Showing posts with label Werewolf. Show all posts
Showing posts with label Werewolf. Show all posts

Saturday, March 12, 2011

One shot game Ideas / Alien vs Predator

My last post was primarily a brain dump in response to a friend telling me he's running his first WoD game, which he intends to be a zombie holocaust-esque game (of the Dan O'bannon variety rather than the Romero type), and was looking for ideas.

Having written the post, I find that I like the idea of sharing ideas. Especially ones I'll no doubt not get round to running.
Sorry for the double negative there...

So, let me tell you about my Alien vs Predator idea. In World of Darkness game terms, it's Werewolf vs Azlu, or, more specifically, a Predator King vs a swarm of Azlu, with humans in the middle.

I kind of see the start of the game in two threads. I'd have the players create two characters each, and split them up into two teams.

The general set up would be an archaeological expedition to the rain forests of South America and some recently uncovered Aztec ruins.
The cast would range from guides and jungle survivalists to archaeologists and documentary camera crew to security and porters.
To maintain the parallels with the AvP film (there was only one, right... la la la I can't hear you), one group will uncover some ancient sealed pottery jars that, when opened, contain large, soft eggs.
These eggs hatch into the immature Azlu, which quickly grow into obscene spider type things.
Azlu can do a number of things. When small, they can burrow into a persons brain and take full control.
When larger, they're massive, horrific spiders the size of dinnerplates (or face huggers) and can encase a human in a web cocoon and transform and take over their body, becoming a humanoid insect (like an Alien).

I hope you can see where I'm going with this.

I opted for a Predator King Pure Tribe Werewolf because these are the tribe with the most disdain for humanity and most likely to hunt and kill humans for the thrill.
There's little danger of a Predator King allying itself with humans, even if it's life counted on it.

So, why have the players stat two sets of characters? Glad you asked. I'll tell you why.
Having a bunch of parasitic aliens invade the bodies of the expedition is horrific in itself, and even more so if it happens to the players characters.
The down side is, those characters are dead and our of play very quickly.

My solution to this is the doubling up of characters and then splitting them off into two separate groups.
During the initial exploration of the ruins the narrative will jump between the two groups.
One will find the sealed pottery jars. The other will find a repository of ceremonial silver daggers. One group will open the jars back at base camp, the other will discover evidence of recent blood sacrifice. One group will be infected by the Azlu. The other group will have to fight to survive as their colleagues turn on them and lone hunter starts killing everybody.

It's probably worth including some supporting NPCs like local porters and tribesmen, faceless jungle guides and sexy college interns who can all die as the need arises.




Sunday, January 23, 2011

Mainstreaming Horror / Being Human

Mitchell - Quite popular with the ladies,
and some gentlemen I know as well
In my last post I talked briefly about the different Vampire offerings currently out there in popular culture, and totally forgot to mention Being Human, the new series of which has just started tonight.
For those of you that are unaware of the genius that is Being Human, it is, in short, a 'comedy-drama' about a Vampire, two Werewolves and a Ghost that all live together and their attempts at living 'normal' lives, in spite of their various disabilities.

It's not really a comedy, it's more a finely observed character piece, with humour arising from the juxtaposition of banal normality and the fact that they're monsters with unfortunate issues (hunger for blood, anger issues, transforming at the full moon, being invisible and dead etc).
Tonight's episode focussed on Mitchell (the Vampire) trying to atone for his murdering of 20 people last series by rescuing Annie (the Ghost) from purgatory (where she found herself after being exorcised last series), George and Nina (the Werewolf couple) attempting to find a safe place to transform during the full moon without endangering themselves, each other or passing innocents, and a sub-plot about two new Werewolves becoming aware of the main characters presence in the area.

Annie - had a hard knock life
In the past we've seen how Vampires organise themselves and the politics of succession and subterfuge they practice, how pissed the afterlife gets with Ghosts that don't cross over when it's there time and what they do about it, and what coping strategies Werewolves adopt to deal with their lunar cycle, as well as what can happen if they deny the wolf, and manage to avoid the change.

After watching it, my wife remarked that what she liked about Being Human the most was that it's just so British. The characters are really grounded with British (and I guess, Irish) values, reactions and habits. Refreshingly, it's not set in London, with the first two series set in Bristol, and the current third series set just outside Cardiff.
Americans - pay attention. If you wish to set a World of Darkness, or any modern horror game, in the UK, then here is your source material. Watch, take notes, look the references they make to UK TV and culture up on Wikipedia.

George - I believe that the special effects guys may have seen
American Werewolf in London once or twice
Right now I can see a workable WoD cross over game that uses Being Human as its core inspiration. The various Morality systems used with the WoD games complement the 'treasure' of Being Human very well, even the Harmony system of Werewolf: The Foresaken. George tries to deny his Werewolf nature, and gains a derangement for his efforts, he is usually more confident and capable when involved with other Werewolves, and has clearly adopted Mitchell and Annie into his pack.