Sunday, May 2, 2010

Welcome To My World - Building an RPG, pt. 2

Imagine waking up one day and realizing that the world has suddenly, drastically, changed.  It is no longer the world you knew.  The world seems dim, less colorful.  Maybe something is wrong with your eyes.  After all, you've been meaning to schedule an appointment with your eye doctor for months now, but just haven't gotten around to it.



Still, you have to go to work.  The eye appointment will have to wait.  Maybe you can call the eye doctor on your lunch break.  Hopefully he can see you next week.  You chuckle at the irony of that, but it just sounds dull in the confined space of your bathroom.  The fluorescent above the sink is slow in coming on.  It's done that flickery dance before as it warms up, but today it seems to take almost a minute to decide to produce some reliable light.  When it stops dancing and settles into a mostly even glow, the light seems to be more greenish-yellow than normal.  The mirror and tiles reflect this sickly hue and make you look distinctly unwell when you glance at your reflection.  You turn on the water in the shower and wait what seems like eons in the sickly light of the surely-dying fluorescent tube for the water to get hot.  You make a mental note to replace that damn bulb, as if you needed something else to worry about.  It's getting late.  The shower is taking forever to heat up, so you just climb into the barely lukewarm stream that's sputtering out of the shower-head.  Everything in this god-forsaken building seems to have picked today to give up.


After you turn the shower water off, you grab the towel off the bar and start drying off.  Hell, even the towel feels scratchy this morning.  You used the same fabric softener you always use, so maybe it's just the combination of everything else sliding down the shitter so far today.  Or maybe the not quite warm enough water has your skin hypersensitive.  Because even your favorite shirt feels rough.


As you climb the steps to the Green Line platform, you see some of the same fellow commuters you see every day.  It looks like everybody is having the same shitty day you're having.  They all look deep in thought, yet a little... vacant.  Like they're trying to focus on something in the distance, but can't quite make it happen.  You must look the same way.  The air in this damn city must be bad this morning.  It's stagnant.  You walk up beside one of your fellow travelers, you think her name is Carla... or Darla... or something like that.  Not too talkative, but usually good for a smile and a quick hello.  She looks at you and you're sure, for just about a second, that she's about to growl at you.  Growl?  That's an odd thought.  Then, she cracks a wordless half-smile and turns to stare at the approaching train.  It would've almost been less creepy if she had growled instead of that smirk she gave you.  What the hell is wrong with this place today?


---

The world is pretty much the same as the normal, real world we live in today.  We're in the infancy of the 21st century.  Yet, it is not.  The colors, contrast and textures of the world just seem a little bit off.  Light seems to be dimmer.  Everybody around you seems to be more drawn into themselves, a bit more on-edge than normal.  Tempers are quick and trust seems lacking.  During the day, there seems to be a perpetual haze, like smog, making the sun seem both dimmer and more harsh at the same time.  At night, the fog usually settles closer to the ground, muffling and distorting even normal sounds.  The news is as depressing as ever and all of our incredible technology seems to be intermittently on the fritz.  Lights flicker, traffic lights shift into safety mode, cell phone reception is erratic, and even the radio and television are prone to fits of static and white noise.  Batteries don't last as long, metal rusts more quickly, even beer and soda seem to turn flat more quickly than before.  Before what?  You have no idea.

And that is before the shift...

In this world, things sometimes seem to shift occasionally.  It's a gut-wrenching sensation and difficult to describe.  It's almost like the scene in front of you slides out of the way and everything you see starts to look like cheap B-movie props.  Like a backlot facade.  Visibility is poor, day or night.  Everything seems to age in an instant.  Buildings creak and groan audibly.  Decay is everywhere.  And worst of all, most of the people are gone.  You could be walking down a crowded city street in the middle of rush hour.  Vendors are half-heartedly hawking their wares to the weary masses.  Then, the television screens in the coffee shop next to you fill with static.  You cell phone turns itself off.  You feel a dagger of pain behind your eyes, and everybody is gone.  The bus that was driving by may sit abandoned and rusted in the middle of the street, the tires dry-rotted to uselessness.  A yellowed and faded newspaper that was printed this morning flutters in a warm, stale breeze.  Your watch may have a cracked crystal.  The battery in your cell phone is dead.  And the entire street is eerily quiet and deserted.  Except for the sounds.  There is a scratching, scuttling sound coming from the alley beside the coffee shop.  A wet slithering issues from the entrance to the subway station on the corner as you hurry past.  Sometimes you see things in the seemingly ever-present fog.  Things you wish you didn't remember.

Everybody who has experienced the shift describes it in a slightly different way.  Some report an attack of nausea, sometimes vomiting on their shoes when the shift happens.  Some claim it feels like a curtain slid open behind their eyes, leaving them dizzy and disoriented for a few moments.  Some have terrible headaches.  Some people even pass out.  A few people have described a sort of mental static that occurs around the shift, like a radio in the brain with poor reception squelching out until the moment passes.  Nobody knows exactly what causes it, or what causes the world to, just as unexpectedly, shift back.  It has always shifted back to normal.  At least the new normal.  So far.  People reappear.  The bus starts rolling.  The televisions come back on.  Your cell phone powers back up.  It's as if it never happened, other than your cracked watch.  If you're lucky.  If you're not lucky, you may encounter one of the things that are out there scuttling and slithering in the fog of that shifted world.  Then, when things shift back, someone finds your body... or at least part of it.

---

Such is the world of my as-yet-unnamed game.  There are a few terms I want to include that cover some key concepts:
  • The Shift - Sometimes the world just changes.  The screen of "normalcy" slides to one side and an utterly bleak and decaying world is revealed.  Most of the people who exist in the "real world" are not present in this sinister "shift world."  There are things that inhabit this world.  And most of these strange, twisted creatures seem hungry for the flesh, souls, life-force, or something that only those who make the transition into this bizarre world can provide.
  • Anchors - Anchors are people, and sometimes animals or even objects, who can make the transition into the "shift world."  The player characters are Anchors.  No one knows why Anchors make "The Shift", what it really is, or what causes it.  There are several theories on the matter, but none have been proven any more valid than many others.
  • Morior - Some Anchors refer to the "shift world" as Morior.  Nobody is sure who started calling it this, or when, but the name has spread.  There are Anchors who carve or otherwise mark prominent locations in the "shift world" with the word Morior, so that disoriented Anchors will see it and realize that they "aren't in Kansas anymore" as some Anchors say.  Interestingly enough, these markings do not seem to appear in the corresponding "real world" locations.
So, there is my synopsis.  What do you think?  I'm putting on my chest waders, helmet, and goggles now.  I'm thickening up my skin in preparation for your thoughts and comments.  Please let me know.  I'm sure that there will be many revisions along the road between here and a finished product, so consider this Draft 1 of my synopsis.

---

1When he opened the seventh seal, there was silence in heaven for about half an hour. 2And I saw the seven angels who stand before God, and to them were given seven trumpets.
 3Another angel, who had a golden censer, came and stood at the altar. He was given much incense to offer, with the prayers of all the saints, on the golden altar before the throne. 4The smoke of the incense, together with the prayers of the saints, went up before God from the angel's hand.5Then the angel took the censer, filled it with fire from the altar, and hurled it on the earth; and there came peals of thunder, rumblings, flashes of lightning and an earthquake.
 6Then the seven angels who had the seven trumpets prepared to sound them. 7The first angel sounded his trumpet, and there came hail and fire mixed with blood, and it was hurled down upon the earth. A third of the earth was burned up, a third of the trees were burned up, and all the green grass was burned up.
 8The second angel sounded his trumpet, and something like a huge mountain, all ablaze, was thrown into the sea. A third of the sea turned into blood, 9a third of the living creatures in the sea died, and a third of the ships were destroyed.
 10The third angel sounded his trumpet, and a great star, blazing like a torch, fell from the sky on a third of the rivers and on the springs of water— 11the name of the star is Wormwood. A third of the waters turned bitter, and many people died from the waters that had become bitter.
 12The fourth angel sounded his trumpet, and a third of the sun was struck, a third of the moon, and a third of the stars, so that a third of them turned dark. A third of the day was without light, and also a third of the night.
 13As I watched, I heard an eagle that was flying in midair call out in a loud voice: "Woe! Woe! Woe to the inhabitants of the earth, because of the trumpet blasts about to be sounded by the other three angels!"

                    ~ Revelation 8 (NIV)

15 comments:

TK on May 2, 2010 at 2:45 PM said...

The picture makes me think of Parasite Eve; which gave me the worst nightmares as a kid.
I'm really liking the dystopian overtone in the "real world" (some of my favorite book include Farenheight 451, Brave New World, Hard Times,...).
Would like to see slippage of morality, politics, etc. I know it's probably up to the players, but I would also like to see character internal factors reinforcing the external factors. For instance, the plot just happens to play on my personal fears (loss of self) in the "real world".
The vivid description is great, I really like that. Its got just enough description, yet just enough shapelessness.

Unknown on May 2, 2010 at 4:57 PM said...

I like it. There are a few questions which arose during my reading, however.
#1. Just how common are these "Anchors"?
#2. What about the rest of the world? Are only Anchors aware of these shifts, or is everyone aware of them but simply not blessed/cursed with existence as an Anchor?

Of lesser import, but still questions:
#1. Does anything else seem different with these Anchors? (psychic ability, special powers, complete lack of even "normal" psychic ability, etc.)
#2. Can Anchors bring things from the Shifted Realm back with them? (money, weapons, these mysterious and hungry inhabitants, etc.)

Cameron

Unknown on May 2, 2010 at 5:49 PM said...

I am in love with the mood-setting, as I feel that a campaign of this sort would leave little room for the hardened warrior archetype in lieu of the conflicted and confused. In considering this though, I think it'd be awesome to have effects of sanity and depression brought up in a big way... At least at the start.

So far, so good, and I think you're forging something amazing here.

Snapper on May 2, 2010 at 6:46 PM said...

Outstanding. Very descriptive but leaves you with many more questions than it does answers. "What the hell is going on?" "What can I do about it?" "Can I do anything about it?" "Can I do anything?" "Somebody please help me?"


"They cut the power."

"What do you mean, "*They* cut the power"? How could they cut the power, man? They're animals!"

"Well that's great, that's just fuckin' great, man. Now what the fuck are we supposed to do? We're in some real pretty shit now man...
That's it man, game over man, game over! What the fuck are we gonna do now? What are we gonna do?"

Robert on May 2, 2010 at 8:54 PM said...

Awesome Dude. It is really creepy just form the read. The picture you used is really fitting. I would agree with Tom on the fact of that ones Sanity will become to question "Am I going insane?" Maybe some sort of Insanity chart would be good. And also what Snapper said with there be more questions then answers. And a real feeling of hopelessness, "Is this going to happen again?" "Why is it Happening?" I can say just by what I read, I say that you can do it and I can't wait to playtest it

Darren G. Miller on May 2, 2010 at 9:15 PM said...

@TK - I've actually never played Parasite Eve, but I now that the novel it was based on won the 1st Japanese Horror Award.

Thanks. I think the slight "wrongness" and dystopian feeling of the "real world" somewhat takes away the feeling that the characters have any truly "safe place" to take refuge.

I think that moral "slippage" is definitely a possibility. I'm not sold on the White Wolf mechanic, so if I use some morality mechanic, it will be something new and different.

I think the characters to feel like they don't belong to either world.

Thanks!

Darren G. Miller on May 2, 2010 at 9:45 PM said...

@Cameron - Questions are good. Let's see if I can answer them. I'll call your first pair "A" and your second pair "B".

1A. Anchors would be fairly rare, but not restricted only to the player characters. There are NPC Anchors out there. There are enough of them for them to start using some graffiti-style markings to blaze their trails through the "other world." However, those who are unprepared or overconfident will not last long. There are some Anchors who've died of massive brain hemorrhages on during their first shift. There are also some who were cut down moments after their first shift by entering Morior in the wrong place at the wrong time.

2A. The rest of the world has no clue. In the "shift world" they just don't exist. Some stronger willed people can cast images into that world without realizing it, but this can make them targets of a world they have no idea exists. The general populace just thinks that "things are getting bad out there, what with all the stuff we see on the news, global warming, earthquakes, oil spills, the murder rate, sexual perversion, etc."

1B. The Anchors are psychically void. Sure, some of them can learn to watch the signs and an anticipate the "shift" but they don't have any powers or abilities that everyone else doesn't have, as far as they know, except that they are cursed with, not only the knowledge that this other world exists (or is it a shared hallucination?), but also the burden of being shunted there from time to time. When they shift back to the "real world" no time has passed. As far as psychic abilities, etc. Do they exist? Are tarot card readers just charlatans, or do any of them have a connection to this other world? ...Or does this other world reach out to them?

2B. If you check out the explanation of Anchors, some animals and even some objects have shown to be Anchors. While most technology and other items are completely useless or malfunction soon after shifting (batteries are dead, bullets misfire, guns jam, blades rust into useless junk within a short period of time, etc.), some items come across intact. Just as it is unknown what makes some people or animals Anchors, it is unknown why some objects are able to anchor. Anchored items are highly prized among the ranks of Anchors and they will often kill to get them or die protecting them. However, even some anchored items have been shown to fail after too many shifts. As far as bringing stuff out of Morior, most items found there are of limited durability anyway (except anchored items). Paper soon disintegrates, metal pits and rusts, concrete crumbles. Even liquids are extremely tainted there. And nobody has ever even tried to bring one of Morior's native inhabitants back into the real world. Their approach sends most Anchors scurrying. They can be killed (with effort), but capturing one is considered folly, and a good way to die quickly. These things are terrifying beyond comprehension, twisted and unnatural. Many, though not all, are incredibly strong or incredibly fast. They survive in their world through definite survival of the fittest. Not only would it be unthinkable and likely deadly to the Anchor to attempt such a thing, one of these things loose in the real world would be disastrous.

Also, not all Anchors trust each other. Some have agendas of their own. Some kill others on sight and figure out later if their victims were fellow Anchors or monsters masquerading as human (such things have been encountered before). That said, some Anchors do try to help each other, figure out what's happening to them and the world, and are generally altruistic, or mercenary depending on their motivations.

Darren G. Miller on May 2, 2010 at 9:51 PM said...

@Tom - Thank you!!! I agree. The overly confident could very well be worse off here than the skeptic.

@Snapper - You forgot one important quote: "Please hold me."

@Robert - Exactly what I'm going for here. Thanks! That feeling of hopelessness should be mitigated a bit by the shifts back to the "normal" world. Do drugs work? If I'm sedated, will I shift? Maybe I'm just crazy. These are all possible concerns, along with the biggest concern: What if it happens again?

Darren G. Miller on May 2, 2010 at 9:59 PM said...

@Everyone - I definitely don't want to institute a fear mechanic. I think that makes the horror more of a metagame concern and I don't like it. The world is more than scary enough for the normal characters. Fear this place. Respect its rules. And you may just survive to shift again. Or maybe to figure out a way to stop it. Another reason for ordinary characters. If you don't have flashy powers to rely on and you the player only knows about this place basically what your character knows, the atmosphere of fear and dread is easier to maintain.

As far as a Sanity mechanic, I'm really conflicted. I definitely don't want it to have the Call of Cthulhu hopelessness and inexorable slide into insanity feel. Your sanity may become tenuous or debatable at times, but your character should never be doomed to gibber in a corner because of a bad die roll. Bad luck should not result in terminal failure. Ever.

I'll get to mechanics soon enough, I'm sure. That is definitely going to be the hardest part for me. I think I have some good ideas, but I need to make them mesh.

TK on May 3, 2010 at 10:45 AM said...

Oh, I know I don't have to say this, but I think it's good for me to say it anyway. That is, please don't accommodate me; I'm rather curious to see what you come up with.

Also, I think I'm beginning to understand what you mean by "mechanic". By "fear mechanic" you mean some probability that some "fear score" will affect an action rather than the player himself right?

Forgive my noobiness: I was looking at this from the perspective of a story rather than a game; it sounds like it will make a good story, and IMO good stories make the best games.

Darren G. Miller on May 4, 2010 at 9:38 AM said...

@TK - "Noobness" is perfectly acceptable. It's good to have people looking at this stuff with different perspectives. "Story" is an excellent filter to have someone give me feedback from.

Also, you're correct on your understanding of the word "mechanic."

TK on May 4, 2010 at 10:26 AM said...

Ok, cool. Yes, fear should definitely not be a mechanic then. I think the more you can get each player's "real" person involved the better.

I was never a big fan of scoring "soft" traits such as charisma or mental fortitude; it's too "gamey". What I meant to say earlier, from a story perspective, is I like to see personal development with some fear the player has, but I realize that it's up to the players to write their own character's personality.

One more thought occurs to me. If a player happens to choose a character that has fear related medical or psychological conditions (such as claustrophobia or panic attack syndrome) it could lead to an interesting story and personal journey IMO (no mechanic intended). It might even give some useful plot devices.

Darren G. Miller on May 4, 2010 at 11:30 AM said...

@TK - I agree with you 100% on almost everything here. Except that some games benefit from scoring "soft traits." Not entirely sure if I'm using them yet. We shall see.

Anonymous said...

Very interesting start, kind of reminds me of the moments in batman when scarecrow pulls you into his world. That sort of story makes it easy to draw people in, but it seems like you're making sure to remove most elements games rely on heavily (weapons, etc). It will be interesting to see what your character can do after limiting him/her so much (I suppose that's the point, makes things scary if you can't fight back :)).

Will the layout of Morior be similar to what the real world was like when you shifted? Will the player be able to view Morior using different anchors, to get a different perspective?

Darren G. Miller on May 5, 2010 at 12:26 PM said...

@Jay - Thanks! And you're correct. I am actually removing many elements that make it easier for the characters to defend themselves, or order take-out. I want them to sweat. I want them to think. I want them to improvise. "One of those nasties has seen me? Shit! I don't have any weapons! I'll hide in the coffee shop. Hmm.. there's a rusty knife on this table. Can I break that metal pipe off the wall? Now, I'll use some rope and tie the rusty knife to the metal pipe. I now have an improvised spear." That sort of thing.

Morior will be, geographically, almost exactly like the real world (except some nasty surprise the gamemaster may want to throw in like lakes of blood or the Rio Grande being completely dry or stuff like that). The player plays the role of an Anchor, a person who can shift. They are that person for the duration of the game (unless their character dies and they make a new one).

Oh, and on the items to use to to defend themselves. There are going to be Anchored Items. While most inanimate objects are incredibly aged or structurally compromised by the Shift, Anchored Items can make the shift mostly intact. They are rare and valuable to Anchors.

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