Showing posts with label dark. Show all posts
Showing posts with label dark. Show all posts

Monday, July 7, 2025

The Realm of Gaian Enoch - A Dark, Post-Apocalyptic Fantasy RPG

The world as it was is over. The War of The Ashes rent civilization asunder, and it left nothing but ruin in its wake. There is no time for rest... no time for healing. There are horrors that lurk on the fringes, and which stalk through the wreckage of cities and towns, seeking to devour what's left. This world needs heroes now more than ever... and they are rising from the ashes. Unions of ancient powers with mortal flames burn bright, but will they be able to kindle something to push back the darkness? Or will they just be the last gasp before the fire goes out forever?

If that little piece strikes you, and makes you wonder what the hell it is I'm talking about, then you need to check out The Realm of Gaian Enoch!

Seriously... if that intrigues you, check it out for yourself!

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

A Game of Dark Fantasy in a Broken World


For those who are getting a bit of a Dark Souls vibe from the introductory part of this week's entry, I feel that's not far off in the kind of feeling you should bring to the game. It's not mechanically similar, mind you, but that was the vibe I've gotten the longer I've looked through the game, the art, and the kinds of arcs players will be expected to go through.

And if you haven't grabbed the game for yourself yet, I'd recommend stopping by the Arrowland Games YouTube channel to check out what Tony Rowland, the game's creator, has to say about this RPG!


Though I haven't run the game for my own table yet, I have been keeping a close eye on what its creator is doing, and I wanted to take this week's Monday post to make some more folks aware of this game. Because I have a soft spot for dark and fantastical things, and too many games that go grim are either something that comes around to being tongue-in-cheek like Mork Borg, or it goes for the rules-light approach (and often both). The Realm of Gaian Enoch, though, is something that is definitely giving us all a unique opportunity... if we're willing to step through the doors to take it!

If this game peaks your interest, make sure you go to the Arrowland Games YouTube channel in order to watch the creator's videos (and subscribe to the channel while you're at it), and check out all the releases that have come out for the game thus far:


Being an indie creators is a tough gig, so consider checking out this game and setting to see if we can boost their signal, and get the juice going for future releases!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, June 16, 2025

"May I Enter" Is A Different Sort of Vampire Game (Now On Kickstarter)

The night is dark, and full of terrors... some are nameless things that haunt the shadows, and whisper on the winds. Some, though, are things we know. Things who are bound by rules and laws that can be used to remain safe from them... and in some cases which can be used to kill them. There is a night walker who feeds on the hot blood of the living, who cannot walk beneat the sun, and who cannot cross living waters. They cannot see their reflections, the sights and sounds of faith are anathema to them, and most importantly, they cannot enter without permission.

There have been a lot of RPGs about vampires... but May I Enter really does appear to be something different.

And the answer is, yes you may...

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

So What Is "May I Enter"?


While I would highly recommend folks check out the Kickstarter for May I Enter to get a more complete answer to this, the short version is that it's a game based on Powered By The Apocalyse that takes inspiration from OSR-style RPGs where you all play vampires. However, while there is very much the same dark tone we're all used to in games where players take on the role of these infamous bloodsuckers, in May I Enter the game focuses on vampires who have been Bound. Helen of Troy (yes, that Helen of Troy) laid down a Binding that tied most vampires to a code they could not deviate from. And at the heart of this Binding are vampires who must serve, rather than command. Creatures who must ask, rather than take. And while you have great power at your disposal, and you wish to change the world for the better, you can only do that if others bid you to do it.

So, more "Forever Knight" than some vampire games...

Humans aren't the only things these Bound vampires have to content with, though. There are the Unbound members of their kind who are true monsters, dark fae with their strange word games and unfathomable logic, and a bevy of other things that haunt the dark edges of the world... except werewolves. They aren't real.

And at the core of it all there are primordial vaults that contain ancient, forgotten secrets that your vampires will need to recover... both to use them as tools, and to keep them out of the wrong hands. And these vaults often act as parallels to what is happening in the world above, invoking the ancient alchemist's balance of As Above, So Below... or perhaps it's the other way around?

So if you're someone who likes the idea of a vampire game, but you want something with more streamlined mechanics, a unique world setup, and where you get to play monsters who are trying to be the good guys without people looking down their noses at you, I would highly recommend checking out May I Enter. The Kickstarter has a few more weeks at time of writing, but don't let it pass you by!

Also, if the name Josh Heath looks familiar to you, and you're a fan of the game Vampire: The Masquerade, you've probably seen some of his other work before. And if you haven't (but would like to), I'd definitely recommend taking a look at the Dark New England Bundle, which has 5 one-page chronicle jumpstarts for your World of Darkness game!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Wednesday, November 1, 2023

Myrrorside- A Horror Experience You Should Definitely Check Out

While the Halloween season is officially over, there is one, last item on my to-do list that I've been meaning to cross off. And since I don't want to be haunted by a review I didn't get around to, I figured there's no time like the present. So if your need for a horror game hasn't left you quite yet, and you still haven't tried anything that's really scratched that itch, let me invite you to take a walk with me.

... a walk to the Myrrorside.

It's wild out there, trust me.

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

So Just What IS Myrrorside?


The world around us seems solid enough, at a glance. And in the light of day, all the myths and whispers about people who've disappeared, or monsters crawling out of the shadows, seem ridiculous. There are some places, though, where the boundaries wear thin, and where one might find themselves falling through a hole in the world. A hole that tumbles them into a place where everything is upside down, and where the normal rules of reality don't make sense. A place filled with the hostile, and the alien, where the comforts of logic and science crack apart, and where dark magics and terrible legends reign supreme. It is a place where nightmares stalk, where the currency is screams, and where terror is the only feeling that can survive.

A dark reflection of the world we know, this place is the Myrrorside.

It is a grim world full of horror and dread.

As a setting, Myrrorside puts me most in mind of Changeling: The Lost, though with heavier doses of Beksinki in its makeup. Not only that, but characters are even more at risk, since they are assumed to be normal mortals who have stumbled through the darkened mirror, and found themselves on the other side of reality. A place where monsters dwell, and where true horror stalk their steps. If they survive long enough they might grow wise to the ways of this place, and perhaps even learn some of the tricks known to the creatures who reside here. Of course, those who remain too long may find themselves unable to return back to the mortal world, finding that in their attempts to merely survive they've grown too adapted to the Myrrorside to ever leave.

Adding into the horror, the Myrrorside is accessed through places that have endured great tragedies, and suffering. Sites of mass violence, torture, senseless crimes, and other places that usually end up with the label of haunted are often the thin places in reality where one might step through into this dark and dreadful realm. Or, almost as bad, these are places where residents of the Myrrorside might emerge, hungry, and looking for prey... or just to lay hands on a piece of the mortal world before their time runs out, and they must return to the terrible place they call home.

Maybe your players fell through a hole in the world, and they're trying to get out again. Maybe a monster is stalking their home, or their neighborhood, and they have to figure out how to send it back. Perhaps they wind up in a psych ward where no one believes the patients' panicked screams about the things living in the walls. There's all sorts of ways this game could go, depending on how creative you want to get.

How Does It Play?


Regular readers know that, generally speaking, I'm not a fan of rules-lite games. With that said, Myrrorside bears a strong resemblance to Savage Worlds, which is about as rules-lite as I'm willing to go when it comes to sitting down and rolling the dice at my own table.

Like most RPGs, Myrrorside gives you a list of Attributes, and a list of Skills, and like Savage Worlds each one of them has a die type ranging from 1d4 to 1d12. When you roll a check, you roll both applicable dice (Attribute and Skill), and take the better result before adding any appropriate modifiers. 0 is considered a Pyrrhic victory, where you do what you wanted, but there's complications. A -1 is just barely failing to do what you wanted. +10 is considered a monumental success. -10 is considered a colossal failure. If you come into a situation where you don't have a particular skill then you can often roll just your Attribute die, and hope for the best. Additionally, you may have situations where you gain Advantage and Disadvantage, and it works the same way as in DND 5E; except in this game you might be rolling 4 dice and choosing the best of your results.

The last thing that makes it really similar to Savage Worlds, to me, is that there's no hit points. I know the SWADE system isn't the only one that does that, but it sort of goes with the comparison. Where Myrrorside innovates is that you can go down levels physically, psychologically, and socially, meaning that you can injure your body, your mind, and your reputation, which can make for interesting challenges as the tale unfolds. And of course your body heals faster than your mind, which heals faster than your social standing... particularly among those who call the Myrrorside home.

Consider Giving It a Try!


The usual warning for content here, Myrrorside is not a game for the faint-hearted. It really embraces the horror aspect, and from the eldritch to the splatter there's some stuff in here that might be disturbing for some gamers. So before you crack these covers, take a deep breath, and make sure you're in the headspace for a game that can get bleak if the dice aren't with you.

If that sounds like your cup of bloody tea, though, then grab a copy of Myrrorside, as well as The White House, an adventure that will really grab you, and suck you into the setting for your first time!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Daily Motion channel!. Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, May 29, 2021

If Your Character Has An Edge, They Also Need a Point

Every one of us, as a gamer, has gone through an edgy phase. Whether it was because we read Frank Miller's work on Batman, or we had an abiding love of the Punisher, or we'd just seen Watchman and loved Rorschach as a character, we tried to bring some of that into our games. There is a reason, after all, that the Marquis de Edge is the first entry on my list The 5 Eye-Rolling Rogues You Meet in Your Gaming Career.

Two edges, but you still need a point.

However, there is a little piece of nuance that I think we often forget when it comes to the discussion of so-called "edgy" or "grim" characters. It's that, much like the media that inspired them, the really successful ones have a point they're trying to make. It's only when that point is absent that the concept falls apart, or starts moving into unintentional parody territory.

So I thought I'd talk about that this week.

Also, if you haven't signed up for my weekly newsletter yet, you should consider doing that! It puts you on top of all my latest releases, new blogs, fresh novels, and more. Lastly, if you want to help me keep Improved Initiative going, consider becoming a Patreon patron today... it really helps a lot.

The Iron Age of Comics, And Edgy Characters


If you weren't a big fan of comics in the 1990s, then you might have missed the Edgining, or the Grimming of the medium in the wake of both The Dark Knight Returns and Watchmen by Frank Miller and Alan Moore respectively. The former comic took the character of Batman to a new level, as an aging Bruce Wayne comes out of retirement to fight a new breed of criminal with progressively harsher and more demented tactics (most of which got spliced into Batman V. Superman). This culminates in a fight with Superman, Bruce faking his own death, and then training a new generation of Batmen to continue the fight for him. Watchmen was originally going to use a bunch of characters that had been acquired by DC Comics as a deconstruction of the superhero genre, essentially showing the sorts of damaged people and fractured psyches that would exist behind the mask, but DC wouldn't go for it so Moore made his own thinly-veiled versions of those characters as an extra layer of middle finger.

Case in point.

These comics had a massive impact on the medium, going to unique places as they explored the genre of superheroes in ways that hadn't been done before. They acted as the counterpoint to heroic narratives, and showed an underlying bleakness that resonated with readers in a profound way.

What happened next is what always happens next... the tide of imitators began to crash upon the shores.

If you dig through the 90s, you'll find a small ocean of content trying to capture the lightning in a bottle of the foundational titles. Characters like Cable and Deadpool are good examples, but so are the stories of Spawn. Characters who already existed, like the Punisher and Wolverine, were taken to ever bleaker, darker storylines they hadn't been allowed to be a part of before. It seemed like every writer and every artist was chasing that high mark Miller and Moore had laid down, each in their own way.

Some of these tonal imitations were pretty good. The re-invention of Daredevil into a tortured soul trying to balance his more violent desires for vengeance (and giving us the whole Man Without Fear arc) is an example of when this worked. But a lot of titles and stories just devolved into nihilism and brutality, filling pages with empty spectacle that sort of pretended it was trying to be about something, but never really got beyond the belt pouches, bullets, and blood.

What This Has To Do With RPGs


Art doesn't happen in a vacuum, and the explosion of grim, dark, and edgy content that lasted from the late 80s to the early 90s had a pretty notable effect on RPGs as well (not the least of which was the surging popularity of the World of Darkness, which is still with us today). And while there have been plenty of unique settings and games that use grim or edgy content as a vehicle for exploring deeper issues, or to act as a counterpoint to prevailing narratives in storytelling, there are also a lot of games that were just edgy for the sake of being edgy.

Sort of a tabletop version of how Dark Souls gave us deep, impactful worldbuilding, grim storytelling, and an utterly unique challenge and atmosphere, and that spawned an entire genre of imitators, many of whom captured the look but missed the point.

Die, die, die again... but is it a statement on the futility of heroism? Or just punishment?

So what does this have to do with players, and even GMs, who are looking to explore those sharper edges of morality? Those characters and games where adjectives like bleak, grim, or dark apply? Well, it means that you need to have more than just the surface-level aesthetics in order for someone to take what you're doing seriously, and for it to have an impact on the table.

Sometimes that means you're planning an arc for the character, and there's a story you're trying to tell. For instance, if you have a character who's driven primarily by hatred, or vengeance, is this a story about how hollow that victory can be, and the sort of monster it can turn you into despite what you tell yourself? Is it about trying to turn the character off of that path, to give them a bigger cause, to teach them to trust again, and to give them friends and an adopted family to help them heal? Is it about losing your grip on being that better person, and slipping back down into wrath and hatred? Because if you've seen Berserk, that's what happens for our protagonist over the years of serving with the same mercenary company... and let's not forget Guts was found wailing as a baby beneath his mother's hanged body, raised by a brutal "knight" who abused him in every way, and he knew nothing but violence and bloodshed until the Band of the Hawk taught him how to be a person.

That's Mörk Borg level dark, right there.

If you're the Game Master, though, it's equally important to ask what the purpose of the grim/edgy game is. Are you doing a deconstruction of a traditional fantasy tropes, the way Watchmen dissected the superhero? Are you attempting to make a game feel like it has higher stakes by increasing the difficulty and lethality to keep players on their toes, and/or to make things like running in shirtless, sword swinging something that is more likely to get them killed? Are you using the level-based system of power to make comments on hierarchies, personal achievements, or other aspects of a world?

To be clear, you don't have to be going deep and metaphorical with an edgy setting or character concept for it to still be valid. Maybe it just appeals to you in an aesthetic sense, you're more comfortable in that particular archetype, or it's something you haven't really gotten a chance to play. But it is important to do that as an active choice, rather than because you defaulted to it without questioning motives, desires, goals, etc.

And the more edge a character, setting, or campaign has, the easier it's going to be to swallow if there is a point to all of it. Because edge just for edge's own sake can get really tiring really quickly.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat thriller Marked Territory, it's sequel Painted Cats, my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, August 12, 2019

"Edgy" Games Require Trust

There are some players out there who like simple, cut-and-dry games. They like to be heroes, doing heroic things... or maybe just adventurers doing whatever comes their way that they can make a profit off of. But there are some gamers who like to push the envelope when it comes to subject matter. People who like to descend the dark staircase into the taboo, the wicked, and the macabre.

Those kinds of games aren't for everyone. However, if you expect people to play them with you, then you need to establish some kind of trust with your group. Otherwise you're not going to get anywhere.

Open yourself up to the knife. Trust me.

Maturity Applies To The Players and Storyteller, Too


We're all adults here (or, at least, we like to think that we are), so I'm going to use a metaphor to make a point. Stick with me, this will make sense by the time we get to the other side.

A standard RPG is like having normal, conventional sex. Maybe you were awkward your first time, you weren't really sure what all the bits involved did, but you were having fun and you wanted to keep doing it. Then you figured out how it worked, what you were good at, and what you could bring to the game.

Edgy games, though, are more like a BDSM encounter. They tend to be darker, and seen as more taboo. They cater to a very specific kind of play style, and include elements that you usually won't find in conventional games (psychological trauma, more brutal depictions of violence, sexual themes... you know, 18+ kinds of stuff). The most important way that these more mature, adult games are like BDSM though is that you need to open up to the potential of the story in order for it to actually affect you... and to do that, you have to trust the people you're playing with.

Without trust, this whole thing falls apart.
Take Vampire: The Masquerade, for example. The game has a Humanity tracker, which is actively affected by your actions, and how you struggle to maintain being the person you were while filled with animalistic hungers. The game often deals with the loss of self, with the struggle of the human mind to cope with the idea of infinity, as well as the sheer body horror that comes with having your skin warped, bones restructured, and your form remade by an angry Tzimisce.

That's far from the only example, either. One of the central themes of Werewolf: The Apocalypse is the balance of trying to turn Rage into a weapon against your enemies, and to avoid it splashing onto your friends and loved ones. And if you lose control of that Rage, you might truly turn into a monster; brutalizing those you care about, and in some circumstances feeling compelled to dismember them, eat them, or to sexually assault them (in case you think I'm making that up, it's in the Thrall of the Wyrm section for Metis characters). Changeling: The Lost deals with the question of identity and losing your grip on reality as you witness (and sometimes commit) atrocities, and try to find your place in a world you know is a half-truth at best, and an outright lie at worst.

My point is, there are a lot of games with dark themes, horrible subject matter, and which are meant to dig around in the bleaker parts of the human psyche. That's not a flaw... that's the feature! And even games that aren't expressly meant to touch those darker places can still be made to do so. Drow cities in Dungeons and Dragons, the existence of dark gods like Zon-Kuthon and his cults in Pathfinder... you get the idea.

However, you can think of these games as the collars, the whips, the paddles, and all the other accessories that come with a BDSM-style session. They're the most visible part of the play that's going on, but too often people mistake them for the play itself; as with any good tabletop game, the play is going on inside your mind. In order to have the proper experience, you need to open yourself up to it. Play along, in other words. That means making yourself vulnerable to the experience, because without allowing it to get inside you and affect you, you're missing out on what it's supposed to do. At that point it's just words, dice, numbers, and a whole lot of empty wind.

What's Trust Got To Do With It?


It's a common misconception that if you put a crop into someone's hands that you want them to beat you with it. Sometimes you just want the threat of it looming over you as a potential for punishment. Maybe you want to be teased with it, but not actually hit. Or maybe you want a sharp strike, but just enough to sting, and not enough to do any permanent damage.

Ugh, guy, are we still talking about roleplaying that actually involves dice?
The crop, in this case, is a metaphor. For example, say you're playing a Werewolf game, and to increase the dramatic tension you have a kinfolk partner who's your responsibility (kinfolk, for those not in the know, are normal people related to lines of werewolves, so they aren't affected by their presence the same way other humans are). Maybe the two of you even have children. Now do you, as a player, want your character's family to be at-risk, but not really harmed (a driving threat, but something you can prevent fairly easily), do you want them to be in danger (the potential for something bad to happen to them that will be tough to avoid), or do you want that sensitive spot to be lashed (your spouse is killed or crippled, or your children kidnapped, etc., etc.)?

These are the sorts of questions the person running this game should be asking. Just because someone wants to play a more "mature" game with darker themes, that doesn't necessarily mean they want you to strap them up on St. Jacob's Cross and go whole hog on them. You need to judge what your players want, what they don't want, and you need to discuss areas that are off-limits.

Just because you're all right with implied torture and some psychological distress being part of the game, that doesn't mean you're down with literally having your character flayed and made into an amputee when you get captured by a villain. There are degrees of awfulness (or "maturity" as I guess we'll continue to call it), and you can think of it like a hot sauce scale at a wing restaurant. Just because a player wanted something with a little spice, that doesn't mean the next order should be spiked with the Atomic Tongue Melter just because they were enjoying the heat from the Mildly Dark sauce you gave them.

If Players Don't Trust You, They Won't Open Up


If you can't get your players to trust you, they aren't going to engage with the game you're running. For darker themes to work, players have to be participating. Not just present and taking actions, but allowing it to wash over them. It's like a horror movie; if you're only half paying attention, you don't really care, and you take out your cellphone anytime the angry cello starts threatening to eat you, then it's not going to affect you. Even if it's a visceral, horrifying experience to some people, if you're not engaging it's just a mildly upsetting piece of background noise.

"You can feel your bones break as he... Brandon, are you even listening?"
The same thing happens if you handle the mature elements of your game poorly. To go back to our example, if your players hand you a crop, and you immediately start beating them with it without a lead-in, a discussion of what's okay, and what isn't, then it is very likely that all you're going to do is ruin their fun. This is especially true if you just start hammering on red buttons to purposefully try to get a reaction out of a player. If someone tells you not to push something, don't push it. You have other tools to work with as a storyteller.

And if something does go wrong, and you end up introducing an element that upsets a player? You stop the game, apologize to them, and assure them that it's okay. You make sure they know you take their concerns seriously, and that you respect them as a part of your table. What you do not do is shrug your shoulders and say, "Well, that's the rules. Why did you show up to play this game if a little bit of blood/trauma was going to make you cry?"

The storyteller is not the antagonist, and shouldn't make it their goal to upset their players. Because they're not here to be upset. Scared, maybe. Tense, sure. On edge, definitely. But the goal of these games is the same as their more conventional cousins; to tell a story that everyone at the table enjoys. If people at your table are not enjoying your story (or even just the way you're telling that story), then it's on you to fix it.

If your players aren't having fun, they aren't going to stick around and keep playing. And if they don't trust you to handle that crop, they aren't going to make themselves vulnerable to it. As soon as that happens, you can't affect them anymore, and the whole thing just falls apart.

How Do You Get Players To Trust You?


I've had my share of experiences at the head of more mature-themed games, and there are some things I did right, and some things I did wrong. So I'll end this article out with some tips that I'd recommend taking to heart to help prevent unnecessary awkwardness and problems at the table.

- Put Together a Character Creation Document: These things are lifesavers when it comes to getting a complete look at a PC, and you can ask right on the form what your players' no-go topics are, which ones they're lukewarm about, and which ones are absolutely okay. Provide a list of examples (torture, sexual assault, gore, traumatic events, children being killed, etc.) and pay close attention to the results. More about these at 10 Questions To Put On Your Character Creation Document.

- Communicate: Reach out to your players, and talk with them about the content of your game, and their characters. Ask them the sorts of directions they want to go with their backstories, and provide examples. Be pointed (so, your PC's dad is missing; do you want him to come back, do you want him to be dead, do you want him to be a villain... what are you thinking?), but don't just give the game away entirely.

- Give Some Warning: In the groups I've been in, it's considered good form to let the group know, "Hey, the chance of your character dying tonight is a serious one. Gird yourselves, we're getting serious!" The same thing should apply if you're going to unusually dark places. Let your players get into the proper mindset, and make sure they're down for that sort of content that night. Because they might be having an off night, or just one where they aren't ready for that fast ball. It's better to know that before the game starts than to realize it in the middle of your scene.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, July 6, 2019

The Plague: An Antipaladin Concept

The bells were tolling again, the streets empty of all but the dying and the dead. The tavern was shut up tight, the doorman wrapping a butcher's mask round his mouth and nose before looking on the stoop. Everyone had to roll back their sleeves to show a clean set of wrists, the veins untainted by the bloodrot. Some refused, and others simply left, walking among the coughing wretches through clouds of incense that did nothing but sting the eyes, and cover up the stink of the bodies.

"Anyone find what's bringing it?" Shamus asked, his hands clasped around his cup of popskull.

"Probably in the water," Ginny laughed, hiccoughing slightly. "If that's so, then I'm safe."

"Doomsayers claim it's a curse from the dark ones," a stranger said. With his long, pale hair and his burning green eyes, he was certainly handsome. There was more to him, though. A presence lurked around him; an air of violence like a half-feral beast. He drank from his cup, leaving a few swallows behind.

"They always say that," Ginny muttered, tossing back the rest of her drink.

"They do," the stranger said. He plucked up his glass, and handed it to the barkeep.

"You want another?" he asked.

"No," the stranger said. "One for the all-sorts barrel."

"Damn waste," the keep said.

The stranger's grin grew wider, showing his strong, square teeth. "It's for luck."

"Gods go with you," the keep said, tossing the last of the drink into the communal barrel.

"I shan't need them," he said, pulling up his hood as the doorman unbarred the main door. "But my thanks all the same."


Careful... that barrel's got a bite to it.


The Plague


Antipaladins are the chosen warriors of the fell powers. Corrupt, wicked, and brutal, they are the hands of the dark lords and old gods who seek to quench the light of the world, and to topple the bastions that stand against the horrors that lurk in the shadowy places of the world. This much is known.

While there are some antipaladins who assault the foundations of civilization with sword and flame, bellowing their war cries and spilling blood in the open, others use more subtle weapons. For while all of these dark warriors are immune to the touch of disease, there are some who nurture these foul contagions at their bosom. These creatures spread pestilence with a brush of their hand, foul the air with every laugh, and a single kiss from their beautiful, corrupt lips could spell death for an entire city.

They are the Plague.

The Mechanics of The Plague


All antipaladins are immune to the damages and effects of disease at level 3, but these conditions still fester inside them, turning them into breeding grounds for sickness and rot. An antipaladin who purposefully inflicts diseases on themselves (either through exposure, contagion, or similar effects), becomes a walking repository of sicknesses. Everything from bubonic plague, to leprosy, to mummy rot lurks in their blood and on their breath, waiting for someone who gets close enough to touch them. Or even, in some cases, just to breathe the same air.

While any antipaladin can store disease within themselves, what makes a Plague different is that pestilence becomes their primary weapon against society. They come not as fearsome conquerors, but as travelers. As merchants. A simple soldiers of fortune. They clasp wrists with gate watchers, bed down in common houses, wash their hands in public founts, and make sure they rub shoulders during festivals. They bring corruption from within, allowing their disease to weaken a city, or even a nation, and for exhaustion and paranoia to set in.

Then, and only then, will a Plague descend. Either as a savior to take away the suffering in the name of their dark masters, or as a conqueror to spill the sickened blood in the streets, and to burn the bodies as a charred offering to the gods of illness and rot.

Do you smell that? It smells like about 3 Fortitude saves to me.
 
In addition to this underhanded, devastating strategy, a Plague is still just as dangerous when confronted openly. Those who spill a Plague's blood may find themselves riddled with disease, even if they are triumphant. And if the Plague can call on contagion with a touch of their hand, their battle may have a lasting legacy, turning the warriors who stood before him into bearers of his sickness.

One of the only notable features of a Plague is that they tend to work alone, or with others of their ilk. They may be immune to the ill effects of their own pestilence, but the same is not true of their servants and allies. So while they may be supported by servants of foul gods, or plague cults, they are just as harmful to any living allies as they are to their enemies. This rarely bothers most Plagues, though... those weak enough to be sickened will simply be made carriers in their unholy wars.

Advice For A Plague


If you're going to put together a Plague as a player character, the first thing I would suggest is reading 5 Tips For Playing Better Evil Characters. Because if you are a walking pestilence, you need to make sure you are not a hindrance to your allies just by being part of the same party. In these instances using pathogens that are bloodborne might be more useful, allowing you to pick and choose your infections carefully. You may also have more of a reliance on the Cruelties than a Plague set out as an antagonist, as it gives you greater control.

The other thing you should have, to really sell yourself as a threat, is a collection of allies who are helping you in your missions, or who know about you. Because a Plague isn't just your run-of-the-mill antipaladin; they are significant threats. They are the bearers of pestilence, and even if their true names aren't known, people will spin tales about them. The Red Lady with her sweet, corrupt kisses. Grinning Death, whose friendly smile and strong handshake steals the life and strength from anyone it touches. The Gray Man, who spreads rot in his wake, felling even the strongest of cities. Someone with that kind of rep should have allies (or at least acquaintances), which provides you avenues to seek aid through, and it also helps build up your Small Legend. More about that in Character Reputation in RPGs: The Small Legend.

If you're looking for places to find some allies, you might want to check out:

- 100 Prisoners For A Fantasy Jail: Jails are perfect places for a Plague, as the closer quarters and inescapable nature allows them to spread their filth. Saving someone from your own pestilence could make them quite a loyal follower.

- 100 Pirates To Encounter: The black ship of the Plague Doctor would be an ideal platform for an antipaladin looking to spread their filth along the waves, and dozens of other crews would make potent allies for such a dark warrior.

- 100 Random Bandits to Meet: From the servants of the Darkskull, to the blackguards who follow the Man-Eater, bandits aren't always picky with their company. Greed and lack of morals can make them particularly useful for a Plague... especially if he takes over the gang himself, using them to spread his corruption far and wide along the roads.

Lastly, if you liked this character concept, then you might also want to check out The "Compassionate" Antipaladin, as well as The Pill-Popping Paladin. The latter, in particular, could be useful when combined with a Plague.

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!