Horror—Ways to Make Your Adventures More Terrifying

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The following was a portion of the RPG based on our original comic, Skeleton Crew, that’s currently on the back-burner. In the meantime, I thought I’d share this section you on how to make your adventures a little more terrifying.


Unknown Threat

It’s easy to think of a dozen different types of monsters out there (ghouls, ghosts, vampires, etc.), but you have to remember—tales of monsters existed centuries before monsters had any names. It is common for gamers to label creatures into neat little categories—but to name something is to understand it, and the root of suspense comes from NOT knowing. When writing a creepy adventure, it might pay off to create a horror of your own. You might hint at the name through a local legend, but leave only vague stories as to what it could really be. In terms of skills and aspects, it might resemble other monsters, but the players will no idea how strange or tough the creature they are facing is. Or, make them think they know what it is, until you decide to switch it up on them—have them encounter a normal vampire, only to have his head sprout crab legs and walk off of his shoulders.

Naming Your Monsters (English and American)

Personally, I think folksy or childish sounding names often have the creepiest feel—better still if they have onomatopoeia in them. For example, why not the Tailypo, the Snickercatch, the Moggytom, the Nibblegnaw, the Cindergrim? Author Neil Gaiman wrote an amazing short ghost story called “Click Clack the Rattlebag”…little is known about the “Click Clack” monster, except it drinks the victim’s insides, leaving only a clattering “Rattlebag” of skin and bones. Brrr!

Nursery rhymes work great in there, too. Think of nonsense/old words like “eeny” and “winkum”, find a good meter, and add in some vaguely creepy stuff to the verse.

Ragged-Man

Ten little fingers, nine little toes
Ragged Man comes, and the Ragged Man goes
Eight little fingers, little toes seven
Keeps you from hell and he keeps you from heaven
Six little fingers, little toes five
Ragged Man steals you, a bit at a time.
Four little fingers, three little hairs
Ragged Man’s coming, up up the stairs
Two little eyes, and one little thumb
Nothing can help you, the Ragged Man’s come!

Naming Your Monster (Bilingual Version)

Of course, the above works best with English speaking threats—for exotic creatures, go with exotic names. Look up local monsters, and mash them around—the Indian Vyala becomes a Vylkara. Or, use an internet translator, and keep translating random dark words until you have a name that sounds neat. For example, Babelfish.com says “death forest” in German translates into “Tod-Wald”… not a bad creature name for 3 seconds of research.

Creating Monsters—Letting the Players Do the Work

There’s no reason that you can’t force your players to do the hard work for you. Don’t have a name for them? Let the characters come up with a nickname all their own—this helps if you give the creature a very distinct appearance—Example: , spiders for hands, three red eyes, etc. You probably won’t need to ask them—by the second time they see them, the characters will probably start tossing names around themselves as they communicate. Likewise, if they have a Mythos-heavy character in the group, he or she might declare that he or she has heard some of the legends concerning the creature, and come up with a neat new aspect to include in the origin story. An example of this shows up in the movie The World’s End, which features the heroes desperately trying to name the eerie villains—they use “the blanks” as a placeholder while the argue over the perfect name. Only then do they realize that “the Blanks” IS the perfect name for them!

Apparent Danger

Many of your adventures, humorous or horrifying, might start off the same way. However, once secondary characters start dropping dead or your group uncovers mass graves, the mood will change quite quickly. You have to get the players into the frame of mind that their characters are in legitimate danger—someone or something is here, just out of sight, and is fully capable of picking them off one by one. A few NPCs can be sacrificed to get this mood across—likewise, if the NPC Ranger Bob was the only with knowledge of the mountain (and with keys to the truck), your safe one-hour drive just became a 6 hour game of survival in the dark woods. Also, don’t be afraid to ignore dice and stats and tease the group with an impossible threat—maybe they can’t hurt the Moggytom during its first encounter, but learning its secret will allow them to physically hurt it. A helpless group will be more likely to fear the threat. If your group is a little virtuous, leave them a living NPC alive that they have to escort out—his vulnerability becomes THEIR vulnerability.

Get Gruesome

Not advised for queasy groups, but rather than just having NPCs disappear, have them be found again—in a barely recognizable state. Give them bloody scenes, slashed corpses, and guts galore. If you want to make it dark and still confusing, maybe the only way to know the number of victims is, (to quote the They Might Be Giants song), to “count the arms, the legs and heads, and then divide by five.” The primary function of such gruesomeness is to make the characters realize that danger can befall themselves (or the few remaining NPCs under their protection.) Secondly, any patterns might lead your characters to the origin of the monster—if all the victims are impaled with ancient railroad spikes, maybe researching into the old, abandoned railroad line will reveal a horrible tragedy left unavenged. Thirdly, if you like a bit of mystery, maybe you can hide the real threat amongst the victims—at first, it seems that all five of the grad students were liquefied in the dorm room, but close analysis shows that only four died in that mess. Was the killer hiding amongst you the whole time?

For further

Evil = Intelligence

All great monsters, but especially werewolves, focus on the idea that a normal human can be turned into a beast. Underneath our suits and ties, each of us has a hungry animal, waiting to lose control. This is a common trend, and will (and probably should) show up during your campaign. However, nowadays, we occasionally see traditional monsters as civil and intelligent—our zombies eat pizza, our vampires read the paper and only drink animal blood, etc. However, if you want to add a creepy twist, introduce a former-human-turned-monster that’s in control and yet still a man-eater—a civil, reasoning monster that does unspeakable things. For example, Jonathan Coulton wrote the song, “Re: Your Brains,” about a group of humans barricaded in a mall. One of the attacking zombies (and the singer of the song) is a former coworker turned brain-eater, trying to convince them to surrender. On the surface, it’s hilarious—a zombie is throwing around business buzz-words like “FYI” and “table it for now.” When you analyze it, though, it features a zombie that remembers his previous life, can empathize with the survivors, but still feels NO REMORSE for trying to bash their skulls open and devour them. That’s all kinds of sick.

Ticking Clock

A convention of suspense that easily carries over into horror. Make the heroes race a proverbial clock—if they fail to do something by a certain time, something horrendous will happen. This is common enough in most stories already, but the way to make it clearer still to the group is to have an actual escalation—a bogey that feeds in the darkness is creepy. Why not have the rain start coming in, along with clouds that darken the moon? Worse still, the city blocks are suffering blackouts, one after the other, getting closer and closer still…This can also be done with aspects—maybe they are each given a negative aspect representing a strange mental influence, such as On Edge, and when you get really close to the climax, replace it with more and more sinister aspects, such as Violent Rage, or Murderous Instincts—suddenly, they are not their own masters, and they have only a short time before their humanity is lost!

Further Reading

One last recommendation: for further reading, I recommend Steven King’s “Three Categories of Terror“.


That’s it for now… Until next time, Game On!

-Dave Seidman-Joria

TA TABLETOP 2016 COMING ATTRACTIONS – GUILD GUIDES

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The next few posts on this blog will be about updating everyone on upcoming Tangent Artists’ games and game accessories products. Last week, we shared pics of the Fate Accompli cards (which will go out the kickstarter backers first; after that, we’ll be selling them online!)

This week, we’re taking a look at the Guild Guides!

Q. What are the Guild Guilds?

A. The Guild Guides are a collection of humorous standalone books. Each book is inspired by a classic type of fantasy adventurer; our first guide was “The Handbook for Saucy Bards,” followed by “The Cleric’s Guide to Smiting.” In the next few months, we’ll be releasing, “The Rogue’s Guide: Steal This Tome.”

Q. Are they for gamers, or can anyone enjoy them?

A. Yes!

Q. That wasn’t a “yes or no” question.

A. Too bad!

Q. So, is it for gamers or not?

A. The books contain useful, system agnostic references for fantasy gamers; for example, a bard wanting to execute a Cutting Remark will find three convenient d20 charts for classic insults. Likewise, a gamer designing a cleric might enjoy our guide to blunt weapons, and the rogue’s book will contain a number of popular scams to run during your games. These are great for players running that specific class, or for GMs.

However, our goal is to make content that is entertaining to everyone: current gamers, gamers who are between campaign, and even people who’ve never played a roleplaying game. They’re kind of like “coffee table” books.

Q. Who wrote the books?

A. Each book is “written” by one of the characters in the Tangent Artist’s comic CRIT! (don’t worry, they’re still funny even if you don’t read the comics… though you should). Miles Rayner wrote the Bard Book himself, and is proud to let everyone know it. Morfindel the cleric is not the most verbose of characters, so he borrows a lot from his old textbooks, complete with his notes scribbled in the margins. Bart also steals heavily from a local watchman manual for the rogue book (which seems appropriate), although his comments in the margins are a lot less polite.

Q. What’s in the Bard Book and the Cleric’s Guide?

A. The bard’s book has such wonderful resources as: “an Elf, a Dwarf, and a Halfling walk into a Bar” jokes, simple rhymes for faking songs, and how to insult the Unfriendly (and Friendly) races of the fantasy world.

The cleric’s book includes: evil sigil bingo, fill-in-the-blank eulogies, and a guide to religious holidays (which you can use to get off work).

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Coming Soon!

Q. What can we expect in the new Rogue’s Book?

A. Lots of fun content, including:

  • “What Type of Rogue Am I?” Personality Test
  • d20 charts for alibis and fake names
  • Scams
  • Guide to identifying rare metals and gems
  • List of Poisons
  • The original short story by Monica Marier, “Lipstick and Rogue”
  • And much more!

Q. What’s next?

A. By the end of the year, we hope to have digital versions of the three books available for eReaders- watch this spot for updates on when and where you’ll be able to download them.

If that weren’t enough, we’ve already started work on the Ranger’s book. The ranger book will be “written” by the CRIT’S cranky lead, Linus Weedwacker; expect it sometime in 2016-2017! We already have a few ideas on what will come after that, but we’d love to hear your suggestions. Warriors? Wizards? You decide!

2014 – Back in the Highlights

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Despite my expectations, it would appear that the readership on this blog has increased since I started, (from “Holy cow, I have a reader!” to a staggering, “Holy Cow, I have readers [ plural]!”)  I am surprised as the next person to find this out, and welcome any man, woman, or spambot that has wandered on to this site by mistake.

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One of my more glamorous shots.

 

To round off the year, I thought I’d give a quick play-by-play of the posts this year, in case you missed any that might appeal to you.

JULY

  • So Much Time, So Little to Do – A breakdown of all of the Tangent Artist games we’re working. Since then, I’ve talked about… um… maybe a third of them. Yeah. Will have to tease you more about those next year.
  • Monster Gallery – Gloom Cart – A preview monster for Skeleton Crew (although he fits in with Dresden Files too.) Haven’t done too many solo monsters since… let me know if you want more.
  • Costume Clash – Behind the Scenes – I’m very pleased with this WIP game, and while it won’t be launched in 2015, we’ve definitely made a lot of progress with it this year. This article is also a fun glimpse at the creative process for all you creative types.
  • Skeleton Crew 101 – The first teaser (of many) about the Skeleton Crew game.

AUGUST

  • Dungeon Tours Ltd – 101 – Sneak peak at our WIP rpg setting, Dungeon Tours Ltd. We’re currently thinking about releasing this one digitally, potentially through Drivethrurpg.
  • Gen-Con or Bust – Won’t even bother linking this, as it only covers where we were at Gen Con.
  • Feedback to Back – Pt 1 – A breakdown of the many games we ran at Gen Con, the feedback, and the fun experiences… too much to fit in one blog entry!

SEPTEMBER

OCTOBER

  • Vampire Bloodlines- A fluffy-breakdown of the many different vampires around the Skeleton Crew World.
  • Open the Gates! – An experiment with open-ended games, and a great set-up for a Skeleton Crew adventure. (I guess this was the prototype for the GMprov posts to follow.)
  • Inktober Two-fer – A super-early peak at the art for two character in the upcoming Skeleton Crew rulebook (it’s so secret, it wasn’t even in the Beta version!) Art by the amazing Monica Marier.
  • Inktober Day 19 – Another sneak peak character. This week: the ghostly Chucky Crumb.
  • Inktober Day 20 – A third sneak peak character. This time: Padre Vinnie Sargento
  • Gmprov Part 1 – My first official post devoted to merging Improv and Games-Mastery. This week focuses on Conversations and Eavesdropping.
  • Gmprov Part 2– More on merging Improv and Games-Mastery. This week: Bargains & Interrogations.NOVEMBER
  • Lost-in-Translation- Muddling Messages – A post about mangling and mistranslating messages for your players.
  • GMprov 3 – More improv for Games Masters. This week focuses on “Yes, And,” and building a collaborative environment.
  • Skeleton Crew Beta – A post announcing that the opening of the Skeleton Crew RPG Beta, and the many things you’d find in the rulebook. We’re still accepting testers, if you’re interested!
  • GM Brainstorm – LARP – An attempt to move Fate into LARPing, and the introduction to the Gladiatron rpg game.DECEMBER
  • Advent Calender – Sharing a project from our writer/artist, Monica Marier, as she presents the Christmas Carol in 25 illustrations in 25 days.
  • Gladiatron – The rules to the Gladiatron RPG setting.
  • TOY-BOX-REVIEW – A review of a toy set I bought off Amazon, a free Fate Core / Skeleton Crew monster, and a psychological dissertation on cheap plastic figures.
  • GMprov -It’s a Set-Up! – More improv for Games Masters. This week focuses on setting up scenes in a jiffy.
  • GMprov – Ask Me No Questions – More improv for Games Masters. Focuses on the ways asking Questions of your players can add or detract from the gameplay.

All-in-all, I think it’s been a pretty good year! What do you want to see more of in 2015? Have any guest articles you want to submit? Let us know!

Skeleton Crew Beta Test – GET OUT OF THE KITCHEN!

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It’s official: this October, we’re releasing the Beta Test for the Skeleton Crew RPG! If you’re an interested in being a playtester, watch this spot- very soon, we’ll give you information on how you can sign up.

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In the meantime, here’s sneak preview of one of the Pre-generated character :

Enchanter – Jynx Goldie, Muffinmancer

Jynx is an Enchanter, who focuses on creating potions, charms, and artifacts on the spot.

Jynx is a natural at aleuromancy- or as Jynx’s teammates dub it, a muffinmancer.  Jynx’s baked goods used have strange effects on its consumers, changing their moods or energy. After years of practice, Jynx’s treats now have an effect even if they’re not eaten- breaking open a devil’s food cake can release demonic energy, while the gingersnaps actually snap.  Jynx always preps dozens of treats before every mission, but also brings a battery-operated EZ-Cook Oven into the fray, just in case.

High Concept (Permission): Young Bread-based Crafter Mage

Example Trouble Aspects –All Bark, Little Bite; Barely in Control;

Example Normal Aspects for your Sorcerer: Eccentric Genius; Here’s One I Made Earlier (Somewhere); Doing It On the Fly; Don’t Bother Me, Magicking!; Perfectionist; Handy Work Bench

 

Enchanter Skill Set (Intrinsic Magic)

  • Great (+4) skill –   Fabricate
  • Good (+3) skills –  Shooting (Magic Muffins), Rapport
  • Fair (+2) skills –   Mythos, Resources, Sixth Sense
  • Average (+1) skills – Notice, Investigate, Athletics, Will

Enchanter Stunts-

Weaponized Magic – Flour Power Spell – Once per scene, you may summon a spectral fist of flour, and may use Fabricate as if it were Fight, to deal a close range Attack. Alternatively, you may use this once to defend against a Fight attack.

Specialized Magic – Tantalizing Aroma – You gain +2 Rapport to Overcome rolls when convincing weak willed individuals (aka mobs and lesser NPCs) to eat one of your baked items, if you have an item handy.

Derived Magic – Enchant Grain – You may use Fabricate to Create an Advantage to attempt to quickly make a baked good with a magical aspect attached to it, or place an aspect on an existing baked good. This aspect can be a property belonging to the food (ex. Luminescent Crescent; Exploding Nut Muffin), or a property that is passed on to anyone who eats it (Love-Potion Lemon Square; Naan Bread of Nausea). You can also use this to bake useful items and tools, like rock-hard battle baguettes or a sturdy pumpernickel ladder. Likewise, you may spend a Fate Point or a muffin-based invoke to already have a baked good with that aspect all ready to go.

Stress: Physical: 2                           Mental: 3                             Refresh: 3
Permission to copy for personal use!

So Much Time, So Little to Do! (Scratch that, reverse it)

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It’s official: the comic group Tangent Artists now has it’s very own game blog! What can you expect here? PREVIEWS

  • Costume Clash – The mixed masquerade card game.
  • Dystopio – The card game in which players race to be the best dystopian despot.
  • Skeleton Crew: the Roleplaying Game – The supernatural comedy comic, turned into a flavorful RPG.  Powered by the Fate Core system.

BONUS MATERIAL

  • RPGee-Whiz – Add on material for the Skeleton Crew RPG and Fate Core.
  • Downloads – Character Sheets and useful Tools.

FICTION & HANDBOOKS

  • Samples of our bestselling gamer-joke books, The Handbook for Saucy Bards and The Cleric’s Guide to Smiting.
  • Sneak Peeks of our upcoming handbooks, Rogues: Steal this Booke, and The Ranger’s Guide to Not Dying in the Wild.

Stay tuned to this spot- more content each week.  Or, read the webcomics at www.tangentartists.com.