THE TOWN: A Twin Peaks-Inspired RPG

twin peaks game lake

THE TOWN

Diane,

It is 3:50 AM. I just woke from a dream with a sharp pain on my back. When I looked in the bathroom mirror, I saw it was a mole on my back that has grown dangerous large and swollen. But the dream showed me a secret. A secret I must share with the others…

It’s true. It is 3:50 (now, 3:53) and I did wake from a dream with a sharp pain on my back. And I do have a mole on my back that is dangerously large and has become painful. And the dream is something I feel the need to share. With you.

(I should note this is, in no way, an officially licensed vision. Just something I felt the need to write down. Also, I haven’t playtested this. It’s literally coming from my head to the page.)

Making the Town

There’s a small Town somewhere in America. Maybe it’s in the Mid-West, maybe it’s in the South, maybe it’s in the Southwest, maybe it’s in the Great Northeast. Players decide where the Town is.

Next, go around in a circle and every player add one, two or three Details to the Town. These could be Locations, Businesses or Secrets. Every player adds one at a time until the group feels they’ve added enough Details. Don’t add too many! You want enough Details that you have a feel for the Town, but you also want enough freedom to add more Details later.

Making a Character

You are portraying someone in the Town. The first thing to do is write down your role in the town. That may be Sheriff or Deputy, it may be High School Student, it may be Mechanic, it may be Tavern Owner. This is your Role. Write it down.

Next is your Secret. Everyone in the Town has a secret. It could be that you’re involved in the Town’s drug community. Your Secret should be dangerous. If anyone else discovers your Secret, they could blackmail you for it. It could be that were responsible for someone else’s death (accidentally or intentionally) and you helped cover it up. It could be that you’re married and having an affair. Or, it could be that you become possessed by a hungry spirit and you’ve murdered your daughter.

Finally write down the word Danger and write a “1” next to it. Everyone in the Town is in some kind of danger.

Explore the idea of having multiple characters.

Making the Mystery

Finally, make a Mystery that has fallen over the Town. This is a large, dramatic even that has changed the town in some way. It could be a fire that burned down the local high school, the disappearance of a prominent member of the Town, or the murder of the prom queen. The Mystery should be dangerous and affect everyone in the Town.

Telling the Story

First, let’s talk about the Director.

Each player takes a turn being the Director. Have a special token that indicates when a player is the Director. If you are the Director, you’re responsible for playing any characters who are not played by players and for running Scenes. If you are the Director, none of your characters appear in the Scene. If one of your characters appears in the Scene, you must surrender the Director Token to another player who does not have a character in the Scene. You choose who gets the Token. If you receive the Token and you have a character in the Scene, your character must find a reason to suddenly leave the Scene.

Second, let’s talk about Scenes.

The story is told in a series of Scenes. Typically, a Scene is limited to a physical location. Characters can walk in and out of Scenes, but when focus leaves the physical location, the Scene has changed. When you change a Scene, change Directors.

Gaining Danger

Characters can do anything in a Scene, but whenever they take an action the Director feels could a) put them in mental or physical danger, b) expose their Secret, or c) gets them closer to solving the Mystery, the character gains a point of Danger.

Whenever a character gains a point of Danger, roll a d6. If the d6 rolls lower than the character’s current Danger, the player must decide how the character is injured or changed in the current Scene. Their Secret may be revealed for the first time, they may find themselves tied up and left for dead in THE WOODS. This may include the character’s death. Remember, the player decides how their character changes. Use each point of Danger to say one thing that is now different about your character. This could be a physical difference, such as a scar. It could be a knowledge difference, such as something your character knew that she didn’t know before. Or, it could be a mental difference, such as a change in attitude toward another character or situation. For each change, reduce the amount of Danger by one.

Confronting the Mystery

Finally, characters may choose to confront the heart of the Mystery. If they do, they take all their Danger with them. They must choose a number of ways their character is changed by the Mystery. No rolling dice. Their character is permanently changed in a number of ways by confronting the Mystery equal to their current Danger.

* * *

Diane, it’s 4:55.

I’ve decided to see old Doc Whipple about this mole on my back. But the dream still lingers behind my eyes, affecting everything I see. I don’t think I’ll be the same after all of this, but often times, a place changes you more than you could have anticipated.

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Get out and Vote!

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Hey everybody!

Today in America is election day! And in case you felt like staying at home, I suggest you take a look through history—even fake history like 7th Sea—and remember what Americans fought and died for. Your right to choose our government.

I know the choices aren’t the best, but as someone who’s been voting since 1984, I can tell you, they never are. You might even say the choices are worse than they’ve ever been. Yeah, that might be true, but here’s something you should remember:

You’re not just voting for President.

Here in Arizona, we have a ton of important things and people to vote on. And if you think your vote doesn’t count, I have to say, you’re just not paying attention.

Go vote. And then come home, run an adventure in Vodacce or Montaigne and remember why.

Go vote!

Not sure where to vote? Find your polling place here.

A Candid Post About Depression

I’m supposed to write a blog post every week. Hannah, my Marketing Director, tells me so. And as I type those words, I have to ask myself, “When the hell did I get a Marketing Director?”

And then, I remember… oh, yeah. 7th Sea.

However, for the last five days, I’ve been in a deep depression. Like, struggle to get out of bed kinda depression. As in, my brain chemistry is so bad, when I stumbled across the Try Anything video from Zootopia, I started to cry. I didn’t even hit “play.” I just started to cry.

Okay. Time to visit the doctor for my meds.

I’ve suffered from clinical depression all my life. When I was a teenager, my life was awful. I had moved to Georgia with my family and was terrorized by bullies who knew how to make every day a living hell. I was small, geeky and from a state above the Mason Dixon line. That made me the perfect candidate for bullying. At school, none of the teachers were on my side. The kids all lied and covered for the bullies. The teachers, too. I tried suicide twice. Not cries for help, but legit suicide attempts. I had to be taken to the hospital. It wasn’t a good place to be.

Put on top of that a condition in my head that makes even the sunniest day look bleak. I didn’t need a reason to try suicide, I needed to find reasons not to. Every day was a struggle to find reasons not to just jump off a bridge. When I got a driver’s license, I was terrified. Now, I could just be driving down the road and my dark mood could take over. “Fuck it,” I’d say and twist the wheel into oncoming traffic.

Medications in the mid-80’s were awful. I was heavily medicated and while I no longer had thoughts of killing myself—most of the time—I felt slow and stupid. Without medication, I could read a Stephen King novel in an afternoon. On medication, I couldn’t read two pages without falling asleep. My school work suffered. A life-long A student, I was getting C’s and D’s. I couldn’t study. But at least I wasn’t trying to find ways to stay alive.

After a while, I stopped taking the medication. I couldn’t deal with it. I’d spent my life figuring out ways to keep myself alive, but I couldn’t live with the person I’d become while medicated. A therapist introduced me to cognitive therapy, changing the way I was thinking. I studied Buddhist meditation and discovered zen. And I played drums. A whole helluva lot of playing drums. My depression manifests as self-destruction. Hitting my drums as hard and fast as I could was a great substitute. It drove my parents insane, but it kept me alive.

All this week, I was supposed to turn in a blog post to Hannah. I kept putting it off, putting it off, putting it off. I was working on the Jaragua chapter for Pirate Nations and it was all I could do to just focus on that. And I was getting out of bed later and later…

So, it’s time to go back on medication for a while. This happens a few times a year. The medications are so much better now than they used to be. I don’t feel fatigued or like my head is full of cotton. I can focus and maintain my concentration. And I don’t feel like getting in my car, driving out to the freeway, and twisting the wheel into traffic.

For those of you who also suffer from depression but are afraid of medication, I understand. My experiences with antidepressants when I was younger kept me from trying the new ones. Let me assure you, human beings have made great progress in pharmacology over the last twenty years. And if you need them, you should get them. They help me. No matter what Tom Cruise might say.

Depression is an illness. Just like having a cold, just like measles, just like getting the flu. It’s a chemical imbalance. That’s all it is. You aren’t a bad person. You aren’t weak. Just like sickle cell anemia. Just like cancer. Nobody’s ashamed when they catch the flu. Nobody’s ashamed when they get a cold. It’s the same goddamn thing.

Evil Thrives on Silence

Bob Dylan performing at St. Lawrence University in New York, 1963.
Bob Dylan performing at St. Lawrence University in New York, 1963.

Just yesterday, Bob Dylan won the Nobel Prize for Literature. Since hearing the news, his words have been dancing around in my head, demanding attention. I was never a big Dylan fan when I was younger. I didn’t like his voice, felt his guitar playing was… adequate… and put my attention to musicians who were more devoted to playing in strange time signatures.

(Yes, I’m a Rush fan.)

But as I got older, I started appreciating his work more. Especially his poetry. Describing what makes Dylan’s words so special is not an easy task. The subtlety and nuance, the pure poetry of his lyrics… See, Rush fans are typically musicians because musicians can hear the complexity and nuance and poetry of the music. As a drummer, I could listen to Neil Peart play the skins all day long. Sure, watching him bang away with speed and accuracy is one thing, but knowing exactly what he’s doing, and then watching him do it… as a drummer, it’s simply amazing.

Now, a it turns out, I had to become a better writer to hear what Dylan was doing with words.

I was a Lovecraft fan when I was younger. Well, I still am, but less so now. Lovecraft’s prose was… well, let’s just say you don’t become a Lovecraft fan because of his prose. You become a Lovecraft fan because of his ideas. I had to put some on some miles—and read different writers—before I started gaining an appreciation for what Dylan was doing. But once I got it… I got it.

My favorite Dylan song always chokes me up. A play on the Lord Randall ballad, a mother sees her son who left home long ago, returning to the place of his birth. She asks, “Where have you been, my son?” and the balladeer answers, describing the places he’s seen since he left.

In Dylan’s version, the places he describes are nothing short of nightmares. Dark, miserable descriptions of the 1960’s. Awful places I’d never want to be or see or even think about.

I saw a newborn baby with wild wolves all around it

I saw a highway of diamonds with nobody on it

I saw a black branch with blood that kept drippin’

Listening to the lyrics now, reminded that he wrote them in 1961, describing the things he’d seen and putting them down on the page. Seven years before I was born. But I look around now, and I see the same things he saw. The world hasn’t really changed all that much. Yes, the internet is here, and cops are still shooting black men face-down on the street. Yes, we can travel all the way around the world, and in this year’s election, we have to choose between the lesser of who cares. (Thank you Aaron Sorkin.) We eradicated Polio, only to have it show up again because people would rather listen to ex-Playboy bunnies than doctors. No, the world hasn’t changed all that much.

And, at the end, the mother asks her prodigal child, “What will you do now?” And the answer he gives is the part I choke up. Always.

After all the horror he’s seen, he hasn’t given up hope. Instead, he will go back into those awful places, singing the songs of hope he brought with him.

And I’ll tell and speak it and think it and breathe it

And reflect from the mountain so all souls can see it

And I’ll stand on the ocean until I start sinkin’

But I’ll know my song well before I start singing

Many of my friends tell me today’s political climate has murdered their hope. Looking at the world today does not fill my heart with despair. It reminds me that I’m not singing that song of hope loud enough. Others need to hear it. In the shadowy places where “none is the number,” they need to hear it. The hard rain that’s coming will wash all of the filth and heartbreak and hatred and scum away. It’s coming. You’ve got to believe me, it’s coming.

Evil thrives on silence. That’s why we cannot be silent. Speak. Shout. And sing. For all you’re worth, stand on the rooftop, stand on the mountain, stand in the gutter… and sing.

7th Sea Quickstart FAQ v2

After consulting with Mike Curry, here are answers to your questions.

Can you please clarify how Wounds now work as a Consequence? The explanation seems clear in the rules, and the adventure Risk box seems to have been adjusted to reflect Wounds as a group consequence, but then the walk through of how the risk works immediately after is confusing because it references the Hero taking two wounds if they haven’t spent raises.

The walkthrough is an artifact of the earlier version of the Quick Start. Use the explanation in the rules portion.

Also, under taking wounds for another hero, it says a hero who wants to take wounds for someone else must have spent a raise. Does that mean must have spent a raise in the Risk to show that they were a part of it, or must have spent a raise specifically to allow them to take those wounds, or must spend a raise to take each wound as it had been previously? (The last option isn’t economical)

If you want to take Wounds for another Hero, you spend one Raise. You can take any number of Wounds that Hero would have taken. You don’t spend 1 Raise per Wound (that’d be silly, as you should then just use your Raise to cancel the Wounds as a Consequence instead) but your Raise otherwise doesn’t do anything. Effectively, you spend a Raise and say “I’ll shield the Prince with my body.”

Would you ever require players to spend more than once raise to accomplish their intent if it’s particularly difficult?

Probably not. Use the Danger Point rule for increasing the cost of Raises, rather than requiring additional Raises to be spent for Intent.

During an action sequence when a player has already completed his intent (and ignored or resisted the consequences), what does he do with any remaining raises? If he had a bounty of raises, can he complete another intent? He can create opportunities for other players, which seem kind of like intents. If he knocks the gun out of the guards hand (as in your example), can he also pick it up, or must that be another PC?

He does whatever he wants with his Raises, within the context of the Scene. If it makes sense to you, as the GM, for them to be able to accomplish another Intent, that’s your call. My advice would be that as long as it makes sense, a player can spend a Raise to do it.

As for your question about Opportunities, it would need to be another PC. You can’t create an Opportunity for yourself. Think about them sort of like a “combo move.” You don’t need to spend a Raise to knock the gun out of the guard’s hand, then another Raise to pick it up. You just spend a Raise and say “I take the guard’s gun away from him.” An Opportunity is if you want to give the gun to another PC who couldn’t get it on their own—for example, if the guard is out of their reach because they’re locked inside a jail cell.

A PC can never achieve another PC’s intent. When a group tries to escape a burning building, and one PC #1 fails to generate any raises, what do you say to PC #2 who wants to use extra raises to carry out PC #1?

I would probably let them spend a Raise to carry them out, but I’d saddle PC #1 with some pretty hefty drawbacks for failing to make their Intent. Maybe they’re Helpless for a scene, or they drop something as they’re being carried out and their friend doesn’t notice it. PC #2 should not be penalized for helping their friend, but PC #1 should pay a price for not making Intent.

In the QS on page 7 under “Wounds as Consequences” you say that the consequences are resisted as a group and any remaining wounds hit all players at the end of the round. On page 10 under “Using Multiple Raises For a Single Action” you say that have to commit any raises to resisting a consequence as a single action, and afterwards can’t negate any more wounds. I’m having trouble reconciling those two passages. Could you clarify?

Basically, this means that if you want to Do A Thing, you need to decide how many Raises you want to devote to it at the time. You can’t spend 1 Raise to reduce a Wound Consequence by 1… and then do it again on your next Action, and again on your next Action, and again on your next Action. You have one Action that you can use to reduce a particular Consequence, and you can spend as many Raises as you want on that Action, but you can’t piece them out one by one.

If there are multiple Consequences, they are addressed with individual Actions. For example, if the ceiling is going to collapse (5 Wounds) and a bomb is about to explode (10 Wounds) you can take separate Actions to devote Raises to each. But you can’t spend 1 Raise to reduce the bomb Consequence, then on your next Action spend an additional Raise to reduce the bomb Consequence, then again, and again. You say “I’m going to deal with the bomb. I’ll spend 3 Raises.” Then on your next Action, you say “I’m going to deal with the collapsing roof. I’ll spend 2 Raises.”

Imagine I have 2 resolve and find myself on three wounds. I take three more wounds. Which of the following situations is true: A. I fill up the next three available boxes, including the starburst dramatic wound box, leaving me with one box of the second track filled. B. As soon as the fourth and final box in the first track is filled, I also fill the dramatic wound box. The remaining two wounds are applied to the next track. C. Taking the fourth wound triggers the dramatic wound, and all other wounds from that source are ignored. D. Filling the dramatic wound with the second wound applied stops any more damage from being applied from that source.

If I understand your question correctly, A is true.

When Villains use influence to “buy” things (Like other villains etc.) is that influence “tied up” in the process? Or is is spent and lost forever? E.x. If I have my BBEG buy a strength 5 villain for 2 influence points. Does he loose those 2 points from his influence score? Or, does he still have those points – but they’re just “tied up” in the villain so they aren’t available to be used for anything else? If they are “tied up” what happens if the players kill the hireling? Are the points then lost? Or does the villain then get to reinvest those points?

That Influence is effectively “invested” in his new hireling. If his hireling is lost (the heroes defeat and exile him, throw him in prison, convince him to turn against his boss, etc) then the Influence spent on him is lost. If the hireling returns to his boss after a failed mission and his boss executes him for incompetence (as is all-too-common with Villains whose underlings fail them), he gets his Influence back. Basically, hirelings are Influence piggybanks.

What determines whether a “scheme” is successful? I get it if the players directly oppose a scheme—but I think the idea seems to be that the players might know about the schemes, but won’t necessarily be able to stop them all. Do unopposed schemes automatically succeed? Is there a roll that the villain needs to make behind the scenes?

A scheme is successful if the Heroes don’t stop it. After all, you’re the HEROES. If you don’t stop the Villain… who will?

Finally – how would you handle the players “finding out” about the schemes?

The same ways you handle them finding out about plots from any other RPG. Informants, gossip at local watering holes, secret letters that they intercept, an underling having a crisis of conscience. As Areo Hotah said, “Someone talked. Someone always talks.”

Special Brute Squads. Is there any way to counter the theft or kidnapping effects that certain special brute squads have. Such as the ‘Thieves’ and ‘Pirates’. Say a group of Hero’s are trying to protect something/someone or if they want to prevent the action can they spend a raise? Or would they have to spend a Hero Point? Or does it just happen?

In general, it just happens. It’s important to remember, however, that as the GM you should be using these things to further the story rather than annoy or punish your players. If you have the thieves steal a player’s sword, the one he inherited from his grandfather, it should be because you plan to have him go get it back.

Can I swim with Athletics, Profession (pearl diver) or Sailing?

Yes, yes (probably), and yes.

Can the Consequences come by packs of Wounds? E.g. Falling to a river “2 damage from the fall”, “5 damage by pirannas”

I don’t see why not. 🙂

Villainous influence: does influence spent on sending henchmen (lesser villains and brutes), producing betrayals and getting data for villain’s Scheme count as influence invested in a scheme?

No. A Villain invests Influence to launch a Scheme, and then sends his underlings to make sure that Scheme succeeds.

You’ve mentioned that there’s potential plans to remove the Duelling rules entirely as Action Sequences cover it well enough. I agree with that in principle, but the dueling rules do provide some unique abilities – such as generating Hero Points or preventing wounds while doing damage with a Riposte – that are not covered (I don’t think) by the standard Action Sequence rules. Is it intended that these abilities will become unavailable to characters/swordsmen with the removal of these rules?

This is something of a miscommunication. The dueling subsystem is being removed, in favor of moving much of that instead to ways that Duelists can spend their Raises in Action Scenes even outside of a formal duel. The new way that the system works wasn’t ready in time for the Quick Start revision, but you can think of it more along the lines of the Maneuvers listed in the Quick Start Dueling rules being used anytime.

Similarly, the changes to the Swordsman’s School technique for Ambrogia technically give the Swordsman School less interesting abilities than in the previous QS rules. Is this going to be the extent of Swordsman’s Schools – one minor ability – or will their be other abilities, or even tiered abilities as in 1st Edition in the full rules?

There is some amount of progression with Duelist Schools, but we are focusing less on a linear progression (Apprentice, Journeyman, Master) and more on a Duelist’s personal journey and crafting their own unique style by studying others. It’s not the easiest thing to explain without the full ruleset being available, but instead of being an Ambrogia Journeyman, you know Ambrogia. You also know Aldana. You also know Eisenfaust. And you switch fluidly from style to style, based on what you’re doing and what the situation calls for.

There are plans for “Style Mastery” to denote a difference between someone who “just knows” a Style and someone who has devoted themselves to true Mastery, but it’s still in the early stages of development.

The Best Adventure of All Times

(Be sure to read the counterpoint piece: The Worst Adventure of All Times)

 

When I do game design seminars—where I actually take time to listen to you talk about your game, give you advice, challenge your assumptions, etc.—there’s one question I ask that usually knocks people off their feet.

“Can characters die in your game?”

Usually, the answer I get—after a stunned silence—is, “Yes. Of course.”

I follow that up with, “Why?”

Standard answer: “Because if characters can’t die, there’s no real danger.”

That’s when I laugh. Because, like some other GMs out there, I know a deep, dark, nasty secret: I don’t need to kill your character. I can do things a thousand times worse than kill your character. I can hurt your character in ways you can’t imagine. And I can do it without ever engaging with your character sheet. So, when people tell me, “If my character can’t die, there’s no real danger,” I advise them to consult a few of the people who have played in my games.

As a case in point, I invoke the adventure module I believe is the best ever written in the history of Dungeons & Dragons. This one.

1

Ravenloft came around at an important time for me. Just two years after the Tomb of Horrors debacle, I found Ravenloft at the same store, in the same back corner. I took one look at the cover and I knew it had to be mine. I mean, I knew the guy on the cover was Dracula. Just look at him. It’s Dracula! And I loved Dracula, so I shelled out my ten bucks and took the module home.

All afternoon, I poured over the pages. And it showed me a way to run an adventure I had never considered before. I mean, I’d been doing it as a GM for years, but nobody actually gave me permission to do it.

The game told me to modify the adventure based on my group. Right there. In black and white.

Sure, adventures encouraged you to change the number of monsters, adjust hit points and abilities, but here was a published adventure telling me to change the plot based on my players’ roleplaying abilities. Not their character’s skills, but the players’ roleplaying abilities. 

Yeah, it had this random thing to determine the location of the Sun Sword and other key plot elements, and that’s cool, but really, under the text, there were Tracy and Laura Hickman saying, “Go on… just do it. Change it. We do. All the time. You can do it, too.”

And reading through this adventure, something clicked in my brain. A rapid fever, rushing through my blood stream. An excitement I couldn’t explain. I was on the edge of an epiphany, except I didn’t know the word “epiphany” at the time, nor would I be able to tell you what was happening, but I can now. Because by the time I finished reading the adventure, I realized…

… I could make this stuff up as I go.

I didn’t need to decide where the Sun Sword was before the adventure started. I didn’t need to know who Tatyana was. I didn’t need to know anything. I could improvise based on how the players were going through the adventure. In fact, I realized deciding before hand was a mistake. I’d let them wander through the corridors, drop hints, and the player who was most interested in the Tatyana sub-plot got to be Tatyana.

I’d customize the adventure to my group.

Now, like I said, I’d been doing this to a small extent before, but after reading Ravenloft, I went full bore crazy with it. And all because the Hickmans gave me permission to do it. Right there, in the text, clear as black and white, they said, “Modify this as you will.”

I could change the plot. I could—

Wait a second. Wait a second. There’s…

There’s a plot. Like an actual plot. Not a chain of events linked together by the fact the players are in the same room at the same time, but a plot. With a beginning, a second act, a climax, falling action, and a conclusion. And my players are going to influence when these things happen, how they happen, who they happen to and the consequences.

My fourteen year old mind was blown. Blown to smithereens! as Bugs would put it. I’d… never seen anything like this before in an adventure. I mean, sure, there were things like the A-Series that had something resembling a plot, but it was really just a railroad your players jumped on and rode. Here… things could happen in any order. Castle Ravenloft wasn’t a dungeon, it was a sandbox, long before the term became used by game designers. The players could wander around, try different things, encounter stuff… but… but… aren’t other dungeons like that, too?

My little head was swimming. I couldn’t figure it out. There was a nuance here I was missing… what was it?

I’ll tell you what it is. It’s Strahd.

The whole adventure hinges around Strahd. And if I didn’t make him as dark and deadly and dangerous as I could, the whole adventure would fall apart. It would be just another dungeon crawl.

“Yeah, we go in the castle, we find the sword, we figure out that one of us is the reincarnated girlfriend—yawn—and we kill the vampire.”

Strahd was the lynchpin. He gave everything happening context. The players had to discover Strahd. They had to know him. Otherwise, he was just another XP piñata, ready to be popped.

And that’s where the Hickmans really handed me a golden goose. I mean, this one is something I’ve been carrying with me forever. Ever since I sat down on that Saturday afternoon and read this adventure cover to cover. The key element to every adventure I ever wrote.

Killing the adventurers isn’t the worst thing I can do to them. Oh, no. I can make them Strahd.

The Price of Power

D&D is a game about power wish-fulfillment. You start off as a nobody, start working you way up to a local somebody with the eventual goal of becoming a Big Damn Hero. And along the way, you have to make choices. Some choices are minor: do I pick the +2 longsword or the +1 flametongue? Some choices have more significance: do I multi-class into wizard or cleric? And some choices… they have nothing at all to do with your character sheet.

What do I do about my brother seducing the woman I love?

(Don’t tell me, “John, alignment takes care of that!” Because you know and I know that alignment is bullshit. Yeah, you don’t want to say it out loud, but I’m saying it out loud. Alignment is bullshit. It gives you justification for killing people. “Are they evil? Great, we can kill them without moral consequences!” “Are they good? Well, we have to talk to them first.” That’s all alignment does: it tells you who can kill and who you have to talk to before you kill them. Come on… isn’t that why you have the detect evil spell? So you know whether or not you can kill the people you’re talking to? But that isn’t the point of this article. If you want to talk about it more—including my assertion that 90% of adventurers have the alignment “Chaotic Me,” we can do it at a con this year. I’ll be around.)

Strahd had power. He had lands and followers at his command. He had wealth. And, he thought he had found the love of his life. But… things didn’t work out the way he planned. He made a mistake—a horrible mistake—and now he’s cursed for the rest of his life. No, longer than that. Until someone kills him.

He can’t die of old age. Someone has to murder him.

Sounds like the perfect power for your typical player character doesn’t it? Immortality. Your wounds heal in moments, you’re immune to most magic, you have an entire kingdom under your control… everything most PCs want. And yet… the one thing Strahd ever wanted was Tatyana. The one thing he could never have.

Think of it this way… Strahd was a player character. A player character with a really brutal GM. A GM who gave him everything he ever wanted… except one thing. That one thing was the only thing the GM said, “You can’t have this.” And it drove Strahd mad.

At GM seminars, people ask me, “How do I keep my characters from getting too powerful?”

I always answer, “Don’t. Let them get as powerful as they want.” And then, I tell them about Strahd.

Invoking Thulsa Doom: “And that is strength, boy! That is power!”

Players think strength and power comes from the magic items they own, from the levels on their character sheets, from all those abilities they’ve pushed to 18 and beyond… oh, no. There’s a greater power than your character sheet, boy. The strength and power of desire. Of keeping that one thing away from a player… and watching him betray everything and everyone close to him to get it.

The Hickmans taught me this. They taught it to me through Strahd.

As my players wandered through Castle Ravenloft, learning his story, I put them in the roles of the past. Had them play out the tragic love triangle. I didn’t tell them about Strahd’s story, I showed it to them by having them live the story through flashbacks. And once they realized who Strahd was and how he was once like them…

… killing Strahd became a lot more difficult.

The best villains are ones we understand. The ones we see within ourselves.

Doctor Doom isn’t a villain. He’s trying to save his mother from Hell. And he’ll do anything to do it. Pay any price.

Magneto isn’t a villain. He’s trying to protect mutants from the horrors he saw in WWII Germany.

Cardinal Richelieu isn’t a villain. He’s trying to protect the young king and France from schemes and plots both foreign and abroad.

And Strahd isn’t a villain. He was betrayed by his brother and the woman he loved. They lied to him. Deceived him. And he loved them so much…

Strahd is King Arthur gone bad. Super bad. Like poison apple bad. He’s Arthur, she’s Gwenevere and he’s Lancelot and there you go. And that’s what makes him such a fantastic villain. He has understandable flaws, he has admirable strengths and he made a mistake that any of us could have made. And now, he’s paying the price.

The reason good horror movies work and we laugh at the bad ones is sympathy. In Alien—the greatest horror movie ever made—the protagonists have no idea what they’re up against and neither do we. They come up with a plan and we say to ourselves, “That sounds like a good plan. Yeah, let’s do that.” Then, someone gets killed and we’re sitting in the audience going, “That could have been me.”

We laugh at bad horror movies because the people are dumb. Dead Teenager Movies. We aren’t scared. We are the serial killer. We’re amused watching these people die because they deserve to die.

Yeah… I can’t watch those movies, either.

Back to the point… when we recognize the villain is us, that’s the true horror moment. You could be Strahd. could be Strahd. And putting in flashbacks so you’re walking around in his shoes is the most brilliant way imaginable to show the players the truth.

You want power? You want wealth? You want a kingdom of your own? Great. You can have it. And when you claim everything you want with bloody hands… there’s a price you have to pay.

Here’s Strahd. Here’s the price. Are you willing to pay it?

Coda

The first time I met Tracy Hickman, it was at an after party for the Origins Awards. I had just won for Legend of the Five Rings RPG and I was flying pretty high. Someone pointed Tracy out to me. I wanted to win points. So, approached him, I shook his hand and said, “I really loved THAC0.”

He laughed, recognizing my ploy—Tracy is a clever man—and we talked very briefly. I also told him, “You made me a better GM.”

He said, “I’m glad you liked Dragonlance.”

I told him, “No,” then I corrected myself. “I mean, yes. I liked Dragonlance. But Ravenloft. Holy crap, man. That was amazing.”

He said something polite and we talked for a little longer, then he went away and I spent the rest of the night trying to get over meeting Tracy Hickman.

Years later, I’ve shown up twice at his Killer Breakfasts. They’re a riot. You should check them out. I tried to pull a trick. It stumped him for a moment. Just a moment.

See, I had a plan. I wanted to throw a spanner in the works. I’m a Discordian, I can’t help it. So, when it came time for my turn in the Breakfast, I announced, “I cast a spell that directs all damage and danger to me, making all other players invulnerable to damage for this many rounds…”

I rolled the d6. The only part of my plan that could screw with me. Dice never liked me, but for some reason, I rolled a 6.

“SIX ROUNDS!” I announced. “FOR SIX ROUNDS, YOU—TRACY HICKMAN—CANNOT KILL ANY CHARACTERS!”

I also made sure I was at the end of the line so my “spell” would have the maximum effect.

The crowd cheered, thinking someone had thwarted the Mighty Tracy Hickman at his own Killer Breakfast. I tore up my character sheet. “I DIE HAPPILY, KNOWING I HAVE DEFEATED THE GREAT HICKMAN!”

And for a moment… for a brief moment… Tracy was stumped. I left the stage, getting a few high fives. I was on top of the world.

And then, the Great Tracy Hickman smiled. “I can’t kill any characters…” he said. So, he handed the GM staff over to Laura. “Can you run the game, honey?” he asked.

She smiled and took over. “Of course,” she said. And preceded to kill everyone on stage.

I succeeded in thwarting the Hickmans for a moment. Just a moment. And that’s victory enough for me. But the fact of the matter is, Tracy and Laura are amazing GMs. Because they can think on their feet… they can improvise… and they understand what makes a great story.

That’s why Ravenloft is The Greatest Adventure of All Times. Because in that text, they showed me… no… they gave me permission to follow in their footsteps.

And those are damn big footsteps to fill.

The Worst Adventure of All Times

(Be sure to read the counterpart piece: The Best Adventure of All Times)

This, right here, is a symbol. A personal symbol of mine. It represents all the wrong, backward thinking that people have about being a GM. I first encountered it in the early ’80’s when I was a player and not a GM. I didn’t have the actual adventure, rather, I heard about it from someone else.

“Have you heard about the Tomb of Horrors?” they asked me.

I shook my head. “No.”

“It’s supposed to be the deadliest dungeon ever made!”

Now, at the time, that sounded impressive to me. The deadliest dungeon ever made? Something I’d have to check out.

For those young kids out there reading my blog, you may not know this, but gaming stores didn’t exist back when I stared playing. No, we had to hit up hobby shops. Places with model trains, model planes and the like with the gaming stuff shoved in the back corner, away from the sight of god and man. That’s because Oprah Winfrey told all our parents that D&D was out to turn us all into Satanists.

You couldn’t ask them to order anything. You couldn’t ask the store owner anything really and expect an intelligent answer. Most of them didn’t know what they were ordering. But when a shipment of stuff came in, we gamers bought it all. We had no idea what anything was. It didn’t matter. You bought what you could get and that was it.

(Years later, I could head over to Uncle Hugos or The Source in Minneapolis. But that was way beyond the days we’re talking about now.)

So, when I heard about The Tomb of Horrors, my little 12 year old brain hit overdrive. The deadliest dungeon ever made! Oh, how I’d love to put my players through that kind of torture!

One day, I hit up the hobby shop to see what random pile of stuff the owner ordered. Flipping through the thin booklets, looking at the covers, reading the text on the front and back, figuring out what I would spend my $10 on this week, I stumbled across a pamphlet a little thicker than the rest. It had a deep green cover with a brilliant Jeff Dee illustration. (Jeff has always been my favorite D&D artist.) And there, in bold type across the top, I read the words…

Tomb of Horrors.

It said, “An Adventure for Character Levels 10-14.” I had players with characters level 10-14. What a coincidence! I grabbed it—knowing it wouldn’t be in the store for ten more minutes if I didn’t—and paid the guy at the front, ripped open the plastic and started reading it right away.

My twelve-year old brain started firing on all cylinders. The adventure came with a booklet of illustrations (damn fine ones, if I do say so) so I could show the players scenes from the tomb as they tried to find their way to the secret vault holding both a vast amount of treasure and the deadly lich lurking there. As I read through the pages, I soaked up the details of all the deadly traps, noting the lack of almost any monsters. And, to be honest, the monsters were pretty much push-overs. It was the traps that would make this little poison morsel so wonderful!

I couldn’t wait until Friday.

Friday came. My players sat down with their characters, unknowing of the unholy dangers waiting for them. I kept the adventure in my backpack, my usual notes on the table. And, I began the evening without even mentioning the tomb. No, they went along their usual adventuring ways, helping out villagers and farmers, tackling bandits and evil wizards. The standard fare.

But I knew the thief in the party was big on collecting maps. So, when they came across a small village with an old, retired wizard with scroll collection for sale, both my own wizard and thief were equally intrigued. Tucked among the scrolls was an old hand-drawn map. “What’s this?” the thief asked.

The wizard’s eyes went wide. “No!” he said. “Don’t take that! There’s nothing but death and doom for you there!”

My heroic adventurers inquired further and he warned them. “That map leads to an ancient place… a place where my friends all died horrible deaths.” (I emphasized Horror there, as foreshadowing.)

With that, I knew I had them. They bought the map, despite the warnings. The wizard said, “That place killed everyone I ever loved. I pray you do not meet the same fate.”

They ignored him. Of course they did.

They followed the map. I led them across a few awful places, ambushed them with a few awful monsters, led them to a mountain range covered in snow, and there, they discovered a single tunnel leading into the rock.

That’s when I took the Tomb of Horrors out of my bag. “And we’ll be playing this… next week,” I told them.

The reaction was better than I expected. A scream so loud, it invoked angry parents.

Yeah, I made them wait a week. And for those seven days, they bugged me. Prodded me with questions. I said nothing. I gave them nothing. They knew we were about to go through The Deadliest Dungeon Ever Made and they were ready for it.

Except, they weren’t.

That Fucking Mouth

A week later, my players sat down at our table and we began exploring the dungeon.

I use “began exploring” because didn’t finish. The entire session lasted… maybe twenty minutes.

My players were lucky enough to choose the long corridor in the middle. And they…

Oh, wait. I should say something here about spoilers. Yeah, there’s spoilers ahead. As in, I’m about to tell you how and why the dungeon works. And you know what?

YOU SHOULD KEEP ON READING.

Regardless of whether or not you’ve ever played the Tomb of Horrors, plan on playing the Tomb of Horrors or never intend on ever playing through the Tomb of Horrors, you should read every damn word. Every damn word. Because this entire essay is a WARNING.

THIS IS THE WORST, SHITTIEST, MOST DISGUSTING PIECE OF PIG VOMIT EVER PUBLISHED.  AND EVERY PLAYER AND GM SHOULD KNOW WHY SO SOMETHING LIKE THIS NEVER HAPPENS AGAIN. IN FACT, I’M PUTTING THE SPOILERS IN BOLD RED SO YOU CAN SEE THEM.

Anyway…

My players picked the entrance with the long corridor rather than the two other entrances which are instant kills. That’s right, out of the three ways to enter the tomb, two of them are designed to give the GM the authority for a TPK.

Because that’s making sure your players are having fun.

They went down the long corridor, read the useless riddle on the floor, cautiously avoided all the pit traps and made it to the end of the corridor where they found a misty archway and a green devil’s face. The devil’s face has an open mouth just big enough for someone to fit inside. The booklet told me to say that. Told me to encourage players to climb in.

Problem is, that devil’s face is an instant kill. That’s right. No saving throw, no hit point loss, nothing. You’re character’s dead. You’re welcome.

Because, you know, that’s making sure your players are having fun.

One of my players had his character crawl into the mouth. The actual text from the adventure:

The mouth of the green devil’s face is the equivalent of a fixed sphere of annihilation. Anyone who passes through the devil’s mouth appears to simply vanish into the darkness but they are completely destroyed with no chance to resist.

After he went into the mouth, I said, “He vanishes.” That’s it. I said nothing else. Because that’s what the adventure encouraged me to do.

Then, one by one, my players each had their characters climb into the green devil’s face. And one by one, their characters were irrevocably killed.

By me. I did it. I killed their characters. No saving throw. Nothing.

And… forgive me, Discordia… I enjoyed it. I loved it. One by one, I killed each of their characters. My first TPK.

When the last character climbed in and was utterly destroyed, I jumped up and laughed at all of them. “YOU’RE ALL DEAD!” I shouted.

They looked at me confused. One of them asked, “What are you talking about?”

I read the text to them. They didn’t believe me. I showed the text to them, laughing.

“You guys didn’t even make it passed the first corridor!” I said, laughing in their faces.

It was at that point one of my friends—someone I had known for three years—punched me right in the face. Then, he jumped on me. Kicking me. My other friends had to pull him off.

This was the second week in a row we invoked the appearance of parents.

I should say that the next Monday at school was rough. As a geek, I had precious little friends. That Monday, I quickly discovered I had none.

Bashful and lacking any kind of the confidence I would find later in life, I was unable to summon the courage to apologize. I spent the rest of that year without any friends at all. They continued playing games. I spent the rest of the year just reading. Alone.

And the thing I read the most was the Tomb of Horrors. I kept going back to that adventure, wondering what I did wrong. Why did my friends hate me so much? They knew we were going into The Deadliest Dungeon Ever. They were prepared for the consequences. They knew their characters might die… why were they so pissed at me?

It was only later when my parents approached the parents of the boy who hit me that I was able to talk to my friends again. With all of them present, I finally apologized. My parents didn’t understand what was going on, why they all hated me. They barely understood was a roleplaying game was, let alone why we got so emotional about it. But after that apology, we talked a little while. And we all agreed we should try the adventure again with the same characters. We’d tackle this thing and defeat it.

They played through it. After four weeks of sessions, they defeated the lich as the center of the tomb and got away with all the treasure. And now I’m going to tell you a secret that I never told any of them.

I cheated the whole way through.

I did everything in my power to protect their characters from the tomb. I made up saving throws for stuff that was instant kills. I dropped them hints. I even made up a bit that isn’t in the adventure: writing on the walls from previous adventurers, telling my group, “This is how we beat this trap.”

I had never modified an adventure before. Tomb of Horrors was the one that showed me how. I even invented Luck Points for my players, allowing them to spend a point if they missed a roll so they could try again. Much later, I would see similar mechanics in other games and I smiled.

Someone else must have run Tomb of Horrors, too.

The adventure completely transformed me as a GM. It made me re-think my role with the players. Running the game with the intention of looking out for them was so much fun… much more fun than I’d ever had before.

As we look back at our lives, we see patterns and chapters. Tomb of Horrors was an important moment in my life, both as a GM, a game designer and as a friend.

And it took the Worst Adventure Ever Written to make me understand that.

Coda

Much later in life, I met the author of that adventure. Gary and I were on a game design panel together. I said something I don’t quite remember and he called me a “wanna be community theater actor.” I wanted to tell him how his adventure nearly lost me every friend I had when I was twelve. Didn’t seem appropriate at the time.

But I also learned that Gary’s intention in creating that adventure was to kill off powerful characters. To teach players a lesson and put them in their place.

And I remembered being twelve years old, seeing my role as the GM in that light. “This is my world,” I thought. “And I can take you out of it any time I want.”

Fast forward even more years. I’m at a convention, sitting alone in a room, having a quiet moment to myself. A guy walks in, asks me, “I’m sorry. Am I in the wrong room?”

“Nah,” I told him. “This room was empty so I was using it.” I started packing up my stuff. “You’re in the right place.”

He smiled and told me, “I’m running Tomb of Horrors.” He said it was a gleam in his eye. “I converted it to 5th Edition. Wanna play?”

“I really shouldn’t,” I told him. “I’ve run it before. I know all the traps and stuff.”

He said, “Oh, that’s okay!” Then, he told me, “If you don’t help them out at all, it should be fine.”

I paused. Ran my tongue over my teeth. It’s a habit I have when I’m thinking. Then, I said, “Okay. Here’s the deal. I play a thief. I’ll specialize in finding traps. I won’t say a word about anything unless I find a trap, then I’ll tell them how the trap works. How does that sound?”

He agreed. I made up my standard thief character (the kid from the tavern) and the other players joined us. The GM had characters ready for them and handed them out. He explained my unique position and gave each of them 70,000 gold pieces to buy magic items and equipment.

I said, “Wait a second. Seventy thousand?

The GM nodded. “That’s right.”

“One gold piece feeds a family of four for a year and each of us has seventy thousand gold pieces?

He nodded again. “Yup.”

I told the other players, “Fuck this dungeon. Let’s go home. Live like kings. We don’t need to go in there. We each have seventy thousand gold pieces. Let’s buy a tavern… fuck that… let’s buy a city and be done with it.”

To their credit, the players considered that notion for a moment… then agreed they wanted to play the adventure.

“Okay,” I said. And bought the one and only magic item I wanted.

The adventure began. We found the first entrance.

“I roll for traps,” I said. And succeeded. I then told the rest of the players this is a death trap. If we walk down the corridor, we’ll step on a click plate (TM Grimtooth) and set off the ceiling falling on us and killing us.”

The rest of the players agreed to not go down that corridor. We then approached the second corridor.

“I check for traps,” I said and succeeded. I then told the rest of the players this is a death trap. If we walk down that corridor and try to open one of the two doors, a stone wall drops down, trapping us in. The walls then collapse on us, crushing us. We shouldn’t go in there.”

The rest of the players agreed to not go down that corridor. We then approached the third corridor.

We started walking down the corridor with me checking for traps every ten feet. I didn’t tell them about the secret passage at the bottom of the pit at the very beginning that allows you to skip a third of the dungeon because it isn’t a trap, but it’s there anyway, and you should find it and save yourself the trouble of trudging through a third of this worthless, piece of shit adventure.

When we got to the end of the corridor, we encountered the green devil face. With a mouth just big enough to fit inside.

The GM looked at me. I said nothing. After all, it’s not a trap. The green demon face is just a sphere of annihilation. I can’t check for spheres of annihilation, I can only check for traps.

The players started debating whether or not to get in. That’s when I spoke up.

“If you do,” I said, “you should leave all your stuff behind. After all, if something happens to you, we’ll need it to get through the rest of the dungeon.”

The player agreed and dropped off his pack. Then, he climbed into the mouth and vanished.

The other players looked at me. I shrugged. I said nothing.

Another player said, “Maybe I should go after him.” I gave them the same warning. They agreed, left their stuff behind, got into the demon mouth and vanished.

The third player asked me, “Should I get in, too?” I shrugged and said nothing.

So, the third player just climbed in—without leaving behind their stuff—and vanished.

I looked at the GM and said, “Do you want to tell them or should I?”

The GM grinned and told them, “All your characters are dead.”

I nodded and said, “I pick up the stuff they left behind, throw it in my bag of holding (the only magic item I bought), go home, sell all their stuff and retire. Fuck this dungeon.”

I dropped my d20 like a mic and left the room.

Because I’m a wanna be community theater actor. And that’s how we fuckin’ roll.

(dedicated to jim pinto and Jesse Heinig)

___

PS: I’m adding this a few hours after I wrote it, but it’s important for you to know. If you do finish the adventure, to prove the whole thing is nothing more than a way for a sadistic prick to get his jollies off, as a final “FU” from Gary, the treasure in the lich’s tomb is cursed. Just thought you should know.