The Theater of the Moon

This is intended to be a setting seed for some future story or game, like The Chapel of Weeping.

There was once a theater on a small island set in the river’s delta. Some of it remains. The city it was part of fell ages ago; after the city was sacked by a victorious army its people fled, were captured, or were put to the sword. The theater escaped the initial destruction, and was protected from the fires that raged through the city by its watery border. As such, it is one of the few places in the ruined city which still bears the clear marks of its builders. Unlike most other places in the destroyed city, none of the theater has been scavenged for building stones.

The theater’s finery was stripped by more organized looters after the sack. No surviving city folk or other locals participated in looting that theater, however, for it was said to be holy. Indeed, the vessel used by the looters sank in a freak storm several days after reaching port.

Rumor has it that the people who took the theater’s riches each suffered exquisitely awful deaths, and each family of theirs which did not dispose of the treasure soon fell to similarly terrible fates: slow wasting disease, all-consuming madness, cruelly ill luck. Whether or not this is true is widely debated, but these stories are favored by those who still live near the fallen city. They’re also popular as ghoulish legends amongst the descendants of those whose forces ruined the city so long ago.

The queendom which sacked the city, and whose people looted the temple, has since fallen into decline.

The theater, when it still stood wholly intact, was said to have a very particular ceiling. Intended to magnify moonlight, it captured the moon’s beams to light the floor of its amphitheater, at its brightest on the most holy nights of the moon’s phases. It is said that the theater could transport its audiences to unknown heights when the sacred plays were performed on the proper nights, but it is not known what those plays were, which nights those were, or whether the “heights” referenced were emotional or literal.

There are no publicly known survivors of the theater’s cult. It is a puzzle which has intrigued many for centuries.

Advertisement

Be Boring: Making fun characters, Quick Thoughts

Last week I said that your characters should be hungry.

This week I’ll add: be boring.

“Be boring” is for your character’s history, it’s for their personality, it’s for their hopes and dreams. Character creation doesn’t have to be a painstaking chore. You don’t have to create a beautiful new being, perfect and unique.

Be boring. Be average. Be a familiar trope. Use things you’ve seen elsewhere.

Be unoriginal.

If you’re really stuck, Continue reading

BE HUNGRY: Building your own Buy-in, Quick Thoughts

So many of the stories we tell, so many of the stories we read, are about reluctant heroes and passive adventurers. But those character tropes are woefully misleading and destructive when it comes to driving collaborative story-telling. Characters like that work in fiction because the creators of that fiction spend a tremendous amount of time finding ways to force the characters into action. That’s time and effort that you don’t see or recognize when you look at the story as a consumer. It’s time and effort that can suck energy out of gaming groups.

This is about defying those tropes, and having fun while doing it.

You don’t sit down at a diner counter and demand that the waitstaff convince you to buy food; you’re there because you’re hungry. You picked that place because 1) you already know they have something you want, or 2) you want to try something they have.

Besides, insisting that waitstaff Continue reading

Consent and Horror Gaming, Quick Thoughts

We, as people playing story-games and RPGs, often assume that our fellow players are on the same page as us. We assume that other players want the same things, have the same tolerances, fears, and interests, or at least don’t differ in ways which would surprise us. These assumptions are frequently wrong, to varying degrees. Worse, unless they’re examined these assumptions interfere with players building trust and giving informed consent.

Players’ trust, consent, and buy-in is important regardless of the game, but it’s critical in games dealing with uncomfortable material… like horror games. There’s a much larger conversation to be had around gaming and consent, but this piece will focus on consent in horror RPGs.

Quick note: when I say “players,” I include the storyteller. As the storyteller, you’re not only doing a bunch of work, you’re also participating in this story world that you’re creating with and for your fellow players—if people are pulling the game into territory you’re uncomfortable with or which you really don’t want to cover, that’s important too! Don’t sacrifice yourself for the sake of other players, or at least not any more than you want to.

Trust is a simple word and a complex subject. Too complex for me to cover in depth in one post. You can’t build consent without a modicum of trust between people involved; for consent to be meaningful, there must be trust that other people will respect the boundaries set and will act promptly and responsibly on feedback they receive. The depth of that trust governs how readily groups can achieve consent, and influences how willing people may be to experiment with their boundaries. One person may have varying levels of trust for different people or topics, and the only way to learn those levels is to ask and observe. So pay attention to those around you, ask for and give feedback freely and without judgement, validate reported discomfort, and resolve that discomfort to the preferences of the uncomfortable person.

Informed consent is another large subject, but at its simplest I’d call it agreement without coercion or surprises. I mention buy-in earlier because I think enthusiastic participation and shared investment is the obvious next step following informed consent; it’s important to have players’ consent, but you really want their buy-in as well. But without laying the groundwork with your players, you’ll only achieve consent and buy-in by luck; ideally, we want to get there by design.

What might that groundwork look like?

The first step is for someone (usually the storyteller) to offer or request a specific kind of game—for our purposes, we’ll assume that people want a horror game. There may be some back and forth here, until there’s a sufficient body of excited players to support a game.

The second step is when a storyteller should warn their players about what underlying kinds of discomfort are likely in the course of the story: a narrative version of “side effects may include,” where you might mention character death, fallible perceptions of reality, gaslighting, decaying sanity, things that go bump in the night, etc. Whatever is particular to your game. You (the storyteller) can also take suggestions from your players here! There’s an art to crafting that warning, given that many horror games revolve around the unknown: I strongly suggest that you touch on broad themes more than specific perils. The specific perils can come up in the next step.

Once you’ve warned folk about what underlying themes you may play with (and asked what themes they might like to add), ask what specific things they’d like to see in the game and what specific things they don’t want. Here the terminology of lines and veils is useful: lines are hard vetos against specific content showing up in a game, while veils are a request to fade-to-black around that content without excluding it entirely. There’s an excellent explanation of lines, veils, and some other safety mechanics here.

Double check to make sure that you’ve heard people’s requests, and that they’ve heard your underlying content warnings.

In the course of play, take breaks! Check in with people, preferably one on one, about how things are going for them and whether there’s anything that they’d like to update in terms of lines, veils, or other requests for the game. I suggest checking in one on one because it’s easy for people to unconsciously pressure others (or themselves) into not speaking up about discomfort. To quote from the link above, a good interaction might look like:

“Ouch!”

“Oops, sorry. Let’s fix that.”

You can also use those check-ins as a means of getting useful feedback on your storytelling, or on the character you’re playing. These are good opportunities to discuss bleed, or any other things that have come up for people through the course of the game. It’s also worthwhile asking the group as a whole to check-in, so long as you’re addressing people’s needs and concerns individually as well.

And remember that trust, consent, and buy-in are all things which can change! None of those established preferences are set in stone, and people’s needs may change. Use safety mechanics (some linked here) to make sure that people don’t feel that their consent has been abused, or their trust diminished. Stoplight check-in vocabulary (green = more of this please, yellow = this is on the edge don’t push further, red = NOPE) is valuable for making this process easier, and having something on the table that people can use during scenes without interrupting game is very helpful. That on-table tool could be an X-card, or several differently colored circles.

Just because you’re playing a horror game doesn’t mean that you should run roughshod over your fellow players. The experience of horror should be in the game and in response to the game, not because your friends were assholes to you in real life.

p.s. the earliest mention of Lines and Veils I could find while writing this today was here, in this thread from 2004.