The Wreck of the Lucius

Crystalline waves break on the shores of a large cove, water cool and deep green lapping up on white sands beneath the palm trees that mark the land’s edge. This cove once served a bustling merchant fleet; the old wooden docks have rotted and been blown away by vast storms, and only their piers remain. The city that stretched from the hinterland to the cove’s prominent hook lies abandoned, decaying and buried by time and tide. Only a few inhabitants yet remain.

A strange metal sight rises from the heart of the cove, recognizable to any sailor as a ship set prow-first into the cove’s depths. Its hull still gleams, metal untarnished but for bizarre scorched gouges that have opened its sides, and its masts jut proud and perpendicular from the brilliant brass of the deck. The ship dwarfs any galleon which once called this harbor home, its stern rising high above the waves. Letters in indelible white proclaim the ship “Lucius,” written in large script beneath the chromed gunwales.

The water around around the Lucius holds a strange consistency, gradually thickening from liquid to slime to gel as one approaches. The learned scholars of the dead coastal city once proposed that this oddity, brought by the ship’s arrival, was to blame for the sudden waves of plague and deformity which wracked the city’s populace. But rigorous avoidance of the cove’s water did nothing to slow the death which rolled through the city. This, on top of the destruction wrought when the metal ship plummeted from a clear sky into the harbor’s center, sealed the city’s end.

No life has stirred from within the metal ship—none that any nearby can see. Of the adventurous souls who have attempted to board the shining vessel, only two have returned. The first died within weeks of a terrible wasting disease, raving about the oceans between stars, the brave folk who dare to sail them, and the terrible things which stalk those sailors through the darkness. The other adventurer, perhaps more obdurate and dull, merely showed several small golden statues they’d retrieved and noted that the ship was filled with marvels beyond compare. That second adventurer disappeared soon thereafter. Many of those who heard their story died of ague.

The few fisherfolk that still make this cove their home claim that the Lucius sings on some nights, a keening dirge that washes from one end of the harbor to the other. On those nights, they say, lights and figures can be seen moving about aboard the ship, above and below the water. They claim it’s worst on the nights with no moon, and that the Lucius has been changing slowly over the years: that there are new scorch marks, that the “ghosts” struggle harder, and that the ship’s song has grown harsher. The oldest among the fisherfolk says she’s worried for the ship’s crew.

The Arena of Galch

Mad Galch, the wizard-architect of Jous, was commissioned to construct an arena for the Imperial City at the height of the Jousian Empire’s second peak. He did so, after laboring for a year and a day without rest, finishing it with a crack of thunder that shattered the heavens. All who saw the Arena of Galch praised it, once they had recovered their senses.

It was a towering stadium, the deep bowl of its structure revealing a marvelous field at its heart. The field was widely recognized as a triumph in itself; no gladiator who fought upon it could call it anything else, and even the audience marveled at the way it shed blood and stains into gutters around its edges. Every whisper from the dying-ground could be heard anywhere in the stadium, and the structure quickly became a favorite venue for things besides blood sport—much to Mad Galch’s consternation.

By Mad Galch’s sternest warning, no one was permitted to dig below the stadium for any reason. This caused some trouble several years into the next Emperox’s reign, delaying the implementation of a comprehensive sewer system in the neighborhood surrounding the Arena. Mad Galch did not care, and refused to assist or permit any bending of his rules. His threats as to what would happen should anyone dig below were fierce enough to etch themselves in citizen’s minds for centuries after his death.

In accordance with his will, upon Mad Galch’s death he was laid in state in the center of his Arena’s field. The gathered audience of dignitaries, potentates, and commoners watched in shock as the field enveloped him, leaving only his shroud behind. Though many now regarded the Arena with fear, it was still constantly put to use.

After the Jousian Empire’s third decline, the Arena no longer held death matches of any kind. The gutters’ thirst was not slaked, and the Arena began to lose its sheen. Increasingly, attendees felt that the Arena’s doorways held themselves open as a matter of tightly bound restraint, a considerable exercise of will. It was not until the sack of Jous (and the execution of the imperial court on the Arena’s field) that the Arena was restored to its former glory. Those who took the city declared it a holy place, feeding it blood according to their sacred calendar.

These nights, though the sacrifices have not been made regularly for some time, the field illuminates the entire building from within. Its light pulses. The few miserable or crazed enough to still live nearby swear that they have heard whispers in the night air; some of them swear that Mad Galch visits their dreams, promising greatness soon to come.

South of Ela Cartaz

I’m away Thursday, so here’s a little setting-seed to tide you over:

There is an island on the southern coast of Ela Cartaz, where the winds bluster chill and wet. Under the moss and rot and the hanging vines, beneath the old trees whose roots eat older mortar and clutch at broken foundation-stones like pearls, there is a warm light. This is the light sought by many, the light for which thousands died before the fall of the first Ela Cartaz. It waits in darkness, while around it the remnants of a lost past whir and click and hum.

Building Engagement in RPGs, Quick Thoughts

This pulls lessons from all over, but especially from Apocalypse World.

Roleplaying games are a conversation. Like any conversation, they’re at their best when the people in them are engaged and present, not distracted. Playing an RPG means sharing a collaboratively created world and holding that mutual fiction in your mind; thus, the conversation suffers when people disengage.

So how can we keep each other engaged, and avoid Continue reading →

Why Roll Dice? Two Misconceptions

Maybe some of you have seen something like this before:

Player: “I want to see what’s behind this bookshelf. I hit it with my axe. I get a 3 on my attack roll.”
Storyteller: “Well… that doesn’t seem very effective. The bookshelf doesn’t move.”
Player: “Okay, I swing at it again. 5.”
Storyteller: “…”
Player: “Not good enough? I try again. 1.”
Storyteller: *Sigh* “The bookshelf falls on you. You take 6 damage.”

These rolls are boring, and this scene is a clear failure in my eyes. Not on the part of the PC, who can’t get a break with that bookshelf, but on the part of the storyteller and the player. It plays into two misconceptions that crop up in RPGs, either of which can Continue reading →

Binary Success and Failure in RPGs, Quick Thoughts

Many popular RPG systems measure success (or failure) as a simple binary. For example, by a strict reading of D&D 5e’s rules, either your character is successfully sneaky or they’re not: there’s no middle ground. There’s no benefit for being exceptionally stealthy, and there’s no real penalty for being exceptionally not-stealthy. Thus, there’re no degrees of success or failure. Every test is pass or fail.

This streamlines resolution of tests, and has the benefit of being fast and simple. But it also misses Continue reading →

Killing PCs, a quick reflection

Years ago I wrote a piece called “And Then You Die: A Good (Character) Death.” I’ve been thinking more about it recently, because two of my players’ characters died in the last session of D&D that I ran.

Did I actually follow my own advice? Continue reading →

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.

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 →

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.