This
week we look at the mainstay of sci-fi and fantasy-based TV shows, a device
that can be utilised to make your gaming work, especially if you and your team
are pressed for time.
As
gamers age, they get fewer and fewer opportunities to indulge in their hobby.
Real Life has a way of taking up all of that free time you used to have in your
teens and twenties. Work impinges; offspring become demanding; families
intrude. On top of this, general decrepitude starts to set in and that means
that you can’t stay up all night the way you used to do, living solely on a
diet of fizzy drink and pizza. It boils down to commitment, and at this time of
life, gaming has a priority ranking somewhere slightly above gouging your eyes
out with a spoon.
Other
things replace the gatherings that were so much fun in your youth: crappy TV
shows; online gaming; PC-games. The only person who needs to be motivated for
these events is yourself; no-one needs to hunt down a baby-sitter or
re-schedule their workout session. From my experience, if gaming is
automatically coming at you from your too-hard basket, then don’t say “sure!
I’ll play” if you get the invitation. You’re automatically wasting more
people’s time than your own.
Time
is an issue for busy people, but there’s a way to work around it. Most
remarkably, it’s been there in front of you all along, on all of those
television shows which you’ve been watching on TiVo while chugging your dinner
before heading to the gym. What you need is a Monster of the Week (MOTW) game.
The
basic premise is that each session that you get together – be it fortnightly,
monthly, whatever – a case is presented, explored and solved by lights out.
There are some basics that are fundamental to getting this right:
Character Establishment: each and every player needs to know what
they’re doing and why they’re there. The party should have well-defined
strengths and weaknesses: someone good at fighting; someone good at research;
someone good with social skills. If this sounds like the “A-Team” then that’s perfect – you’ve got it. Without this the thing
falls quickly to pieces. This doesn’t mean that characters can’t grow and
develop over time, branching out into other areas of expertise, but everyone
needs a firm starting point.
Time Management: Whatever time frame in which your
sessions take place, your games need to fill that space exactly. This can take
awhile to gauge: Keepers always think that they have to be parsimonious with
clues and information – that’s crap. The players are there to wander through
your plot; not be foiled from entering. It’s the difference between having an
open-door policy and posting a bouncer. Hand out the clues like corn-chips;
players love to know that they’re on the right track. Also, your Keeper needs to
be aware of how much story can be accomplished in say, three-hour’s play. This
is a learning curve too, but then many TV shows have 2-part episodes during
their kickoff, so don’t feel badly about it.
“Less is More”: Always be aware that roleplaying will fill
out the space provided for it. The more you add in, the more will happen. If
you keep it simple, you’ll generally run to time.
So
much for the essentials; now what do you do with it? Here, I’m going to be
speaking to Call of Cthulhu players
predominantly, but other Horror RPGs and even other types of games can benefit
from these observations too.
Most
horror-based TV shows follow a basic premise – one episode, one monster. This
is what you should start with. It’s a tried-and-true format that, admittedly,
has its limitations; but these can be mollified somewhat. The kickstarter for
this style of action was “Nightstalker”:
Poor
Karl Kolchak could never catch a break: always working against stuffy
officials, jealous co-workers and an angry boss, and never trusted, no matter
how many times (all of them) that he actually got the story straight. The show
was a sleeper, because it broke new territory in a time when people wanted
re-runs of “Bewitched”, or “My Favourite Martian”, or the
burgeoning abomination of the family sitcom: “Good
Times”, or “Happy Days”. On a
practical note, engineering a different monster each week in terms of (not so)
special effects, costumes and actors, took its toll. In the long term, the
format wasn’t self-sustaining: credibility (although admirably maintained by
the writers) eventually fell to the wayside. Something else was needed. As a
more recent example, “Brimstone”, was
an excellent show that leant too hard upon the MOTW format and quickly lost its
ability to surprise (despite a host of excellent features going for it).
Chris
Carter took the MOTW format and kicked it up a notch with the “X-Files”. Here too was the MOTW, but
Carter added over-arching storylines to weave through the weekly dose of
spookiness and pique the interest of fans. In the long haul, it just became too
complex to follow, and the so-called “mythology” episodes were soon the ones
that people remembered - for the most part - least fondly. “Twin
Peaks” had the same problem, and worse, the directors and producers deliberately wanted it to be that way.
Along
comes “Buffy the Vampire Slayer” and
the excellent writing of Joss Whedon created a new take on the MOTW to pull in
the fans. In this iteration, each successive season of the show had its own
story arc including a top villain, or Boss, to use a computer gaming reference.
In this fashion, the focus of the viewers became narrowed: previous season
issues were wholly character-based and the current nemesis drove the action,
with the occasional freaky weirdo popping in for a bit of variety. Each episode
brought the heroes another step closer to that season’s nemesis, with a grand
conclusion in the final offering.
Currently,
top dog in horror TV-show stakes (ahem) is “Supernatural”.
It takes all of the lessons learned by its forebears and rolls them into a
post-modern take on the entire genre. There’s enough Whedon-esque humour,
ongoing conspiracies, and down-and-dirty heroes to catch everyone’s attention,
along with a hefty dose of self-reference and in-jokes. Essentially though,
it’s still a MOTW program. And it’s not perfect:
So
much for history: how does this help time-poor gamers? It’s all about
structure.
Obviously,
in gaming there’re no such things as "seasons", although we can pretty well define
an individual session as an “episode”. Each episode needs to be one of four types
of events:
A
Scübidüberism;
A
High-level Action-fest with Low-level Servitors;
A
Random Horror; or
A Mythos Event.
Let’s
take these one by one:
Scübidüberisms,
as you might infer, are incidents that look as though there’s a supernatural
element operating, however it turns out that it’s a front for some other
(usually illegal) activity. Bootleggers imitating the Jersey Devil to smuggle
hooch past an otherwise-occupied police force; sneaky kids haunting a decrepit
local house to keep nosey-parkers away from their hydroponic weed crop; a
ruthless developer causing “accidents” at an old theatre in imitation of a
legendary ghost to keep patrons away, thereby forcing a sale: you know the
drill. These kinds of stories are great for developing a team’s ghost-hunting
skills and providing them with some credibility; later on when some NPC rings
up out of the blue to ask for help with their little ghost problem, it will
seem completely natural and un-forced.
Obviously
though, it’s not always going to be a case of some cranky old dude getting away
with it but for those pesky... um, ghostbusters? Sometimes it will be actual mayhem connected to Mythos
entities enacted by their low-level minions. Face it: every organisation has
logistical requirements and the fulfilling of these is usually left in the
hands of grunts; facing these grunts is where the players will get their first
taste of the greater Evil that’s hiding in the shadows.
...And
then sometimes, a vampire will leap out of the woodwork. Every series needs
some genuine monsters to spice things up: Keepers should pin down the rules
concerning these guys and stick with them (“True
Blood” vampires react negatively to silver, for example), but they should
also mix things up a little so that the players have to work things out. Is the
vamp the late-working head of the local blood bank? Is the werewolf a park
ranger with a hard line in keeping wolves out of rancher’s lands? Adding layers
to the onion is the way to hide the true nature of what’s at the heart of the
mystery, but remember – less is more.
Finally,
there’re those moments that all of those cultists you’ve been butting heads
with have been working towards, when something horrific gets summoned in from
some extra-dimension and the world goes pear-shaped. These should always be “season
finale” episodes, cliff-hangers where it’s all or nothing and some characters
may (*gasp!*) die. Clues as to what is being planned should have been strewn
like breadcrumbs throughout the previous sessions, but this is where it all
comes together – do or die.
The
end result of all this planning is that characters have some time to grow and
develop, and their players get a good grasp on how to use them; NPCs are
generated that can be dragged-in to support later tales and story arcs; and –
unlike a lot of CoC games – no-one’s
a gibbering wreck in fifteen minutes flat. That ol’ longevity problem that
keeps people from really enjoying Call of
Cthulhu is solved from the word “go”.
So,
if you’re time-pressured but still keen, give the MOTW style of playing a shot.
It’ll certainly be cheaper than shelling out for the next season of “Supernatural”!