Tuesday, August 16, 2011

Confessions of a Dictator

I began running games in the manner which I assume that most people do. No one else wanted the job, I was fourteen. A decade and change later I've found myself in a constant state of preproduction and always searching for my next game project. This has lead to a certain amount of accumulation of material which I've either posted or stowed away in a notebook.
I encountered a notebook I hadn't written in for about six years which contained conceptual work for long running crossover epic. Scheduling being a slippery whore means much of this stuff stays shelved. Another thing I noticed, rules. Modified rules. Tables. Terminology. All for the Storyteller system, which only survives on my tabletop in the form of a five year old game of Mage the Ascension. Mods above, do I like to rule and codify. To me its all about the immersion and connection to the mechanic of the rpg. In any rpg you've got the setting and narrative you're attempting to achieve, the mechanic should be designed convey this through the stats and dice. There's not a game I run I haven't changed up the rules for in some regard to try to do this very thing.
Here's a tidbit I put together for my Storytelling System Call of Cthulhu one shot.
New Derangements
Glossolalia (mild): Someone who suffers episodes of glossolalia occasionally has periods of time in which he becomes unable to communicate in his own language. In place of his native language, he speaks some bizarre tongue that has no origin in the known world. No one around her is able to understand it. This itself can be a cause of frustration for the sufferer, and may well cause a conflict with other derangements.
Effect: The effect is straightforward in that no one who has any verbal conversation with the character undergoing a spell of glossolalia can understand him. While people familiar with the language in question might be able to recognize it, they won’t be able to comprehend anything the character says. Whenever a character with the glossolalia derangement spends a Willpower point or encounters a specific stressor (determined by the player), that character’s player should roll Wits + Composure. If the roll succeeds, the derangement remains inert. If the roll fails, the character speaks in an alien tongue for the duration of the scene.
Stressed Atavism (severe): While glossolalia might cause the  character to temporarily lose higher speech function, stressed atavism causes her to shut down completely reverting to a sort of 'primal' state or 'lizard brain'.  The character flies into a  psychotic rage, flees, or cowers until the perceived 'threat' passes.
Effect: While the player should work out any threats that might are specific to the character.  For example a professor might find a  challenge to his tenor counts or a woman finding her boyfriend in bed with another woman. But obvious physical confrontations  are acceptable conditions.  In either case the character should roll Composure + Resolve. On a failure the character succumbs to base instinct unable to perceive other beings as anything other than moving shapes that his instincts guide him to attack. He attempts to destroy any potential target he can see, friend or foe. (The Storyteller determines who the creature’s targets are randomly.) He feels no pain and typically keeps attacking one until it is rendered unconscious or killed, and then moves on to the next available target. This berserk state lasts until the end of the scene or the character suffers a wound in one of his last three Health boxes (when he would normally suffer a wound penalty). At this point, the instinct for self-preservation takes over.  He is subconsciously aware of his danger, however, and is overwhelmed by the instinct to survive at all costs, an instinct that takes the form of pure fear. He runs as quickly as possible away from the source of the trouble. A fleeing  person with Stressed Atavism attacks anyone who impedes his flight, although this is more with the intention of driving them out of his way than killing them. Once the character reaches a safe hiding place, he remains there until the episode passes (typically until the end of the scene).
Sadism(mild): A character with sadism enjoys the misery and pain of others.  Whether it be an abusive relationship, taking a physical competition too far, or publically embarrassing a rival, the character has a sense of power and entitlement that comes with knowing they simply can.  Whenever the possibility arises to harm another, either through mental, emotional or physical means and usually at the character's own benefit the player must roll Composure + Resolve to resist doing so.  This does not preclude any degeneration rolls although generally speaking the character doesn't want to kill anyone…yet.
Antisocial Personality Disorder (severe; extreme): Those with antisocial personality disorder no longer subscribe to social norms.  They certainly don't believe in right and wrong.  Their conscience is so submerged that they are desensitized to any normally inappropriate or unacceptable acts.  They are practically automatons, emotionless, and cruel. Nothing tells them not to lie, steal, or kill. Morality to them is a single shade of grey. Any action is typically justified in some matter so the character feels little in the way of guilt.
Effect: The character suffers a -3 penalty to all Social rolls as their cold and distant nature unsettles anyone (save maybe those with Morality of 4 or less) they encounter.  Also they are incapable of succeeding on any rolls that require Empathy, they simply cannot find any correlation between themselves and another human being. This does not preclude any degeneration rolls, while the character may not find merit in social norms abandoning such structure leads to madness.

2 comments:

  1. I've always enjoyed a little personal tweaks to games, and I have always enjoyed the incorporation of neuroses in games, usually it involved us players rping the neurosis but it's always added a little something to the experience. I like to see benefits and downsides to these things.

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  2. Being rendered incapable of speech or flying into a psychotic rage are two staples of Lovecraft. 'Rats in the Walls' has the narrator kill his companions in a frenzy of violence, Danforth in 'In the Mountains of Madness' is rendered unable to speak anything but mad gibberish. The standard World of Darkness derangements fail to cover either case. I revived the two latter derangements from Hunter the Reckoning.

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