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My Army of the Undead

A workforce where the words 'retirement plan' are more of an inside joke than anything else...

The world is a frustrating place. There are times, when in the midst of shaking my fist in rage at some perceived inequity, that I wish I had the god-like force to make things right. At these times, I am prone to mutter “If I had an army of the undead…”

Let’s face it: once you get past the ‘ick’ factor, there are few underlings more reliable than the undead. Granted, they aren’t much for improvisation or abstract thought, but they follow orders, they require relatively little upkeep (you know, provided you get the ones that don’t eat brains), are hard workers, and are even recyclable, provided you’re a necromancer of passing talent.

See, I don’t think of the undead as some inherently evil plague to be visited upon mankind. The dead are just dead–they don’t hate the living or wish to destroy life or anything. Dead things have no opinions; they are precisely as good or as bad as their master makes them be. Just imagine if you could marshal a large force of undead minions and put them to work for the public good! Think of it: legions of brightly clad, well-perfumed skeletal creatures on every street corner, insuring public safety and guarding the public trust. Ahhhh…utopia.

Stay back! This lawn is still being seeded!

Here would be some of the tasks to which my army of undead would be routinely assigned:

  • An auxiliary of zombies clad in flame-resistant shrink wrap would be on hand for the fire department to dispatch into burning buildings judged too dangerous for living firefighters to enter. Rescues would go up, firefighter injuries would go down!
  • Much of the staff of the MBTA (bus routes excepted) could be quickly and easily replaced by skeletons with, I imagine, little notable loss in the quality of service.
  • I would employ wraiths and other ethereal creatures to serve warrants and pursue fugitives. The odds of folks running when they know the cold, dead hand of death is liable to follow them would be rather low, I imagine.
  • Need a lot of volunteers to systematically search an area for a missing person or body? Hmmmm…I seem to have a couple thousand zombies sitting around with nothing better to do…
  • Disaster relief? Well, seems to me my legions of skeletons can carry plenty of water and supplies just about anywhere, given enough time. They don’t mind much if they’re getting electrocuted by downed power lines or covered over by sewage-filled water.
  • Bomb squads suddenly have anthropomorphic bomb-defusers that can be commanded via remote. If the bomb goes off, who cares?
  • Need Witness Protection? Want to secure your property from vandals? Want to scare the crap out of those punks painting swastikas on your synagogue? Boy, have I got the ghouls for you!

Sure, sure, I can hear all the negative nellies now–something is bound to go wrong! What if the dead get hungry? Stuff and nonsense. I know exactly what I’m doing, okay? Nothing is going to go wrong, and when a zombie pulls you out of your burning car wreck because I had thoughtfully stationed a team of them on the shoulder of the Mass Pike, picking up litter, you can thank me later.

(Or, for that matter, you can thank your Great Aunt Patrice, whose corpse I reanimated and put to work)

Out of the Mists…

A long, long time ago I ran a campaign in the Dungeons and Dragons setting, Ravenloft. For those of you who have never heard of it, it’s a gothic horror themed campaign setting–werewolves, vampires, ghosts, and creepier things, all stuck together in one of the most depressing worlds in existence. It was in that campaign, run between 1992 and 1995-ish, that I really cut my teeth on how to make RPGs scary (for more info on how I did/do this, see here).

I never felt, however, that I really got the most out of the campaign setting. For one thing, the high-medieval fantasy tropes of D&D don’t fit very well into a gothic horror setting. I had druids and dwarves and paladins running around stabbing things with long swords or casting ‘Cure Light Wounds’ and it kinda tanked the mood. For another, I wasn’t quite as talented a GM then as I feel I am now (well, to be honest, I wasn’t very talented at a whole lot of things–I was 14). I read a lot of the fluff text and adventure ideas and I couldn’t quite see how to make them work, and a lot of this was because I still felt the urge to make pen-and-paper RPGs work more like video games, which is a bad idea (and part of the reason I dislike 4th Edition D&D).

Some of the things I did (and do) like, however, is the structure of the world, its rules of operation, and the dramatic potential contained therein. For one thing, I LOVE the idea of the Mists. The Mists, you see, are the faceless, inhuman power that shapes Ravenloft–you wander into them, lose your way, and find yourself in some new, terrible place. They suck people in from other planes of existence, trapping them within Ravenloft with no hope of escape. These travelers are forced to wander the dark roads of the Realm of Terror, saving others and themselves from evil or, even more likely, slowly succumbing to evil themselves. It’s a kind of Quantum Leap, but in reverse. Maybe, someday, they earn their ticket home. More likely they, like Sam Beckett, remain in Ravenloft forever.

My favorite character in this campaign was Jim Bob–played by my friend Ryan–who was a Confederate soldier from the American Civil War who got sucked into Ravenloft right off a misty battlefield in Virginia. He added just the right kind of flavor to the campaign, and the drama surrounding the use of his rifled musket was absolute gold (can he load the silver shot into the muzzle before the werewolf finds him? Can he? Oh god, it’s getting CLOSER!).

I’m considering, as of this moment, running a new Ravenloft campaign. As is my wont, however, I’m not going to take it as-is–it’s getting a face lift. For one thing, in tribute to Jim Bob, I’m going to let players bring in characters from any world, any time, any place. Furthermore, the reason the Mists have sucked in these characters is because they have darkness in their soul–the Mists want them. It becomes the players’ objective to see if either (a) they can tame or purge that darkness and, therefore, earn their escape from Ravenloft or (b) succumb to their darkness, embrace it, and become one of the Dark Lords of the Realm of Terror. This is a horror RPG, but with characters with agency (not Call of Cthulhu, with its pathetic weaklings doomed to death and destruction).

The problem, however, becomes selecting the system best suited to running such a game. I’d like something that focuses on internal character development (like Burning Wheel, Riddle of Steel, etc.), but also maintains relatively simple gameplay (in accordance with the rules of horror RPGs). I was thinking of, perhaps, adapting Hunter: The Reckoning, but I don’t remember the World of Darkness system well enough to say whether it’s a good fit or not. I don’t mind writing in additional mechanics, if need be, but I don’t have the time to write up a whole new rule system. Anybody have any suggestions for me?

Anybody want to play?

The Essence of Fear

There is a distinct and important difference between being afraid and being disgusted, and modern horror seems to forget

They don't bite, so why should I be afraid?

this all too often. Graphic scenes of torture or gore are not, by their nature, frightening so much as they are gross. If I decline to eat live cockroaches, it isn’t because I’m ‘afraid’, it’s because I imagine the experience will be unpalatable.

When I go to see a movie or watch a show that is intended to be frightening, there seems to be a 50/50 chance that their idea of horror is going to be pretty bloody and graphic, but the film won’t be frightening, really. Exciting perhaps, but not scary. Fright comes from a different place, at least for me. I don’t have nightmares about gore and violence. Hellraiser didn’t so much scare me as gross me out. I slept fine that night, though I can’t say I had a huge appetite for a rare steak afterwards.

Ah, who am I kidding? I always have an appetite for rare steak. Hell, I felt like meatloaf right after seeing Julie Taymor’s version of Titus Andronicus in the theaters. Mmmmm…bloody.

What scares me is the idea of helplessness. Alien scared the hell out of me, and you know why? Not because the critter burst from that dude’s chest, but because they were all stuck on a spaceship with a monster and there was no way out. It wasn’t as if there was no way out because they were idiots, either–the characters in that movie were operating at the top of their intelligence; the idiot ball was not in use. There was no way out because there was no way out.

That’s scary. The inexorable approach of doom is frightening. The unavoidable slip into madness is frightnening. Stephen King knows this better than anybody. Most of his truly terrifying works are based on that idea. In It, how can the kids possibly defeat Pennywise? In The Shining, Jack is terrifying primarily because his wife and kid are stuck with him while miles and miles from any kind of help. Misery works on the same concept, and on and on and on. It’s not the gore, folks, it’s the isolation, the removal of agency, the horror of helplessness.

If you want proof, try transposing. If Pennywise were to pick on Buffy the Vampire Slayer, how would it go? If a lone alien got loose on one ship among a fleet of ships, how hard would it be to solve the problem? If the crazy dad from The Shining chased his wife and kid into a crowded shopping mall, how dangerous would he really be?

A lot of horror movies like to cheat by creating artificial isolation by throwing around the idiot ball or breaking the rules

Let's face it: this just sucks in a 5K.

of reality just for the hell of it, but I’m not buying it. It’s all too easy sometimes to explain how to escape the dangers of a horror movie, and that’s a sign of a bad horror movie. House seems haunted, but you’re only visiting? Dude, just go home. Crazy killer in the woods? Drive away. Being chased by some slow-moving zombie monster? Just run away.

So, in conclusion: Freddy Kreuger was scary (you can’t get away), but Jason Vorhees isn’t as much (he can’t realistically ride the bus or catch a cab so, you know, just leave). Likewise, cutting off some guys nuts and tossing them in a blender isn’t scary. If he’s made to do it because he has a brain worm that he can’t get out, that is scary. It’s all about setting, it’s all about agency, it’s all about character.

It isn’t about the blood.

Notes from the Red Necromancer

The following was excised from a KGB black ops facility by CIA deep cover operatives in the winter of 1971. It is an incomplete fragment of what is apparently a much longer work, and it is uncertain how, if at all, the Soviets intended to use or had used its contents or, indeed, who the author is. It is the advice of this translator that this file is some kind of fiction or the rantings of a lunatic. There is, however, far too much associated KGB and CIA documentation to discount it entirely. Something was going on here, though what is terrible to contemplate.

What is often misunderstood is this: all sorcery is black sorcery. There is no other type. The flashy tricks and dramatic swoops of the stage illusionist are charades, nothing more. Likewise, the mentalist and the so-called psychic are nothing but talented charlatans and liars. Sorcery—true sorcery—is dirty and abhorrent to so-called cultured men. This I know.

            The irony of black sorcery is that it is as old as God Himself. Its power derives from His own, at least in part. We may not cast back the waters of the Red Sea, nor may we transmute staff into snake; these miracles are beyond us, just as they were beyond Pharaoh. We know, however, a deeper secret. It is one more subtle and every bit as powerful.

            Sorcery is the power of Life and Death.

            The great Gift given to the world by the Almighty and wielded by Jesus over the body of Lazarus is the power which we manipulate, though to a much lesser degree. If Eden were the great bonfire that began it all, that which we toy with is but the sputtering embers and errant sparks of that great conflagration. Still, with sparks one may do much, if one is clever.

            Sorcery involves the viscera and fluids of living creatures to be enacted. If you are opposed to shedding of blood and disturbed by the touch of dead flesh, you will never be a sorcerer. Indeed, one should not wish to be a sorcerer at all; it is no blessing. Perhaps in the courts of ancient Egypt our skills were esteemed, but now we are reviled, abhorred, or simply denied. Only upon the tiny island of Hispaniola can you find members of our order practicing their art openly, and even then they are met with derision. The societies of mankind deny what they know is true—life is a power beyond the simple physics of anatomy. Were it not, every doctor could bring life where there is death; every scientist would have a Monster like Victor Frankenstien’s.

            I am one of the last, true necromancers. I write this to explain myself and my work, but I do not seek your forgiveness or pardon. I have done nothing wrong. Raising the dead is no crime if the cause for which they are raised is just, and I am a just man. Or I was a just man until recently.

            My captors—these wretched, drab bureaucrats who fawn in Stalin’s wake and worship the fiction of their Party—they have made me do what I would not have done otherwise. I have created things for them and I know that they will be misused. I have given eternal life to the unworthy and the vicious; I have raised the innocent to obey the guilty. These are crimes, but I will make amends. I have all the time in the world, though they refuse to believe it. I was old when Tsar Nicholas II was a boy, so what do they know, these children of Lenin?

            It may come to pass, however, that they will somehow destroy me. If this were to happen, it would be unwise for me to leave this world without laying out the weaknesses of those things which I have created. Heed me well:

            Your enemy is not the servants—what the bokor of dark Haiti call zombi—for, while they have many uses, their power is brief and worthless without direction. No, it is the masters you must fear—those who have never passed the lychgate or similar after their deaths, those bodies that still live. They are the lych [editor’s note: this word originally written in the Latin alphabet; it is presumed the author was not satisfied with its Cyrillic equivalent for reasons I can only infer. It should be noted that the word is most probably derived from the Old English ‘lic,’ meaning ‘corpse’ or ‘body’ and nothing more], and they are the only ones besides our Lord and those who have passed into His Kingdom who have achieved eternal life. This life, though, is a shadow of its former self.

            The lych persist in this world in full possession of their mind and willpower (so long as the one can maintain the other), but they rest within a body that is physically dead. They are sorcerers almost without exception or, at the very least, they know something of sorcery otherwise they will not be long for this world. They should not be underestimated under any circumstances.

            You cannot murder a lych. They are already dead. Stab them and they will only bleed insofar as their blood is still present. Shoot them and you create a hole and nothing more. Cut off their head and their body and their head will seek to find one another. They do not feel pain, or at least not strongly—many come to miss the sensation; it drives some mad. Break their bones and you damage their vessel, but you do not harm their resolve or their intelligence.

            It has been suggested that the lych may be killed by fire or by utterly obliterating their body. This is only partially true. Destroy the body and you rob the lych of his vessel, but his spirit will not dissipate. He will lurk and fester in the place where he was struck dead—for an eternity, if need be—until he is either truly released from this life or a new vessel presents itself. This is most easily accomplished with another dead body. It may be accomplished otherwise, as well. Possession is a very risky endeavor for the lych, but bears with it proportional benefits. I digress, however—more about possession later.

            The lych is sustained by the captured essence of his life force. This is contained in his phylactery or phylacteries, known also as zombi to the bokor of West Africa, though this should not be confused with the servants the lych often employs. The process for preparing a phylactery is long and complex and requires much blood. It is a process I will not share with you, nor with my captors. What is important is that the phylactery or phylacteries are the only true weakness of the lych and their only bond to mortality. If it cannot be found and destroyed utterly, the lych can never truly depart this world for his final reward or punishment, as is appropriate to his actions.

            The weapons of the lych are numerous and mysterious, and vary according to individual. To list them all here would be pointless—there are always exceptions. I have mentioned their sorcery, and that is enough for you to know their power. They have spent many mortal lifetimes perfecting their arts, and they are more skilled in them than any other save another of their kind. In general, it is enough to know that the lych have power over the dead and the living, the spiritual and the physical, and can learn and do much with the simple application of certain rituals. Their intelligence is their weapon, and it is a potent one.

            Of their weaknesses, however, I can speak more directly. I have already mentioned the phylactery, but this is as much advantage as it is weakness—a lych may hide his phylactery anywhere on the Earth, even many thousands of miles from himself, and make his foes despair in hoping to defeat him. There are those lych who have buried theirs deep in the darkness of continental forests and jungles, never to be found again, and lived for ages without fear of compromise. The lych who wears his phylactery about his neck is a fool, but few of them are fools.

            The greatest weakness of the lych is his body. It is dead, rotting, and weakening with every passing day. If they sustain injuries, they never heal. If they contract diseases, their body falls away to rot around them. This is of great concern to the lych, as he is then less able to blend into society and also less physically capable of interacting with the world. The ancient Egyptians embalmed their immortal high priests so that this rotting process would slow itself, and most modern lych do so as well. This, however, leaves them gaunt and thin—very corpselike in appearance and physically weak—but enables them to live in relative stability for long periods. They will cover up their gaunt appearance with make-up and wigs (the lych loses his hair very quickly) and wear concealing clothing. They will also seek to avoid infection and exposure to bacteria with ruthless attention, as the simple germs common mortals encounter on a daily basis are sufficient to devour the lych’s body. They will need to moisten their eyes and tongues often to prevent them from drying out and withering (though it should be noted they do not need these organs to see or be heard). Finally, they will avoid bright sunlight, as even minor burning from the sun is irreversible and leads to further complications. The lych values his body, even though he does not need it to persist—it is his primary tool for interacting with the world, and he spends much of his time caring for it.

            There are those lych who seek to maintain some of their vitality through the consumption of fresh blood. This has its uses for a lych, as he is typically in need of fresh blood to engage in sorcery (which can, in turn, be used to delay his gradual decay). This habit among some is undoubtedly the origin of the so-called vampyr, but the lych is considerably more dangerous, if physically less potent.

            Another important weakness of the lych lies with purified salt. Salt is an element that connects humanity with God and is a symbol of His various covenants with the faithful throughout time. Salt, particularly if pure and consecrated, interferes with the connection between the lych and his phylactery. If you were to make a ring of pure salt around a lych, the body would fall inert and the spirit banished back to his phylactery, as the link cannot pass a barrier of pure salt. Likewise, a lych may not pass onto consecrated ground. It should be noted to the fanatical that this is not an indication of the wickedness of the lych, but rather a regrettable fact of their existence. Throwing salt on them does not hurt them anymore than it would hurt a mortal person.

            As a final caution, those who would combat the unrighteous lych must be made aware of certain misconceptions about the living dead. Holy water and holy symbols are of no worth against them, except perhaps as psychological weapons. Running water does not stop them anymore than it stops another man (though the embalmed lych is a poor swimmer and usually too weak to cross any great breadth of water). Burning them destroys their body, but has no effect on their spirit (though it should be mentioned that those lych that are embalmed with certain alcohol-based chemicals will occasionally explode as much as burn—be warned). With proper sun protection, a lych has no compunction walking about during the day, and even direct sunlight, though bad for their body’s long-term duration, does not harm them. To rely upon these superstitions in your battle against the lych is to court your own death.

            That is enough for today. My captors are coming—I can smell them. I am interested in how they will choose to motivate me this time; they have given up on torture, of course. There are still things they cannot make me do. What evil they have compelled me to commit is only a fraction of my potential; I only hope they do not suspect this. I hope I am strong enough to endure longer than this new Union of theirs. I must be, even if I must live on as a spirit in this dismal place forever.

How to Make RPGs Scary

There are a lot of horror RPGs out there and around this time of year is when all the GMs out there start breaking them out. I’ve run more than a few in my day (I ran a whole Ravenloft campaign way back in the day), and I’ve had my mix of successes and failures. By success, of course, I mean the games were actively freaky and frightening. By ‘failure’, I mean everybody merely had the same good time they had during all other RPGs. That’s okay and everything, but let’s face it–if you’re playing or running Call of Cthulhu, you intend for it to be a frightening/thrilling experience.

There is a colossal hurdle to overcome, however, when trying to make an RPG scary. It is, quite simply, this: your friends are not afraid of you. They just aren’t, and they particularly aren’t while sitting back on your couch, popping Doritos, and googling stuff on their iPhone. Ain’t gonna happen. You can write the creepiest module in existence, practice your Vincent Price impression for years, and place the PCs in the most intolerable peril ever and they won’t bat an eyelash. Why? You aren’t scary.

So, what to do? Below, I have a set of simple rules to follow that will help. The thing that will help the most, however, is to be a good storyteller and a good performer–commit to your creepiness and don’t let up or break character. The more engrossed you are in the adventure, the more engrossed they will be. This doesn’t just go for horror games, but it is a place where it is especially important. Beyond that, you have the rules, as follows:

Rule #1: Silence, Please

Horror RPGs don’t work without everybody cooperating. Since everybody, presumably, wants to be freaked out, this shouldn’t be a problem. The idea here is for everybody to be quiet when not speaking for their character and to remain focused on the action. No googling on their iPhone (in fact, turn the phones off!), no chatting about their days, no having a sidebar about the kind of pizza to order. Quiet. Silence. Focus. Nothing is scarier than playing with volume in a game–lower your voice to draw them in, to have them straining to hear the words, and then shout the climax to their utter surprise. You can’t do this if Bill is in the corner watching YouTube videos.

Rule #2: Setting and Mood

Try to play somewhere dark and, preferably, quiet (as per Rule #1). Candlelight or a fireplace is best. Music should be creepy and should fit the mood. If you’re going to order food, make sure it is done and the food is there before the game starts. It’s okay for folks to eat while you are playing, of course, but don’t get interrupted by the pizza guy–it breaks the spell, as it were, for everybody to stand up and fumble around for cash (plus you’ll probably have to turn on the lights). Setting the mood helps Rule #1 actually happen and gets people into the zone. The more they play along, the better things will go.

Rule #3: Screw Mechanics

Horror RPGs work best with very, very simple rule systems. Roll one or two dice and have done, move on. Don’t ever break the flow of action to handle rules, and never stop a scene to roll dice. Roll dice before or after the scary, never during. If possible, don’t roll dice at all. Dice don’t make things scary and they break the mood to pieces, so use them sparingly. If you can handle it, have the GM roll the majority of the tests him- or herself and describe the results. Horror RPGs aren’t about your awesome dice rolls–they are all about the story and the mood. Of couse the PCs should get to make some rolls, sure–this is a game–but don’t let it interfere with the scary.

Rule #4: Show don’t Tell

A venerable rule for writers, but not necessarily so venerable for GMs. In a Horror RPG, a vampire is not ‘a vampire’. A vampire is a pale, handsome man with a plastic smile and eyes so dark they seem like pits. His handshake is cool, hard, and with no sign of a pulse–like shaking the hand of a store mannequin. The zombies that are chasing you? Describe their smell. Describe the sound of their bloody feet spattering against the pavement as they shamble closer. Your gun doesn’t do ’7 points of damage’, it rips a bloody hole through the fleshy part of the alien’s bat-like wings, releasing a stale odor of something cold and ancient that tingles at the back of your throat. Now, its beetley head and compound eyes swivel from the child half-eaten by its gory mandibles and, in a way that chills your bones, you know that it sees you. And it hates.

Get the idea?

There are probably other rules I’m not thinking of, but these are the main ones. Folow them, and I guarantee your game will be creepier and your players will have a great time. It’s a lot of work, but it’s worth it.

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