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Tuesday, December 15, 2015

The Fun Of Inevitable Doom

As you may know I have previously talked about the importance of horror as a genre and I continue to discuss topics around the genre at the table, but not everyone understands the point of horror when it comes to table top RPGs.  Generally, when we talk about horror games, there are two topics that may come up.  By no means is this the entire extent of the genre, just the immediately obvious portions of it.  First is the supernatural with its ghosts, werewolves, vampires, and all the other classic tropes of horror movies.  This tend to be the more understandable take on horror, acting more as a set piece for the campaign.  But then there's the other thought people have when you hear horror RPG: cthulhu.

The thing about Lovecraftian horror is that it is a downward spiral.  Insanity and death await any who wish to become involved.  The only thing you can do is try your best to solve the mystery and save the day before you succumb, but the tools to do so are likely to add to your inability to succeed.  With knowledge comes insanity.

That is how I tend to describe games based upon cults, outer gods, and forbidden tombs, and it's accurate.  But who would want to play such a dark game where the only way to win is not to play and there is no survival?  It is all about understanding why these games are so much fun.  Trying to explain that fun is not quite as easy as describing what something like Call of Cthulhu is, and you have to start with the description of what it is.

For those of you adverse to the idea of these types of games I urge you to look at it a different way.  Lovecraftian horror is as much about the mystery as anything else.  In order to learn what has happened, in order to stop evil, you must do those things which your are loathe to do.  Answers can be found but you must be willing to ask the questions.  It is about making choices you would rather not make, and deciding when to do what.  This style of game is all about that challenge.  The deeper you get into the game the harder it becomes.  The more tools you have the more likely you are to succeed, but the less likely you are to survive.  Always in the back of your mind is the need to figure out what is happening, what has happened, why, but those answers come with costs.

Do not look at it from the perspective of, "well I will die eventually anyways."  This will cause you to either not participate or dive headlong into madness and death too soon.  In reality, this game is about seeing how far you can go.  The rabbit hole gets deeper and weirder, it always will, but what is down there?  To find out you must play, you must succeed, and you must survive.  That is what makes these games fun.  I think fans of survival horror games will understand this better than anyone.

For many inevitable doom is a negative that turns you away from a game.  For others it makes for a good short game or one-shot.  Horror like this is only one end of the spectrum.  It is a style that doesn't have to be quite as gritty as it generally is.  The danger of insanity can be there without the inevitable doom.

But I have a suggestion.  If you like mystery, if you like challenges, if you want to have a meaningful experience by not only defeating enemies but game mechanics.  Play a gritty Lovecraftian horror.  Last as long as you can and continue to solve mysteries.  See how long you can strafe the line between doing what needs to be done and utter madness.  Challenge your GM to create mysteries and force you to make hard choices.  Challenge yourself to think outside the box.  Perhaps the best solution is to end the adventure in a padded room, but maybe you can save the day without going so far and maybe then those cultists were only the beginning.

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