Horror rpgs continue to mutate and expand. It order to make
these lists manageable I've had to reduce the span covered and be more
discriminating about items on them. I have a few ideas about the increasing
rate of publication; some I've mentioned before: the internet, dtp
technologies, electronic distribution. Indie Press Revolution gets its start in
this period- I recall tracking a number of new games through IPR. I do think
that more indie games worked horror themes than other tropes, but that's an
anecdotal observation. I suspect that's shifted in recent years especially with
OSR-style indie gaming. The continuing rise of d20-based materials also offers
another reason, but that may reflect a general trend not unique to horror rpgs.
Not sure I can explain the explosion. It would be worth tracking numbers of
products released in these periods generally, but doing so would require making
some tough data decisions- do you include pdf-only products? what about freebie
items? Should you track all items or just core rules? I need to look at Designers &
Dragons and Playing at the World to see if they have any
insight.
The biggest horror-gaming event in this period combined creation and destruction. White Wolf moved on to the new World of Darkness, but they did so by blowing up the old one. The various oWoD lines had complex, contradictory, and opaque metastories running through them. The Time of Judgement series finished off the various lines by offering GMs ways to finish off their campaigns with the end times. Gehenna, Apocalypse, and Ascension finished out the big three lines. Everything else had to make due with World of Darkness: Time of Judgment. The books were mixed- some interesting revelations and ideas mixed with indulgent material. By their nature they closed off imaginative space and possibilities. Those who had invested heavily in the setting suddenly had a choice as the line rebooted: stick with the old, buy into the new, or jump ship entirely. I certainly saw a mix of approach two and three in our area.
The biggest horror-gaming event in this period combined creation and destruction. White Wolf moved on to the new World of Darkness, but they did so by blowing up the old one. The various oWoD lines had complex, contradictory, and opaque metastories running through them. The Time of Judgement series finished off the various lines by offering GMs ways to finish off their campaigns with the end times. Gehenna, Apocalypse, and Ascension finished out the big three lines. Everything else had to make due with World of Darkness: Time of Judgment. The books were mixed- some interesting revelations and ideas mixed with indulgent material. By their nature they closed off imaginative space and possibilities. Those who had invested heavily in the setting suddenly had a choice as the line rebooted: stick with the old, buy into the new, or jump ship entirely. I certainly saw a mix of approach two and three in our area.
As always, I've left off a number of interesting games for various reasons. A
number of "Action Horror" rpgs appear in this time- MotoCaust and Splicers for example.
Both of those are interesting, but lean to action well over horror. For the same
reason I left off one of my favorite sourcebooks, Nocturnals:
A Midnight Companion. It uses horror imagery, but at heart is about
superheroes and pulp action. I also left out The Darkness and Empire of Satanis
because they seem to be focused on different genres. The Farm and Innana's Kiss got
cut despite being interesting based on size and focus. I'm sure I've left
something off, feel free to add a line I missed (if published from 2004-2005).
I've arranged these in chronological order by year. I've also skipped editions
and republications, sticking solely with first appearances.
History of Horror RPGs (Part One: 1981-1990)
History of Horror RPGs (Part Two: 1991-1995)
History of Horror RPGs (Part Three: 1996-2000)
History of Horror RPGs (Part Four: 2001-2003)
History of Horror RPGs (Part Five: 2004-2005)
History of Horror RPGs (Part Six: 2006-2007)
History of Horror RPGs (Part Seven: 2008-2009)
History of Horror RPGs (Part Eight: 2010-2011)
The Year in Horror RPGs 2012: Part One 43AD to ImagiNation
The Year in Horror RPGs 2012: Part Two Kuro to Zed Zero
The Year in Horror RPGs 2013: Part One Abandoned to Infinite Shadows
The Year in Horror RPGs 2013: Part Two: ICFTS to World War Cthulhu
History of Horror RPGs (Part Two: 1991-1995)
History of Horror RPGs (Part Three: 1996-2000)
History of Horror RPGs (Part Four: 2001-2003)
History of Horror RPGs (Part Five: 2004-2005)
History of Horror RPGs (Part Six: 2006-2007)
History of Horror RPGs (Part Seven: 2008-2009)
History of Horror RPGs (Part Eight: 2010-2011)
The Year in Horror RPGs 2012: Part One 43AD to ImagiNation
The Year in Horror RPGs 2012: Part Two Kuro to Zed Zero
The Year in Horror RPGs 2013: Part One Abandoned to Infinite Shadows
The Year in Horror RPGs 2013: Part Two: ICFTS to World War Cthulhu
1. World of Darkness (2004)
The first book from White Wolf for the new World of
Darkness and a smart first step. By creating a set of core rules, isolated
from individual settings, they could establish new lines more easily and allow
players to smoothly move from one game to another. While they simplified the
rules in many ways, World of Darkness remains not exactly a high-crunch
system, but rather one with many rules- and those rules have exceptions, new
mechanics, non-symmetrical systems, and an abundance of detail. WW has always
had a tension between narrative-focus, a desire to avoid player exploits, and
the need to create new sourcebooks and rules. WoD doesn't solve that, but it
does make entry to the system easier.
The setting-specific horror lines using the World of Darkness
'Storytelling' system get most of the attention. But White Wolf has also
produced a number of useful generic books. In the past, those WoD books (like World of
Darkness: Combat, World of
Darkness: Mafia, A
World of Darkness: Mummy (1st Edition)) were narrow throwaways or
grab-bags. New line products like Innocents, Dogs of War, Tales
from The 13th Precinct, Ghost Stories,
Midnight Roads,
Mirrors, Slasher, and Second Sight
actually offer innovative campaigns for the system and solid resources for many
horror gamemasters.
I never bought into the new Vampire. I'd run a pretty
solid Vampire the Masquerade campaign with a beginning, middle, and end.
After that, I'd retired the campaign concept. But I had to admire the skill and
presentation of the new Vampire:
The Requiem. White Wolf developed a smart and unified approach to book
design and layout. Everything looks good and remains distinct on the shelf. VtR
also sets up the approach for the rest of the rebooted lines: players choose a
race (clan, tribe, seeming, lineage, etc.) and philosophy (covenant, auspice,
court, refinement). This allows players to fine-tune the splat they select. Vampire
keeps much of the essential set-up and a few of the terms (like Gangrel,
Ventrue) from the old setting, but replaces others. Most importantly, it
soft-pedals the idea of a meta-story. VtR makes clear that cross-over and
connection between the lines will be secondary, despite the shared core rules.
Most supplements will focus on the core "monster" of the setting.
Cross-over games will get little attention.
Vampire the Requiem has been undercut a little in recent years by a
return to Vampire the Masquerade. The on-again, off-again Vampire
MMO will use the VtM setting, rather than the new one. White Wolf/Onyx Path has
also been publishing anniversary editions and new materials for VtM which have
grabbed attention.
Dread offers a generic system to emulate horror
stories, but with several striking twists. It addresses the central problem of
horror games: how do you ratchet up tension? Classically that's been done with
jump scares, sanity losses, and diminishing hit points. Strong narratives supply
stakes and pressure as well, but that's not often a function of the rules. Dread
uses a Jenga tower
for resolution- a tactile and visceral mechanism. When players attempt
challenging things, they must draw a block. Really difficult tasks may require
drawing more than one. If the tower falls, the player suffers and is
eliminated. The tower's a clock- raising tension and ensuring progress becomes
more and more difficult. I'm amazed at how well it works- and how well the
mechanic generates real dread.
The Jenga system's an awesome innovation which often overshadows the
rest of the game. Players don't have classic character sheets- instead they
have a questionnaire about their to answer at the beginning. Players have
different questions- pushing them in distinct directions. Doing these
collaboratively at the start creates relationships and ties. A player can use
these answers during play to convince the GM that they shouldn't have to make a
particular draw (through skill or experience, for example) or that the draw
should be less difficult. For my experience with this great game, see A Dread Awakening: First Play with Dread.
Winner of a number of indie game awards in 2004, Dead
Inside aims to be a truly existential horror game. Your character has been
or become 'hollow' and empty in their life, but a revelation about the mutable
nature of the world has come to them. That mutable world contains monsters and
mysteries which you cannot unsee. There exist external horrors, but the game
itself deals with your internal struggles. Play is about your journey in that
world, with the possibility of repairing the broken nature of your self.
Given Dungeons & Dragons' pseudo-medieval background,
it's not surprising that there would be rpgs which tried to bring horror to a
historical setting. Vampire:
Dark Ages and the rest of those lines did that extensively- but from
the perspective of the monsters and the empowered. Conspiracy of Shadows,
on the other hand, takes the approach of Cthulhu Dark Ages
which came out the same year in German. The players are simply people in a dark
and brutal time, dragged into the fight against horrors of the night. Choosing
to be different in these times may be just as dangerous as battling the forces
of evil.
The third medieval horror rpg published in 2004 (along with Conspiracy of
Shadows and Cthulhu:
Dark Ages). A few supplements have been produced for Danse Macabre.
The game itself can be downloaded from the Mythopoetic
Games website. This breaks my rule about free pdf games on these lists, but
I think it is striking to see such a narrow sub-genre have this many games
appear for it.
Another alternate history horror game, at least a game which
wants to echo that tone. The game itself presents an abstract setting- the
Town. You play 19th century Monster Hunters, but that's a fairly light dress on
an even lighter set of mechanics. It's a simple approach that tries to emulate
Hawthorne and Stoker. For a short, almost throwaway game, vs. Monsters
has generated a surprisingly number of supplements.
Sine Requie is an Italian RPG presenting a
horror-tinged alternate history. While the horror begins late in WW2, it
differs from products like Weird Wars:
Weird War II. Instead it takes up in the aftermath of the dead rising
from the earth and all manner of unspeakable supernatural things happening. The
Soviet sourcebook describes a country run by a soulless computer, the ultimate
technocratic dream turned to terror. The game uses tarot cards for resolution
rather than dice, but as far as I can tell has not been translated into
English. It has several area sourcebooks (Sine
Requie: IV Reich, Sine
Requie: Sanctum Imperium for example).
A secret order of magically-empowered persons fights back
against the forces of darkness in a modern setting. Blood Games styles
itself as an occult-horror game, with attention paid to the magics which
players can develop. Interestingly it uses a life-path generation system,
relatively rare among horror games. A revised edition of this game has been
published as well, Blood
Games II.
2004-2005 saw the release of a number of d20 horror products.
For simplicity's sake, I've put these generic supplements together in this
single entry. I've also left out the large number of smaller, usually pdf-only
products covering narrow topics. OGL Horror is a toolkit from Mongoose,
part of their OGL
Genre Core Books series. It's a little hard to tell at first, but it is
based on the d20 Modern SRD. It tries to build a new and fairly complete
approach to horror using d20. On the other hand, Darkness & Dread,
from Fantasy Flight also supplies a toolkit, but this time full of ideas for
introducing horror in standard d20 fantasy games. Publishers also looked to d20
as a means of presenting new campaign frames, such as Blood
and Brains: The Zombie Hunter's Guide, Blood
and Blades: The Profiler's Guide to Slashers, and Blood
and Spooks: The Ghost Hunter's Guide from RPGObjects. Those add new
rules and mechanics to help GMs bring traditional horror to the table. Green's Guide
to Ghosts (2005) likewise offers a an approach to ghosts which could be
dropped into d20 modern games. There's also Year of the
Zombie which presents a zombie campaign frame, with room for tweaks and
changes.
Then there's WotC's attempt to bring horror generally to the
D&D 3.5 world (aside from the goofy and "mature" Book of Vile
Darkness). Given that they'd handed Ravenloft over to
Arthaus/White Wolf, WotC had to do something. I always wonder how much horror
one can really add to D&D, especially once players get past a modest power
level. Other D&D-like games, such as Warhammer Fantasy RP manage it
because the game is deadly and has relatively low-powered characters even after
many sessions of play. It makes sense that The EnemyWithin Campaign borrows from Call of Cthulhu; your average WHFRP
character isn't that much more potent than the average investigator.
Heroes of Horror does try to offer advice and guidelines for DMs wanting
to inject horror to their games. It has another version of 'Taint' rules, a
classic fallback for scary fantasy. It also has some discussion of what horror
means. But as expected, it also offers plenty of new rules and mechanics:
feats, base classes, prestige classes, etc. "Haunting Melody" allows
the character to inspire fear through music; the Archivist base class deals
with forbidden lore; and the Tainted Sorcerer prestige class trades corruption
for magic. It's a mixed bag. I read a review of Heroes of Horror on rpgnet,
which made the sharp observation that while games like CoC are aimed at adults,
D&D is aimed at a younger audience. Hence there's a limit to the kinds of
themes it can work with.
The original Werewolf had a strong following in our
area- with several different campaigns happening among disparate groups. Many
enjoyed the power these characters offered, some the complexity of the social
interaction, while others dug the ecological conflict which wasn't as cut and
dry as it appeared. Most players I knew dropped the game in the switch-over.
They'd enjoyed the mythology and story enough that the new version had little
appeal. Werewolf's always offered the most borderline of the WW horror
games. I think it still remains a horror game, with a battle against dread and
awful forces running parallel to internal conflicts about giving in to urges. WW:
Forsaken offers some complexity- a set up less clear-cut than the previous
one. But it isn't a game I hear discussed much.
There had been earlier parodies of White Wolf's Vampire
line and the ethos associated with it, but Bloodsucker represents one of
the most complete and playable attempts. It offers a tongue-in-cheek take, with
supplement items like Cliquebook:
Gothistocrats. It even has secondary lines in the form of Chav: the Knifing.
Oddly this game first appears even as the World of Darkness gets rebooted,
which seems a little late to really seize the moment. A few years earlier when
VtM was in its heyday and the game might have been a lot more relevant.
It took some hunting around before I realized this setting
book for Savage Worlds is based on a series of books. And not a small
series, but one with nine volumes. The Vampire Earth Sourcebook arrived
when there were only four books in the series. As many settings have done, Vampire
Earth drives post-apocalypse straight through to horror. In this case,
aliens known as Kurians engineer the collapse of the world and take over. They
feed on the life energy and auras of humans (ala Lifeforce). The Kurians
have created a number of monstrous races, like more classic vampires and
werewolves, to serve them). It's nice to see some interesting horror series get
rpgs, but these aren't books I'm familiar with. As the internet has expanded,
more free fan projects have adapted settings (some good, some bad). RPG books
like these will need to be stronger sourcebooks offering insight to compete
with that.
This is on my list of settings I've only had a chance to
glance at but want to pick up someday. I usually like the material presented in
Savage Worlds books, as the mechanics don't take up too much space. Rippers
offers Victorian Horror, but with a couple of twists. The players take the role
of monster hunters in a world brimming with classic supernatural foes. In order
to fight against these potent enemies, hunters may equip themselves with
devices or even limbs and organs from the bodies of slain enemies. Of course
they become stronger, but at a cost to body, mind, and soul. That's a cool
conceit- and one which takes Steampunk ideas and subverts them into 'Steam
Bio-Tech.' I suspect some version of this will work its way onto my campaign pitch lists.
I wonder if we should consider alt-history horror as a
particular horror genre or simply a mash-up of two approaches? Dark Millennium
has an 11th century in which the End Times begin. That's an interesting
approach- I appreciate when games take their religious themes seriously or at
least engage with them. Too often rpgs throw angels and devils in there just to
spice up the details. Or the Apocalypse is presented as an action movie. I just
think if you're going to bother to use the background, you should make the most
of it. Dark Millennium has players trying to survive in this new world
of horror. In some ways it reminds me of Clockwork& Chivalry in which a supernatural event has wide-ranging effects
on the world, but people still try to live their daily lives and muddle on.
An interesting toolkit for running many different kinds of
horror games, with an emphasis on modern situations. Dead of Night sets
up many different kinds of threats and offers advice on how to run them. I like
the notion of balance and sacrifice in the rules. Characteristics are paired
up; increasing one requires reducing the other. Dead of Night also has a
player currency in the form of "Survival Points." On the one hand
these represent hit points of a kind, but they can also be spent to invoke
other mechanical effects (gaining initiative, flipping values). I've come to
believe as a general rule rpgs with player empowerment and narrative control
mechanisms- like FATE- don't work as well for horror games. I believe players
ought to have a sense of threat and lack of control to make a horror game hum.
It may be why the funky spend mechanics of something like The Esoterrorists
actually works. Dead of Night makes a smart choice in limiting control
opportunities and forcing players to choose between a opportunities and
surviving another fight. DoN offers some solid ideas for horror GMs,
especially the second edition.
Chris Engle's Matrix Games
offer a brilliant concept wrapped in terrible presentation and proofreading.
The Matrix system gives narrative power to all players, suggesting interactions
between GMs and players can be seen as a form of argument. A player suggests
something happens, describes a method, and then provides supporting reasons
(circumstances, skills, items). Based on the strength of that support, they
roll a die to see the result. We've found it a great method for handling
broad-scale actions in other games. Arkham Terror showcases two horror
frameworks using these rules, more large scale party-games than a campaign.
Both are tongue-in-cheek and use the Lovecraft Mythos only lightly. Still they
show how different narrative mechanics can be applied to emulate horror.
A German horror rpg based on the work of Wolfgang Hohlbein.
He wrote or co-wrote a vast number of novels dealing with Robert Craven, the
Witcher set in the late 19th Century with him often battling against the
Cthulhu Mythos. This rpg updates and moves the action to the 1920's to bring it
more in line with Call of Cthulhu. It offers a sincere pulp take on this
horror tradition.
I've steered away from adding modules to this list, but I
have to make an exception here. The Mountain Witch is a self-contained
rpg and adventure. It combines Japanese lore, monsters, mythology, and ghost
stories to create a compelling narrative. Players seek to destroy the witch of
the mountain but at the same time find their bonds of trust and loyalty tested.
I'm a big fan of Kwaidan and Japanese horror, and I think an samurai
story can be enhanced by these elements. There's a great review of it here: Review:
The Mountain Witch. The Mountain Witch was runner-up for
four different indie rpg awards in 2005.
I recently saw the trailer for Hansel & Gretel
Witchhunters! or whatever that's called. These stories get taken up by
different eras and audiences- sometimes cringeworthy. Schauermärchen
tries to capture a little bit of that feel, and it is closest to Grimm in tone and
approach. The PCs play children trapped in a strange old village with a
nameless horror closing in. It is a impressionistic game, more a poem or essay
than a complete rpg. Still for GMs who run using fairy-tale elements, it is
worth tracking down.
Another game I've had a hard time finding anything about. It
seems to be a horror rpg with a conspiracy bent, at least as the pitch-line
presents it: "Dare you to read this book? The government may not want
you to. Who knows what malevolent spirits this forbidden text might release?
You may be led off the path of righteousness into the realm of the
supernatural. But if you dare, you may now secure your copy of this secret
book, which provides all the rules of reality and beyond. But be forewarned:
this is a 'Majic' project, classified 38 levels above Top Secret, and it is
still experimental, cutting-edge role-playing game material." But
looking at the supplements for it- Ghost Stories,
Triangles of
Terror- Phenomenon seems to be a generic modern hunters against
the paranormal game, ala X-Files.
Lewis Carroll's work has inspired a number of games- Wonderland
No More: Adventures in a Wonderland Gone Wrong, Passages, Adventures
in Wonderland, and is even referenced in Grimm IIRC. Of course
there's also American
McGee's Alice which adds a horrific subtext to the story. Wonderland
uses the JAGS system to create a setting of uncertainty, closer to Tim Burton's
take than to the original. Wonderland itself is a dangerous and infectious
place, twisting those who travel there and changing them. Wonderland's
horror comes from freakishness and uncertainty. It uses insanity, confusion,
and contradictions to unsettle the players. The game does have a meta-plot,
however, showing the intent of the designers to create a lasting setting for
weird fantasy.
As much a sourcebook as an rpg, the Army of Darkness
rpg applies Unisystem to this 1992 film. It has some great ideas for how to
expand the universe presented there, but it also gives guidelines for emulating
events from the movie (building stuff, gathering and training peasants). The
book's put together well and might offer a lighter approach to action-horror,
more accessible to some groups. Of course, one could easily go back to the
earlier films and think about how to bring some of that terror to the table.
Those films had slapstick, but they also offered visceral shocks and terror.
There's slow damnation, taunting, and isolation that I think lends
itself to a small group session.
History of Horror RPGs (Part One: 1981-1990)
History of Horror RPGs (Part Two: 1991-1995)
History of Horror RPGs (Part Three: 1996-2000)
History of Horror RPGs (Part Four: 2001-2003)
History of Horror RPGs (Part Five: 2004-2005)
History of Horror RPGs (Part Six: 2006-2007)
History of Horror RPGs (Part Seven: 2008-2009)
History of Horror RPGs (Part Eight: 2010-2011)
The Year in Horror RPGs 2012: Part One 43AD to ImagiNation
The Year in Horror RPGs 2012: Part Two Kuro to Zed Zero
The Year in Horror RPGs 2013: Part One Abandoned to Infinite Shadows
The Year in Horror RPGs 2013: Part Two: ICFTS to World War Cthulhu
History of Horror RPGs (Part Two: 1991-1995)
History of Horror RPGs (Part Three: 1996-2000)
History of Horror RPGs (Part Four: 2001-2003)
History of Horror RPGs (Part Five: 2004-2005)
History of Horror RPGs (Part Six: 2006-2007)
History of Horror RPGs (Part Seven: 2008-2009)
History of Horror RPGs (Part Eight: 2010-2011)
The Year in Horror RPGs 2012: Part One 43AD to ImagiNation
The Year in Horror RPGs 2012: Part Two Kuro to Zed Zero
The Year in Horror RPGs 2013: Part One Abandoned to Infinite Shadows
The Year in Horror RPGs 2013: Part Two: ICFTS to World War Cthulhu
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