The motivation for today's game concept comes from a few different sources. One is the book I reviewed last week, Felix Gilman's The Half-Made World. In that setting, demons are manipulators of the world, forcing their will and satisfying their quest for greater power through the hands of their human servants.
Another motivating force comes from games that I have played that were created in the spirit of H.P. Lovecraft. I have played the board game Arkham Horror and another game that exists in card and app form called Elder Signs. All of these games are derived of H.P Lovecraft's influence upon the horror mystique. While I had a bit of fun playing these games, I felt that they generally inspired an intentionally chaotic participation, one that felt disconnected from reality. This, I believe, is totally natural for those particular games and part of their intention. Since they are derived of Lovecraft's spirit, they appropriately exist within the guiding philosophy of his work. Lovecraft's work fundamentally followed "the idea that life is incomprehensible to human minds and that the universe is fundamentally inimical to the interests of humankind." (http://en.wikipedia.org/wiki/H._P._Lovecraft)
This idea, while interesting and compelling in the interest of creating a sense of terror, is not what I was after. I wanted to create a game that tapped into what we all know and understand of reality. Human being's suffer, very often as a result of our own actions. We make mistakes, harbor ill feelings, and at times walk with full knowledge into our fate. I didn't want to create another game with Victorian stylized demons popping into the world for no discernible reason. I wanted to create a game where player's take on demon's that life's lesson help them come to know all too well.
In life we truly begin to understand ourselves more completely by our failures and how we cope with them. My game would allow players to playfully recon well known failures of human character. These human failings would prove to be compelled, not by a weakness of the human spirit, but by the ill intent of nefarious demons. As player's face moral challenges they can strengthen their character in success and in failing they can better know the demon that plagues them. In the end with knowledge and strength a player can challenge their diabolical influence. Come on everyone, lets face our demons!
The
Demons Among Us
Premise:
Demons, they
compel poor choices, ill thoughts, and wrongful dispositions in us all. They
sow doubt, avarice, and hate in the loom of their presence. The hapless gambler betting his last dollar,
the vain politician selling the last shreds of his morality, the addict turning
their back on the ones they love while walking to their next fix, each one
possessed by something they feel is beyond their control. A demon possesses and
compels the characters of this game, you. They possess us all!
Each player,
as with all people, has suffered from weaknesses through out their life. These compulsions, as the players are coming
to understand, have shaped them and are wrought from the will of a particular
demon. It fosters the fears and dire penchants
that toil within the player’s souls.
In the play of
the game, each player must encounter various moral challenges. As characters succeed or fail. They come to
understand either their individual strengths or the nature of their personal demons
better. To know thy enemy is to know thy self.
In this knowledge a player may defeat their demon and be victorious!
Game Play:
Play of the
game begins with each player choosing a character or “avatar”. Each player in turn now draws one challenge
card per turn. This challenge presents a scenario that will force an avatar to
match their strengths of character against a demonic compulsion. On the card will be a ‘condition for success’
value representing a target score for that player to achieve in their turn. The target is met by combining their current
score in that particular strength of character with a die total that they roll.
The chart
below defines the compulsions of demons and their opposing strengths of
character.
Compulsions of Demons
|
Avatar’s Strength of Character
|
Fear
|
Courage
|
Hate
|
Kindness
|
Sloth
|
Diligence
|
Avarice
|
Generosity
|
Vanity
|
Modesty
|
Doubt
|
Confidence
|
Vice
|
Virtue
|
If the player
meets or exceeds the ‘condition for success’ value, then the player wins the
challenge and records the appropriate change of their avatar’s strength of
character score as suggested by the success panel.
If the player
fails the challenge, then they reduce their ‘sanity’ score in the manner
suggested by the cards failure panel, recording that change on their avatar
sheet. Failure isn’t all bad
though. In the game it is actually
necessary. It is through failure that a
player comes closer to knowing the demon that plagues them.
With each loss
a player will also take note of the ‘demon score’ on the challenge card and add
its value to the demon tracker portion of their avatar sheet. In this way, with
every loss, the player better understands their demon. Eventually the failed
challenges will illuminate a combination of various compulsions that match the
spirit of one or more demons. Once a
demon is adequately defined on the player’s demon tracker that player may
name the demon in their turn. This
action initiates a final battle with ones demon. A player may also choose to wait. By waiting,
a player has the chance to face more challenges in the hopes of building more
strength of character for the upcoming battle. They could also visit the
sanatorium.
The sanatorium
is a player’s place of healing. As
player’s sanity score lessens they draw nearer to insanity. If a player’s sanity reaches zero then they
have gone insane and must spend the next three turns in the sanatorium. When any player is in the sanatorium, they
are there to heal their minds. They may
not face the rigors of challenges or demon battles during those turns. A player’s stay in the sanatorium is denoted
by a player holding a sanatorium token.
For each turn that a player is in the sanatorium they gain one sanity
point. Once an insane player has
completed three turns in the sanatorium, they may return the sanatorium token
and begin to face challenges or, if their demon is known, attempt a final
battle. They may also choose to stay in
the sanatorium up to as many turns needed to reach their starting sanity
score. Player’s may also choose to enter
the sanatorium of their own accord. If a
player, on any turn, wishes to stave off insanity and the mandatory three turn stay
that goes with it, they may choose to enter the sanatorium willingly. Again,
they may stay as long as they wish, progressing one sanity point per turn and
earning no more than their starting value.
Final Battle :
When a player
has faced enough challenges to define the nature of their demon and they feel
they’ve amassed a reasonable strength of character and sanity score, they may
choose to name their demon. By naming their demon, the avatar calls forth their
demon to battle. The player now assesses
the combined value of all their various strengths of character and marks it on
their avatar sheet’s total strength panel. They also note the demons strength
score, noting that on their demon tracker.
The player now rolls a series of attacks. With each attack if the player’s strength
combined with the die total are higher than the demons strength then the demons
health is diminished by one. If the
player fails to roll an adequate total then they lose one sanity point. The battle continues in this manner till the
demon health is reduced to zero and therefore destroyed, or the player’s sanity
reaches zero and they are driven insane, forcing them to enter the sanatorium
for the next three turns. A recovered
player may name their demon on a future turn, like the player though, that
demon will have recovered and will return to battle in its full strength.
Once a player
has defeated a demon they are victorious and the game is over.
You might want to read Charles Stross's "Laundry" series. http://en.wikipedia.org/wiki/Charles_Stross#The_Laundry_Files
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