Thursday, August 30, 2007

Birthing Horrors

Got the guide to creating Horrors written today. It took a while, because I want to do a "how-to" guide for each of the elements of adventures: Places, Adversaries, and Treasures; and so the Horrors one has ended up being the template for them. The idea is to give as much practical, concise information as possible to make adventure-building as easy as it can be.

With that in mind, I think it'd be useful to get opinions on it, particularly as regards clarity and language. So here it is; let me know what you think.


BIRTHING HORRORS, A PRACTICAL GUIDE

Horrors do two useful things. They embody the ‘weirdness’ of sword and sorcery, reminding its heroes that the cosmos is wider and more awful than they can ever know, and they provide a serious challenge to people who - let's face it - are used to being the most dangerous thing in the room.

Traditionally, a Horror has one of three origins:-

  1. Old: it survives from a previous age of the world, when other laws held sway.
  2. Alien: it came to this world from another one: a different planet, or some hell under the skin of our own world.
  3. That Which Should Not Be: it is the consequence of a forsaken branch of evolution preserved in some isolated pocket of the world, or a blasphemous mutation of sorcery.

There's no table to roll your Horrors on. They work best when they're tailored to the adventure, and allowed to slither/flap/thunder straight from the nastier corners of your brain. Here's how to build one.

Look back over the adventure so far for things to tie it to. A Place can be a Horror's lair, temple, or hunting ground. An Adversary can be a Horror's master, quarry, or worshipper. A Treasure can be a Horror's binding, possession, or dinner. Decide what sort of threat you want it to embody. Something lurking and sudden? Bellowing, frenzied brute force? Something that armies would break upon? A menace to mind and soul as well as body? The list of Horror qualities might be useful, here. Think of something about it that you find scary. It might be the hideous speed of a great serpent or the way a shadowed thing croons to you in the voice of you first love. Horrors should freak the players out a bit, and that's easier to communicate if it does the same to you.

Now the mechanics. A Horror doesn't have aptitudes. It simply rolls three dice (plus a bonus one if its descriptor applies) in any challenge, unless it has a quality that says different. It does have a descriptor. Make it vivid, and stress the scary thing about it. For added authenticity, garnish liberally with adjectives. Don't be shy. Throw a barrelful at it and see which ones stick.

Next, choose one to three qualities from the list on page XX. Note that some of them can be combined in deeply unpleasant ways (Power, Savage Blows, and Huge, for example). This can be fun in play, but make sure to unleash such beasties first on heroes that haven't used their mortality (or expendable Adversities), so everyone can see what they're up against without anyone being knocked prematurely out of the game.

Finally, choose a weakness for the Horror from those discussed on page XX. This says a lot about it - a tentacular monstrosity that can't leave its pit represents a different challenge to one that is more mobile but can't abide the touch of fire, or one that is blind. Very specific weaknesses (like a specific place or object) will tend to funnel play toward themselves, while more general ones (like being weak in Cunning challenges) are good for mobile Horrors you want to be able to drop into a variety of different scenes in order to increase tension.

There you go. One writhing, appalling monstrosity, ready to be loosed upon the world.

2 comments:

Anonymous said...

That seems to make sense. 5 examples now, boyo, and be quick about it!

NE.

Chris Gardiner said...

Sir! Sorry my homework's late sir! The blasphemous tentacled monstrosity ate it, sir!

Right! A whipped these beasties up in bed last night, so the whole lot took just shy of 10 minutes. If this was part of normal adventure creation I'd have had some more idea seeds to work from, and would tailor the Horrors to the places and people involved. But here's some generic ones. I've done a brief paragraph describing my thinking behind each one, but you wouldn't need to do this for the adventure; you just need the descriptor, the qualities, and the weakness.

1) Your giant snake, guv'nor
This guy is your basic Big Fucking Snake. Rather than go for the traditional swiftness and venom (which I mentioned in the original Horror text and so didn't think it passed muster for this exercise) it's a constrictor - I see masses and masses of slimy coils dragging themselves along a hallway.

Descriptor: A great, milk-eyed serpent of endless, writhing ebon coils.

Qualities: Huge, Constrict

Weakness: Sense: sight (it's blind, and hunts by scent)


2) One feral man-ape, squire. Sign here, please.
This thing is mobile and strong - for best use it'd leap into a scene, maul someone, and then leap out as soon as it took injury. It should get people always on their guard, and looking for places it can't get them.

Descriptor: A tusked, nimble man-ape from the jungles of Panj, who haunts the crumbling towers of the dead city.

Qualities: Vanish (prodigous leap), powerful

Weakness: The silver-tipped whip by which he was trained (anyone with this whip can try and control him, and he's much less effective against anyone carrying it)


3) Your freaky half-human people what live under the earth

There's lots of these guys. They live in warrens under the earth, digging up to eat buried corpses and the worms that feed on them. Most peopel who venture into their tunnels get eaten, but maybe you can bargain with their long-fingered king...

Descriptor: Shrivelled pale-skinned underfolk, whose chthonic* tunnels riddle the ancient hills of Halvea, and who prise secrets from graves using their corpse-magic

Qualities: band, legion, occult (the real threat in these guys is that there's loads of them - their corpse magic doesn't have mechanical effect, it's just an excuse for the GM to have them know long-lost secrets. The 'occult' quality makes it hardre to work out their weakness)

Weakness: The touch of cold iron

* Bonus points, please


4) Thing no. 1 - The Thing in the Pit

An 'orrible, tentacled thing that lives in a pit in an abandoned temple.

Descriptor: An old, twitching, tentacled god dragged from the belly of the world so the cult's child-oracles can decipher the meaning behind its weeping and moans.

Qualities: Thrash, huge, venom (rather than do another constrictor, the touch of its tentacles leaves burning slime. The 'thrash' quality lets it attack everyone in the area with a single attack)

Weakness: Bound into its pit


5) Thing no. 2 - The Thing in the Dark

This one's a sinister unseen creature wrapped in a mantle of shadows. It might do for a wraith, or something.

Descriptor: A demon of cold shadows, whose whispers chill the heart and bones, though it is never seen.

Qualities: terrifying, resilient, enthrall (the idea here is that it's insubstantial and hard to see, and it whispers to its victim sweet promises of death, that freeze them with fear)

Weakness: Places of light (it can't enter brightly-lit areas - this could lead to some fun scenarios with people trying to keep lights burning, wind blowing them out, etc)

There we go!