When I put together my various History of Horror RPGs lists, I found myself trapped a little. The earliest lists had plenty
of room- I could get several years of publications on one list without too many cuts. But as the pace of publishing accelerated, I had to take
smaller and smaller snapshots. I decided I wanted no more than 25 items on a
list, to keep it manageable if I could. Eventually that meant cutting some
things and only mentioning them in the header. However a number of interesting items I just missed in my initial go through. I could simply
tack them on to entries, but I decided to look at these sneaky and edge-case
rpgs. As always, I hope I've provided value-added commentary to
these entries.
This early rpg I remember seeing in various magazines, but
never actually on game store shelves. In Witch Hunt players can either
be a coven of witches in 1690's New England or a group of Magistrates. Each
offers a radically different campaign. Witches cast spells (and doing so while
remaining alive gains them experience). That means that the supernatural is
real in the setting, an assumption setting the game logic. The process of Witch
trials takes up a significant chunk of the rules. Is it horror? It is a
marginal case- a game which lends itself naturally to those themes but which
could easily be played cold and straight. I think it could be used to represent
a certain kind of existential horror- with the threat of accusations,
punishment, and the actual presence of dark powers as a factor. Witch Hunt
is one of the earliest non-Medieval history games as well as one of the
earliest horror games.
2. Cthulhu
Invictus and Others
In collapsing Call of Cthulhu, as produced by
Chaosium, down to one early entry, I missed a number of interesting and
distinct flavors. Of course there's Cthulhu Invictus which covers
running CoC in the Roman Empire (you can see my review
of that here). But you could also argue that H.P.
Lovecraft's Dreamlands (1st, 2nd & 3rd Edition) represents a very
different take on the Mythos- with other sources for fear and horror. Other
time periods are less distinct- Cthulhu Now and Cthulhu
by Gaslight 3rd Edition. Cthulhu Rising
and End Time
both offer future takes on CoC. Then there's the alt-history Steampunk version
given in Queensguard.
Perhaps some groups might even want to play as cultists using Dark Mirror. Is
there any genre that doesn't benefit from the insertion of Cthulhoid tentacles?
(Laser Ponies
or Bunnies &
Burrows perhaps?)
3. Over the Edge
(1992)
Over the Edge's a game I don't consider explicitly
horror, but which offers horror themes as one of many approaches. Looking
through the various OTE adventures suggests writers touched on horror,
suspense, and terror themes more than the classic spy and conspiracy elements
from the core rules. Al
Amarja has elements of alien horror (the Kergillian Conspiracy),
supernatural (Satanic Conspiracies), and scientific experimentation gone wrong
(the Boradcast Drug). Gamemasters can head in several directions- directing
groups more as troubleshooters and runners. But I think the game setting lends
itself to horror stories strongly. Over the Edge is about being a fish
out of water and facing things you can't explain. You're trapped and pursued
and out of your league. That's a potent cocktail for fear.
4. Mage:
The Ascension (1993)
I left Mage: the Ascension off my original list
because I'd never thought of it as a horror game first. Unlike the other oWoD
lines- Vampire, Werewolf, even Wraith, it seemed to have
another purpose. This was a game about personal ascension against authority-
authority being defined as society, the adversarial Technocracy, your elders,
and even reality. Certainly a lot of Mage's later materials for the second and
revised editions follow that approach. The Revised versions of the Tradition Books
and the Mage
Storytellers Handbook (Revised Edition) play with that much more. It
becomes more of a philosophical sci-fi game, playing with reality in a PK Dick
or metafictional way. But at least one commentor said that they'd always seen
and played Mage as a horror game. Looking back, there's lots of material
in the early line turned towards that end: crossover books, The
Book of Shadows: Mage Players Guide, and The
Book of Madness (1st Edition). I think WW pitched it that direction at
first but as the game line evolved, different hands steered it in a slightly
different direction.
In my searches a couple of generic books oddly ended up
absent from my list because they didn't pop up under gaming material. Spooky:
The Definitive Guide to Horror Gaming, for example, comes from the
publishers of QAGS,
but is system neutral and convertible. It presents a wide-scale guide to horror
games. Spooky breaks into two parts- the first focusing on playing in a
horror game and the second on running one. For a really thorough review of
this, please see Ideal
for a Horror Adventure, Good for a Whole Lot More.
6. Mortal Coil (2006)
Describing itself as simply "a supernatural
role-playing game," Mortal Coil doesn't have to be horror, but it
offers a deep bench for that genre. The game itself is a toolkit for building
any number of different fantastic games. Players and GM collaboratively create
the setting, tone, and world they wish to play in. Together they craft a theme
document defining elements within the story. As you can imagine when tossing
around supernatural concepts, horror rises up to the top. Several
horror-focused campaign frames have been released for the game. More
Things in Heaven and Earth: A Campaign Frame Compilation brings
together many of those.
7. Panty Explosion
(2007)
A pretty dire oversight on my part, Panty Explosion
is the game of psychic schoolgirls. While not strictly horror, it certainly
aims that way. Characters deal with both life and monsters. Many anime (hentai
and otherwise) present these kinds of characters battling the forces of
darkness. Those stories can be more or less dark. For cinematic versions, think
Momento Mori, Blood: the Last Vampire, Machinegun Girl,
and the creepily effective House. In video games, there's Clock Tower as
inspiration. The original Panty Explosion has a striking and dark cover.
The new Panty
Explosion Perfect looks much more cartoony, and less interesting to me.
That's an odd design choice, but it may be intended to open the game up to a
broader audience.
8. The
Day after Ragnarok (2009) and Others
Ken Hite:
There are several excellent Hite horror games present on my history lists, but a number ended up dropped for various reasons. The Day After Ragnarok is one that probably should have been on that list. It is an edge case- aimed at action and pulp. But it also presents a unique take on survival horror with an alt history and supernatural bent. You can see my review of it here: Götterdämmerung Now. For more sources of alt history and horror see Hite's more than excellent Suppressed Transmission: The First Broadcast and Suppressed Transmission: The Second Broadcast.
I also left off Nightmares of Mine a systemless horror supplement which Hite eventually folded into GURPS Horror (Fourth Edition). He also crafted Dubious Shards, a book offering a several different looks at gaming the Mythos. Atomic Overmind Press published several other Hite-crafted explorations of Lovecraft Tour de Lovecraft: The Tales and Tarot of Cthulhu: Major Arcana. GURPS Infinite Worlds: Worlds of Horror also deserves a mention on the list. Finally Hite also contributed heavily to the marginally horror rpg, Nephilim.
There are several excellent Hite horror games present on my history lists, but a number ended up dropped for various reasons. The Day After Ragnarok is one that probably should have been on that list. It is an edge case- aimed at action and pulp. But it also presents a unique take on survival horror with an alt history and supernatural bent. You can see my review of it here: Götterdämmerung Now. For more sources of alt history and horror see Hite's more than excellent Suppressed Transmission: The First Broadcast and Suppressed Transmission: The Second Broadcast.
I also left off Nightmares of Mine a systemless horror supplement which Hite eventually folded into GURPS Horror (Fourth Edition). He also crafted Dubious Shards, a book offering a several different looks at gaming the Mythos. Atomic Overmind Press published several other Hite-crafted explorations of Lovecraft Tour de Lovecraft: The Tales and Tarot of Cthulhu: Major Arcana. GURPS Infinite Worlds: Worlds of Horror also deserves a mention on the list. Finally Hite also contributed heavily to the marginally horror rpg, Nephilim.
9. Cthulhu Vice
(2009)
Generally I left self-published, web-published or amateur
publications off my lists. But I have to call out this concept as the greatest
genre mash-up I can imagine: Miami Vice meets Call of Cthulhu
(using Savage Worlds). The subtitle is "Neon-Nightmares in a
Neo-Noir Pastel Paradise." And of course we're not talking a real-world
version of Miami, but a crazily artificial one created for television. That
means you can play up all the tropes and stereotypes to the hilt. My wife's
reservation is that she never wants to play a Lovecraftian horror game in which
the characters go around in less than optimal footwear. Flip-flops vs. Fungi.
10. OZ:
Dark & Terrible (2010)
I'm putting this here in hopes that someone can give me a
better sense of how dark this setting is. It does seem to be a grimmer and more
adult version of Oz. We've seen other rpgs for Oz (Adventures
in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road for example).
There have been adult reimaginings as well in comics, television, video games,
toys, and movies. We've also seen other children's stories turned into horror
rpg fodder (Grimm, Wonderland
No More: Adventures in a Wonderland Gone Wrong). So the question is how
much this game is simply gritty and how much it actually goes for horror? I can certainly imagine it done creepily- which may say more
about me than the product.
11. Mississipi:
Tales of the Spooky South (2011)
A french rpg, the website (with a Google translation and a
couple of fixes) states:
"United States, 1920. The Ku Klux Klan opposes whites to blacks in Mississippi and Arkansas. Prohibition opposes federal bootleggers and mafia groups still present in Louisiana. But on the banks of the Mississippi, it is another battle that is playing. The Devil extends its darkness over the region. It is said that the Quimbanda branch Evil Voodoo, agreed with him. Soon, together they will reach their goals. Unless ... Anonymous heroes stand against this danger. In them, they are Bluesmen, capable of exorcising demons. Do not take lightly the folk song which tells of the coming of the Devil to Georgia, his proposal to a musical duel with a genius violinist, and his offer of a fiddle of gold against his soul when defeat. This song says at the end, the devil was defeated. Humiliated, he vowed to return for revenge. It also talks about music and pact of friendship and adventure, demons and spirits of Voodoo ... This is the Legend of the Mississippi: the Tales of the Spooky South."
Not sure exactly what to make of that. It reminds me a
little of Hoodoo
Blues the Role Playing Game. I have to wonder exactly what the players
do in such a game and who they are.
12. Shelter In Place
(2011)
I don't LARP- but I admire the creativity and effort that
goes into such games. The closest I've ever come to that has been an AMBER
Diceless Role-Playing Throne race I ran with a large throng and the
session of Grace
Under Pressure I ran with several rooms. Shelter in Place is a
recent LARP for playing out the zombie apocalypse. Players can begin as zombies
or surivors. The game includes a mechanic for tracking and raising tension
among the remaining humans as civilization crumbles. It looks like a pretty
interesting and doable game- I may have to track this down. It would be fun to
put together as an event.
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
On the subject of Oz: Dark & Terrible: As presented, it has too much grey to be fully dark. But it wouldn't be too hard to crank up the dark if you wanted to.
ReplyDelete(PS: Thanks for mentioning Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road.)
I played Cthulhu Invictus for the first time a couple of months ago, and I was surprised at how fresh and new it made Call of Cthulhu seem; it felt like I was playing the game for the first time all over again.
ReplyDeleteI don't have a group with a historical bent, but eventually I hope to get that to the table in some form. I'm glad to hear it offers a fresh take on the genre.
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