-starter.

The Alien Role Playing Game has rules that cover stress and panic. Stress builds up over the course of an adventure. The adrenaline rush that stress gives to a player’s character can actually be beneficial in overcoming challenges. The risk is that every player character has a breaking point. Some stress is good. Too much stress and a character can break. And when a character breaks they can flee or freeze or worse. I’m very intrigued by this set of rules as stress comes about via both “in game” events or when a player “pushes” an ability test for success. That’s right, some of the stress is going to happen to anyone but part of the stress is going to be self-inflicted. It looks great on paper to me. Hopefully it will play out as well at the table and help add to the immersion of a horror RPG experience. Time will tell.

Have any of you experienced any rules mechanics that successfully enhanced a game’s immersion level or overall atmosphere for the particular genre you were using? Please leave a comment.

Friday, April 24, 2020

The Horror Genre: It Hasn't Been My Strong Suit

As I’ve been preparing to run the Alien Role Playing Game, I've been thinking about my experiences with playing and running games within the horror genre. The Alien RPG is one of action, exploration, and horror. A campaign of Alien may include all of those elements. I’d like to focus on the horror element primarily as I haven’t found a lot of successful gaming experiences within that genre.

My experiences as a player within the horror genre have been limited to playing in several Call of Cthulhu games using the Basic Role Playing engine. These games have been a mixed bag for me. The worst of these experiences felt as though the game master was using the lethal nature of the BRP game system to fuel a total party kill scenario designed for his own amusement. While that may not actually be true, it was pretty much the perception at the time. It was demoralizing to be continuously slaughtered each time the Call of Cthulhu system was the game to be played.

The best experiences that I’ve had playing Call of Cthulhu were with game masters that had crafted a fine detective story involving the discovery of otherworldly horrors. Most of the enjoyment was found in the solving of the puzzle and/or perhaps delaying some inevitable doom.

As a game master my only experience with attempting to run a horror game was using Advanced Dungeons and Dragons 2nd Edition’s Ravenloft Setting. I had high hopes for the campaign that I had created. I had become intrigued by the Demi-plane of Dread upon the publication of the boxed set. I had been a player in the Ravenloft modules prior to that. Gothic horror seemed to be something that would bring something fresh and new to our regular gaming table. To my surprise, the campaign fell flat. I had followed the advice found within the campaign boxed set. I had set the table with fascinating tales, Gothic horror creatures, and chilling discoveries. Yet my campaign felt more like the Demi-plane of Dud than one of dread.

What made those Call of Cthulhu sessions successful or unsuccessful? Were the failures caused by the lethality of the BRP system combined with a self-serving GM or was it something else? The more that I’ve thought about it the more I’ve realized that while mechanics do matter, player “buy in” is critical to the success of a game.

When a Cthulhu game was an epic fail, what was the real cause? Could it be the group of players and their mindset that was responsible for the ensuing bloodbath rather than a “killer” GM?  The vast majority of our games being played at the time were Advanced Dungeons and Dragons adventures. The standard operating procedure in AD&D is to find places to explore, creatures to fight, and stuff to loot. You can't really approach a Cthulhu investigation in the same manner that an AD&D group uses to approach a dungeon crawl.  Well, you can do that but it’s going to be one very bloody and gruesome end for the PCs in almost every case. Mechanically speaking, it seems to be a lot easier to die in BRP than it is in AD&D. I think perhaps that the group’s AD&D mindset combined with a more lethal combat system resulted in the perfect storm for failure. The fact that some of the latter Cthulhu games were successful may have been the direct result of more cautious play from the players involved than was typically found by players in the average AD&D group.

As for my failed Ravenloft campaign; I had thought for quite some time that the dud campaign was entirely my own failing to convey the elements of the setting properly. Or that AD&D was just a poor choice for running a game in the horror genre. But as with Call of Cthulhu, player “buy in” mattered. The players in my campaign treated the game no differently than if they were playing in Greyhawk, or the Forgotten Realms, or in a hundred of other fantasy settings. Their approaches and expectations were formed by the AD&D mindset. It didn’t matter if the game had Gothic horror elements or not. They were going to play the setting the same way they had played all of the other settings: Find it, Kill it, and Loot the stuff. This resulted in a facade of horror painted over the top of any typical AD&D game. The players didn’t buy in and I certainly didn’t do a good enough job in selling them on doing so.

As I prepare for Alien, I hope to do better at conveying the right mood and setting tropes. I also hope that my players will “buy in” and embrace the game as I have during my first read. The system does matter. But player “buy in” seems to matter even more. I really hope to have the right mix of system and player expectations this time around.

Has horror worked well for you in the past as a player or as a GM? Please share your thoughts if you like.






Thursday, April 23, 2020

Welcome to My Blog

Hello, and welcome to Nuke the Site from Orbit.


I'm a veteran gamer of all flavors. From board games to role playing games and just about all types of gaming between. I hope to share some experiences from my gaming activities and my thoughts and opinions on games systems, game design, and game mastering.

But first a little about my interests and gaming background. In 1977 I went to a movie theater with my dad and saw a movie called STAR WARS. I'm not exaggerating when I say that this film changed my life in a very big way. Star Wars triggered my imagination in a way that no book or movie had ever done before. It got me into fantasy and science fiction all on its own. From the moment the lumbering Star Destroyer came onto the screen chasing a doomed Rebel star ship over a desert world with two suns I was enthralled. My father showed us how to create "X-Wing" fighters out of cardboard boxes and Lincoln Log flight sticks. We re-fought the Battle of Yavin in our home's basement for hours on end.

My family moved from Utah to California in 1978. In 1981, I was introduced to a boxed gaming set called "Dungeons & Dragons Basic Set" by a cousin who was into fantasy fiction. Shortly thereafter I was given an Advanced Dungeons & Dragons Player's Handbook for my eleventh birthday so that I could join a gaming group made up of local Boy Scouts. All of that started me out on the path of being "a Gamer." From the moment my naive first AD&D character died picking the lock on a stupid treasure chest to today, I have been involved in a multitude of gaming activities.

It would take me a long time to run through all of the gaming systems and groups I've been a part of. It would also be pretty boring to recap every system I've played or ran or read through. Instead, I hope to share little tidbits of that experience over the course of any posts I create in the future. I've made a boatload of friends over the course of my gaming hobbies, which now stretches to nearly forty unbelievably fast years. I am truly grateful for the camaraderie that I have shared over games of all sorts. Grateful for friendships that have spanned decades. And so very grateful to have an outlet for my insanely overactive imagination, for without these games (computer, tabletop, online, etc) my head would surely explode from the pressures within.

I look forward to sharing my gaming experiences and thoughts with anyone who cares to read about them.


Best Regards and Good Gaming!