Play games. Tell stories. Have fun.

Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Friday, October 9, 2015

In the Vaunted Halls of Heaven

A couple of weeks ago, I went to Twitter and asked folks to send me very specific fiction genres.
"Call me Slamdrew. Dr. Dunkenstein was my father."

I don't know what I expected, but these are two of the responses I got:

I guess I asked for that, right? To be fair, it's the kind of response I would have given if someone else had asked. I asked a question, and those were legitimate answers. Unfortunately, the reason I was looking for fiction genres in the first place was so that I could do another genre mash-up.

So, here I am with two genres, much more specific than I had anticipated, and a self-set goal of combining them. Now, I did get some other suggestions, and I could have used those. But to me, that would have been taking the easy way. No, I would take on this challenge, and I would beat it.

In case you haven't figured out where this is going yet, spoiler alert: I did it. After several false starts, I managed to reconcile these two genres into a single, brilliant (if I do say so myself) idea. You're welcome.

In the Vaunted Halls of Heaven

In 1966, at the height of the space race, the USSR sent up a dozen capuchin monkeys in secret in the Voskhod 3 as part of a long-term viability test. Unfortunately, they lost contact with the spacecraft and assumed that the life-support systems had failed alongside the communications array. The government erased all records of the launch of the spacecraft and cancelled the Voskhod program.

Over the next 100 years of space travel and exploration, the little USSR pod went unremarked. The Russian government had projected when and where it would return to Earth, but either the calculations were lost or there was no one around to keep an eye on them, because when the Voskhod 3 did not descend from orbit, no one noticed.

Aboard the Voskhod 3, the monkeys not only survived, but thrived. The experimental atomic reactor kept the station going, but the small, steady aura of radiation induced strange mutations among the capuchin population. Their lifecycle shortened, and mutations quickly led to a much more advanced creature than was sent up. In only 30 years, they were already developing noticeable intelligence and advanced society.

By 2066, the capuchins aboard Voskhod 3 had evolved human-level intelligence and had begun collecting orbital debris to expand their own craft. When they observed a series of bright flashes, followed by a cessation of all electronic signals, they understood what had happened to the humans below: global thermonuclear war.

They were shocked, then, when in 2076, they received a new signal from the surface. The capuchins had long ago developed their own language, but they still spoke several major languages of the humans. But, although the signal came in a human language, the message was not human. In their rush to save themselves, the humans had developed very advanced nanoscopic technology. Unfortunately for them, they were still in the testing phases when disaster struck.

The beings on the other end of the signal were lab rats and mice that had been successfully augmented by the nanotechnology and had survived the destruction of human civilization. However, though these rodents were intelligent, they lacked the century of experience and cool reasoning that the capuchins had developed. The rodents believed that their nanotechnology was magical, and that they were now in contact with divine beings.

After much debate among themselves, the capuchins decided not to clarify the rodents' mistake, and assumed the mantle of deities. They had amassed a significant quantity of surveillance equipment, so they could look down on many parts of the world below, and even see through the layer of dust that coated the atmosphere.

Another 20 years passed in this way, with the nanotech-enhanced rodents spreading across the mostly barren surface of the Earth under the guidance of their heavenly guardians. But the capuchins were busy with their own projects, and while they did observe and influence the rodents, that was not their greatest focus.

Perhaps they had learned too much from humanity, or perhaps all civilizations are simply doomed to fall to their own hubris eventually. The last divine message was sent simultaneously to all magicians around the world: "Heaven is under attack. Ascend through the skies and come to the aid of your gods." Along with the message, the gods delivered blueprints and a location.

It has been months since the last mouse prophet or rat wizard was able to make contact with their gods, though their magic still works. Now, a team of brave warriors, clever tinkerers, stealthy (hopefully reformed) thieves, powerful mages, and wise priests are ascending to heaven in the divine craft to find out what has dared to attack their gods.

Can they survive the dark, echoing halls of the strange space station built by the capuchins? Are any of them still alive? And what bizarre experiment caused the station to deliver its final message, an automatic SOS?

Thursday, July 9, 2015

More Genre Mash-Ups

As I have said before, I love crossovers and mash-ups. Whether you're talking about two IPs being merged together or simply a story that calls on multiple genres. There are all kinds of great reasons to use genre mash-ups: to compare the societies of two distinct time periods (like noir and American West), to take current political ideologies to their extremes (dystopia and political thriller), or just because you want to see a cyborg hacker wielding a laser sword fighting a giant robotic monster (transhumanistcyberpunk, space opera, and kaiju).

Some genre mash-ups are so common that they are already existing genres themselves (like epic fantasy or science fantasy or post-apocalyptic survival horror). But that doesn't mean that there isn't room to explore within those genres. If you can extricate the separate aspects of the base genres, you can recombine them in new and/or exciting ways.

With that, I present to you another collection of genre mash-ups.

Genre Mash-Ups

Vikings in Hell: Maniacal Vikings set sail for the afterlife to rescue the chief’s daughter from the Devil himself. (epic / fantasy)

Regime of Steam: Queen’s Elite were spies, until National Tinker’s Party came to power; now they’re steampunk dystopia fugitives. (political thriller / steampunk)

Web of Dreams: Outcast demigods eat lotus blossoms to enter the Dreamworld and undermine the Pantheon and its corrupt gods. (mythic / cyberpunk)

Bodies and Minds: Doppelgänger invasion is preceded by radiation burst that triggers psychic abilities in 0.01% of the population. (sci-fi / paranormal)

Achilles’ Eleven: Reborn mythic heroes must steal ancient relics from a globe-spanning criminal organization. (heist / mythic)

War of the Worlds – 65M BC: The asteroid was an attack! A ragtag team of sentient dinosaur survivors fights Venusian invaders. (alien / prehistoric)

Horror Among Thieves: The Thieves’ Guild steals relics from around the world to fight a secret war against the Old Ones. (heist / fantasy / survival horror)

Spaceships, Spies, and Spells: Near-future spies wield tech and magic against the alien invasion going on in the shadows.  (spy-fi / fantasy / sci-fi)

Tuesday, May 26, 2015

Modern Monsters

I'm a fan of the urban fantasy and modern horror genres. That would include (in my book) shows like Supernatural and books like Inner City: Gargoyles. If you're a fan of that kind of work in those genres, today's table is for you. And even if you're not a fan, you can always drop a monster into your modern espionage game for a Halloween session* or tweak it a bit and add it to your fantasy setting.

Spring-Heeled Jack: A leaping legend from suburban London, the spring-heeled jack is so named for his incredible jumping ability. This figure is often described as wearing a dark coat or cloak, or even as having black wings. Some legends give him sharp claws, glowing red eyes, and even the ability to breath fire. Other legends mark him as much more human, saying that (other than his hideous wings) he looked very gentlemanly or that he could speak proper English. In the early twentieth century, spring-heeled jack made the leap from the England to New England as rumors spread of sightings along the north Atlantic coast.

This creature could make an appearance in an urban fantasy campaign as an antagonist who leaps into the second or third stories of homes and terrifies inhabitants before leaping out again. Perhaps it feeds on fear or even simple mischief, since there are few accounts of spring-heeled jack doing anything truly monstrous.

Servant of Sobek: Sobek was a god of fertility, kings, and charms in ancient Egypt, but he still influences the modern world through his servants. Sobek often took the form of a man with a crocodile head, and his servants take the full form of crocodiles. Every year there are sightings of alligators in the sewers of large cities; to the untrained eye, an alligator and a crocodile can look similar, and, indeed alligators are native to North America, where most of the sightings take place. Really, though, these are the servants of Sobek, using the sewers to move from place to place with ease as they go about the tasks set for them by their god.

The servants of Sobek work best in an urban fantasy campaign that features other mythological deities, especially other ancient Egyptian gods. The servants of Sobek follow the mysterious orders of their god, but they occasionally attack a lone human wandering in the utilities system. Rarely, these creatures may even enter a home through the sewage system, if their master so commands it.

Vulpine Spirit: These ghostly foxes are native to North America and are quite different from the kitsune spirits of China and Japan. A common figure among sleepwalkers, lucid dreamers, and those with seemingly prophetic dreams is the appearance of a shadowy foxlike spirit. The vulpine spirits are not violent themselves, but they are frequently a portent of impending danger. Sightings of vulpine spirits are virtually impossible to confirm because those who claim to have seen it are usually dead within a week.

The vulpine spirits fit into urban fantasy campaigns with other ghostly spirits, but they could also make an interesting detour from physical monster hunting. If the vulpine spirits themselves are not dangerous, why do they portend death? Perhaps they are themselves fleeing a more powerful and dangerous devouring spirit, and they appear to dreamers either to plead for help or to offer sacrifices as a distraction to the devouring spirit that chases them.


*Yes, I know I'm writing this in May, but it'll be Halloween once a year, every year, for as long as this site exists.

Monday, April 20, 2015

Random Encounters: Horror in the Old Manor

Generally when you run a horror game, you want to be very prepared. Horror is a tough genre to GM in most systems because players tend to be immune to fear. If you're running a game like Dread or a well-executed Cthulhu mythos game, then you've (hopefully) already mastered inflicting fear upon your players.

But what if you're just running a one-shot game with a haunted manor? Or if your PCs decide to leap off of the beaten path and investigate the abandoned keep a few miles outside of town before you even know what's there? In that case, I'd suggest rolling a few times on the three tables below.

In fact, I hope that these tables can inspire even the most seasoned GM to create a new and delightfully frightful encounter for her players.

Creature

1. Something is thumping from inside the cabinets along the wall.
2. A dark shape darts around the corner just as you enter the room.
3. A cracked mirror shows something standing right behind you.
4. Hot, thick saliva drips onto your shoulder from above.
5. Sounds of movement are coming down the hall toward you: *thud, scrrrt, thud, scrrrt.*
6. The smell of singed flesh is growing stronger with each step you take.

Environment feature

1. A muffled radio warbles out the time and date, but it's neither accurate nor consistent.
2. The window curtains rustle, though the window is definitely closed and intact.
3. Cobwebs are thick everywhere, except against one miraculously clean wall.
4. Blood seeps up from between the wooden floorboards.
5. Dried, curling wallpaper reveals the words, "the cellar."
6. Dishes cover every flat surface, and each dish contains a single stinking, decaying apple.

Surprise

1. A scream from below echoes through the building.
2. All lights in the area flicker and are extinguished.
3. A blast of hot, moist air blasts through the room, accompanied by a low rumble.
4. The antique furniture begins to smolder and burn.
5. The floor gives way beneath your feet.
6. The nearest door creaks open slowly, and the smell of lavender drifts in from the next room.