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Which Way, the Witch?

02 Sunday Sep 2018

Posted by danielwalldammit in Gaming

≈ 2 Comments

Tags

Fear, Games, Paranoia, Role Playing Games, RPGs, Stories, Villains, Witchcraft, Witches

img450fd19ac65b5

Not a witch (unless, he is)

What is witchcraft?

In mainstream RPGs, I think it usually takes the form of a malevolent spell caster standing somewhere behind a few minions blasting away at the PCs. To give her attacks a the flavor of witchcraft, the Game Master might choose a few spells thought fitting for a witch. Polymorph (or some other form of malevolent transformation) is a common choice. (I once put some player characters up against a mean old witch who had been transforming live gnomes into yard sculptures.) In any event, I think players usually experience witchcraft in the form of a conventional battle with a boss, one whose attacks are well known to them.

The problem of course is that this isn’t really the nature of witchcraft as we find it in the real world. I know. Witchcraft ain’t real, but the fear of it sure as Hell is. Having lived and worked in a community where fear of witches is a common concern, I’ve had the subject in the back of my mind ever since. I think about it most when gaming, because the experience of world full of malevolent magic is nothing like the treatment commonly given the subject in role-playing games.

Setting aside for the moment the many benign variations of paganism, the form that witchcraft takes in human history isn’t a toe-to-toe with a green-faced woman zapping away at people with her wand. No, witchcraft isn’t that ugly old lady over there about to hit you with 3d6 worth of fire damage. Her attacks just aren’t that obvious.

Witchcraft is wondering why your crops failed this year. It is the deep suspicion that there is a reason your son fell down the stairs and twisted his ankle last week. Why did the cow stop producing milk anyway? And is that a sore throat you woke up with this morning? Wonder how that happened! Witchcraft is the deep dark suspicion that someone out there, perhaps someone you know and love, is responsible for these seemingly random accidents. It’s the near certainty that someone you know, someone you probably think of as a friend, may actually wish you harm. Witchcraft is the fear that those very people might have the power to act on that wish and actually bring you to harm. It’s the fear that the pEetty disasters of every day life could just be happening because someone you know is wielding just such powers against you.

vegas boot 172

Big Scrum (Probably no witches here)

Of course, this is only a problem if you choose to see it that way, but the challenge as I see it that witchcraft poses for conventional gaming is how to cloak witchcraft in the form of uncertaintVy? Nobody has to do that, but doing so strikes me as an interesting challenge. To carry out this off, the witch must be able to attack without being detected. More than that, the players must not be all that sure whether or not they have been attacked at all. Better still, a world full of such wiItches would present players under no such attack whatsoever with the lingering fear that seemingly minor set-backs might well have been due to malLevolent causes. In such a world, every difficulty, and every problem, no matter how innocent it may seem, is actually cause for suspicion.  The question is, of course, how to inflict that level of paranoia on them?

Story-teller games aren’t my favorite flavor of geeketry, but I suspect this is something they can probably hHandle a bit better than the usual D&Desque gaming format. At least part of the problem here is balance. Combining magic with stealth generates a great deal of power. Hence, the rarity characters wielding such power, and the general tendency to nerf that power whenever it is allowed in the world at hAand. Another problem has to do with the mechanics of the games in question. Players usually know when they’ve been attacked even if their characters don’t. (“Make a save! …uh, no reason.”) A third problem is that conventional games rarely incorporate the kind of mundane evils that give witchcraft its pPeculiar power over the imagination. Player characters don’t usually have families or cows to take care of, and they almost never just slip on the staircase. Sure a GM may tell the players that this or that non-player character character had an accident, but when a player character is hurt, she is generally hurt in the course of some meaningful encounter with a clear threat unfolding in a soon-to-be-obvious story-line. You can generate exceptions to these problems, but the fact remains that the mechanics of most such games just don’t lend themselves to the level of uncertainty that makes susPpicion of witchcraft a reality in so many parts of the world.

***

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My Old Setting

I once tried to resolve this problem so as to enable attacks from witches and witch like villains. I figured the keEy was to introduce random disasters into the game. So, I generated rules for such things in both 3rd edition and my home brew (Worlds of Hurt). I made-up 3 different kinds of random disasters; diseases, accidents and ill-omens. Player characters then had a random chance to encounter one or more random disasters over the course of a game. They would have to make a defense roll against these disasters, which I ensured would be the same roll regardless of the source. I designed it so that this would be rare, but not so rare as to be freakishly out of place. In general, I aimed for about one such disaster to one player character in the course of any giveNn game session. None with good luck, and more than one with bad luck.

…or worse!

I also gave the landSscape in my worlds moral characteristics so that PCs could experience a greater or lesser chance of encountering random disasters depending on how well they fit with the local environment. A Paladin traveling through Morder, for example, had a much better chance of stepping on a thorn than an orc thief in that same setting. The Paladin would also have a better chance of getting an infection if he did step on that thorn. Now take the orc into the elven forest, and he’s the one who falls out of the tree house and breaks his leg. When characters are matter out of place, so to speak, the landscape works against them. It tries to get rid of them in subtle ways, and the end result is an increase of random disasters.

This approach was fun for awhile independent of the whole witchcraft theme, but I have to admit, what got me headed down that path was the hope of a scenario involving witchcraft, or at least the suspicion of it. I wanted the players to wonder at some point if a character was under attack. I wanted them to struggle with the uncertainty.

For balance, I ensured that witchcraft would require either direct contact with a victim, or some kind of sympathetic magic (e.g. possession of an item from the victim). I also ensured that witchcraft and any comparable form of attack would take an enormous amount of time to unfold, not rounds but game sessions. Such attacks would be progressive, letting players struggle to grasp the significance of seemingly random events while evil took its course. The potential solution to such attacks would involve divination and/or magical spells which could turn a curse back on its source. This fit with the kind of scenario I had in mind. At some point, it would become clear to the players that they were under attack, and they would have to devote time and energy to deal with it. But would they realize it in time? I wanted the sweet-spot for realization to fall on or near the point where success in fighting off a curse on depended on the players taking action within a game or two. Part of the problem posed by witchcraft would be managing this attack while dealing with whatever other problems they already had on the table. They would have to sort the results of a curse from random accidents before the results became lethal.

***

IMG00033-20110729-2042

An elven tree city, as I recall

My first real test of this approach took the form of a succubus in my home brew. As with a witch, the attack of a succubus shouldn’t be obvious, I reckon. It should be a lingering guilt about those dreams, and perhaps a suspicion that they are the reason your backpack feels heavier and your sword feels just a bit more awkward. Since telling a player about the dreams would be a dead giveaway, I created a process that would put this near the end of the attack. I designed my monster and put one into the campaign.

While in town, the players had a number of odd encounters, but one of them was with an old lady in some kind of need. A PC resolved this by giving her something and got a big hug in response. Having concluded their business in town, the PCS wandered – as PCs will do – off on some new adventure. The next game session, the PC that had helped her had a small accident, nothing major, and not entirely out of the ordinary. The players continued on. The next game session that PC had two or three accidents, one of which hurt him a lot more.  The players began to talk about the possibilities. Three games in, the PC had several injuries, one of which proved quite serious and then he fell ill. Somewhere in here the PC remembered an erotic dream, and then he realized it was happening on a regular basis. The players hadn’t encountered a succubus in this system yet, so it took them awhile to get the connection, but they were on the whole witchcraft angle very quickly.

It was time to consult a shaman!

I actually don’t remember whether a Player Character or a random NPC performed the magic in question, but the magic worked and they discovered the source of the attack. By now the party was a good hundred miles away. They tried a healing spell, but it wasn’t powerful enough. Instead they would have to find the original source of the attack. Lucky for them, she was trailing the party with henchmen in the hopes of finishing the whole lot of them while one fighter was badly weakened. (Had they delayed acting a game session or two, she would likely have succeeded!) This of course did lead to a conventional face-off with the baddy, but one that followed at least 3 games of uncertainty and a lot of effort to unravel the mystery. For an extra twist, the attack form used by the succubus would leave a permanent wound unless her victim scored the killing blow. If he succeeded, he would gain an extra benefit, but by now he really needed to be the one to do the killing.

…which of course, he did.

***

All in all, I’d say that scenario was quite a success. The players were a little more wary of random disasters after that, but no major witch hunts followed. They didn’t turn on each other or any of their NPC allies. To make that a genuine hazard I would need to keep them in once place, which we could do in a different campaign. In any event, I was happy with the succubus scenario. In this instance, at least, my system had worked.

The problem of course was that the system worked well because I had a plot in mind that relied on the mechanic in question. I didn’t mind the accidents, and the players humored me until the plot thickened, then they were as into it as I was (I think).

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Probably not a witch (thought that’s probably no comfort)

Random disasters are interesting when they really could be central to the story, not so much when they aren’t. But of course, that’s the point. Sometimes random disasters will be just that random, and then they quickly become tedious. These factors have been interesting when the game is heavy on role-playing and I’ve had time to develop the setting. Questions about who does and doesn’t thrive in a given physical setting can carry the interest in random disasters when no witches are around. So, the idea that the physical environment can increase the risks of random disasters makes it a bit more interesting. Still, in a hack and slash campaign, I usually don’t bother with them. The trouble is, I mostly do hack&slash campaigns these days. Nobody I now know has time for in-depth story-lines.

Ah well, one day!

In any event, I think the trouble with this approach is that it only really works if you are focusing on stories that use the mechanic, but the point of the mechanic is of course that sometimes it won’t be that important. If you want to run a couple game sessions of a conventional orc war, or maybe even do the standard bar fight, then the effort to deal with random disasters quickly becomes an unhelpful distraction. Still, this is one effort to try and reproduce the experience of a world saturated with suspicions of witchcraft. I wonder if anyone else has tried anything with a similar effect, perhaps using a different approach? What interests me about this is the uncertainty of evil magic. There must be many more ways to set that up.

If per chance you noticed a typo or two in this post, I ask only that you consider the possibility that it might not have been me.

Malevolent forces are out there!

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I know Why the Scaped Goat Bleats

05 Thursday Jun 2014

Posted by danielwalldammit in atheism

≈ 13 Comments

Tags

atheism, Irony, negation, Priorities, scape-goating, Schools, Story-Telling, Villains, Villainy

god-not-allowed-in-schoolsWhat’s the best part about using a graduation to preach the word of God? I imagine you are thinking that the best part about talking about God might be spreading the good word, right? Well you’d be wrong about that. Very wrong. The best part about talking about God on a public occasion is hope that it will piss off the atheists.

Just ask Joe the Plumber!

…and dozens of people taking advantage of the occasion to tweet about how this speech pissed off atheists over the last day or so. The anger of atheists plays a prominent role in most of these narratives. It isn’t the blessings of God or even those of a theocracy-Friendly SCOTUS that these people want to talk about; it’s the anger of atheists. Which is kind of flattering if you think about it. The most important part of addressing God is, for some believers anyway, what it will mean to us non-believers.

It’s almost as though the real point of the exercise has less to do with the Old Man Himself than it does with us lowly nay-sayers.

…in much the same way that the best part of prayer is not the talking to god part. Frequently, it’s the irritation inflicted on unbelievers when you say to them; “I will pray for you.” I mean prayer is hit or miss anyway, or just miss, but what the Hell, that look on the other guy’s face when you dismiss him with that special condescending note, it’s just pure gold. The good guy in the sky may or may not bring you a puppy, but if you address him on the right occasion (or at least threaten to), you can sure count on getting under someone’s skin.

Am I right?

Could it be that the best part of waving a flag is the hope that it will make some lefty uncomfortable?

Maybe the best part of printing God on your money is the hope that it will give someone conflicted emotions about his pocketbook?

Do you ever get the impression the best part of a really cool thing is the part where it pisses someone else off? And do you ever wonder if maybe that really cool thing might not be so cool after all, if it didn’t piss off that other guy? Cause maybe it’s really pissing that other guy off that’s the really cool part of the cool thing after all, and if we take that away, maybe the cool thing just becomes too damned dull to bother with.

…which is how God in the schools used to be, at least until someone made him a rebel.

Do you guys know that all the troubles in America began when God was chased out of the schools? Seriously, I’ve been hearing this one since I was a kid, so I’m guessing you heard it too. Now, a smart person might wonder how a god could be kicked out of the schools, but a smarter person would know damned well that’s just the way the script is written. I mean, why ruin a good story? The bad guys chased Jesus out of homeroom, and then guns and drugs and teen pregnancy came in to take his place. Hell if only the Prince of Peace were still allowed in math class, no-one would shoot anyone there anymore.

Nope!

Of course, every good story needs a villain. Every rebel needs a tyrant, and every free spirit needs a stuffy old codger to make her inner beatnik shine. Even God, it would seem, needs a brutal oppressor, and that’s why the Devil gave us teachers, and atheists. They come together in the schools, or at least in evangelical stories about the schools, and the wonderful thing is that we can all identify with God on this one. We’ve all got that image in our minds somewhere, the horrible ruler-wielding fiend who made it his job to fill misery with a whole company of children from his own classrooms. Well now that guy is torturing God too, just like he did in our own eighth-grade science class, and all we have to do is pray to god to piss him off and all the people like him. And thus prayer becomes a supreme act of rebellion, a grand middle finger held high at the demons of our own childhood and those of human history too, or at least the evangelical version of it.

It’s a good story, or at least a compelling one, this Bible-wielding rebel theme.

The problem of course is that some of these rebels aren’t rebels. Some of them have authority, and some of them are celebrating the use and abuse of authority. They just don’t want the responsibility that goes with it. But what the Hell!?!

WWJT?

Who would Jesus Troll?

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Great Movie Villains Volume VI: The Baudelaire Brats (Yeah – Spoilers!)

16 Friday Mar 2012

Posted by danielwalldammit in Movie Villainy, Movies

≈ 6 Comments

Tags

Film, Lemony Snickets, Movies, Story-Telling, Villains

Violet, Klaus, and Sunny. Remember those names. And should these “children” ever show up at your door…

Run like Hell!

These are not really children. They are demons. Just ask their beloved uncle, Count Olaf. A Series of Unfortunate Events, my ass! The terrors of this story-line are precisely what happens when the world is thrown out of balance, which is exactly what happens whenever these kids enter the story.

The Baudelaire children are way too smart for their own good, solving problems children aren’t suppose to solve, and generally proving themselves smarter than the adults around them at every turn. Even the world which they inhabit seems somehow way too interesting and way too clever for a children’s movie. And you may think that is hardly their fault, but you would be wrong to think that.

Just ask Violet!!!

You see the whole point of a children’s movie isn’t to tell a story that children will find entertaining; it is to tell a story that adults like to think children will find entertaining. The children in such movies have faults we can live with; they might like candy a little too much or want to stay up a little too late. But they are not too cool for the whole school.

Not so, the Baudelaire Brats! They are smart. They are savvy.

Shame on them!

A good child would accept without question the wisdom of the adult world, but these little demons notice things. Oh yes they do. And they exchange knowing looks.

More a living shark than a little girl, the youngest (Sunny) is a true freak of nature. The middle brat reads incessantly. Like some sort of uber-nerd who won’t settle for throwing the class average, Klaus consumes whole libraries and then uses the knowledge contained therein to crush his enemies and bring about their downfall. Worse yet, Violet is a devious inventor. Give her a ribbon and a few trinkets and she will fashion for you a gadget to solve whatever problems you may have.

So, where did she get the ribbon, you may ask?

Could it be ….Satan!?!

You bet your sweet ass it was Satan that gave this little girl her powers. When Robert Johnson went down to the crossroads all those long years ago, he took the spirit of this sweet little girl with him and she sowed the fate of her family that very evening.

Small wonder that the children lost their parents. Why did that happen you may ask? And we are supposed to believe it had something to do with a giant magnifying glass? Not a chance, baby! The fate of their folks had been sealed down at the crossroads. You know it, I know it. Robert Johnson knows it and so does Eric Clapton. Most importantly, Violet sure as HELL knows it. So, let’s not hear of any more great mystery deaths okay. The Devil torched the Baudelaire house when he came to reclaim is due. Her parents were just collateral damage.

And that was just the start of it. Are we supposed to believe that the deaths of Uncle Montgomery and Aunt Josephine are mere accidents? With Uncle Montgomery being so brave and Aunt Josephine so careful, do you really think they could be offed so easily as this movie suggests? I don’t think so. And don’t even try to tell me it was Count Olaf that killed them. No, it was their love that condemned them.

Their love for these demon-children.

Anyone could see those deaths coming. When children are too smart for their own good, bad things happen to those that care for them. It’s as obvious as sending someone else down to the planet with Mr. Spock, Bones, and Captain Kirk. These characters were dead from the moment they opened their doors to the Baudelaire children. Blaming Uncle Olaf is like condemning a gun for serving as the instrument of a murder.

It should come as no surprise that the film culminates in a blasphemous attack on the institution of marriage. Violet rejects her marriage to Uncle Olaf just as she rejects every other good wholesome value that may fall in her path. What’s next? A pact with the ACLU?

I wouldn’t put it past her.

And then of course we get the final insult. These characters somehow contrived to avoid parts 2 and 3 of the trilogy altogether. Yes, that’s right, the actors who played the children are now well into adulthood, thus forever ending the hopes of a sequel. Don’t think it’s an accident either. Only the likes of the Baudelaire children could have foiled plans for a sequel by aging out of the narrative, letting the real world stand in the way of a good story.

Devil children, I tell you!

I know damned well that Count Olaf would have gotten them in the end. Cheated, he is, out of his money, just as we were all cheated out of a righteous and proper ending. We will not be seeing a Lemony Snickets Two and Three, and that is indeed a crime for which the Baudelaire Brats should be condemned for all time. They have cheated all of us out of this ending, I tell you.

Just like Uncle Olaf, we are all cheated.

Cheated!!!!

71.271549 -156.751450

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