Saturday, 2 February 2019

Doomsayer Advice and Thank You Message


Cool stuff happened today. About 24 hours ago I tweeted I was doing a follower target thing for 300 followers. It wasn't a giveaway or anything silly, but someone 20 people still followed me. You asked for Random Character Creation for Best Left Buried, which I am going to do, but there are (understandably) a lot tables involved, and editing them takes time.
To appease you all until I can finish tables, here is some Doomsayer (Referee/GM) Advice for you to feast on in the mean time. While this is all about Best Left Buried, you could also use it for any other horror game, Call of Cthulu, WHFRP, Lamentations of the Flame Princess. Whatever. It's split into three sections: Fun, Challenge and Omens. It mostly talks about entertaining your players when the game is horrible, and also working with information to make sure no one feels cheated. Some stuff is borrowed from other people, including Joseph Manola of Against The Wicked City, and Skerples of Tombs and Scrolls...
I apologise for spelling mistakes and my general misunderstanding of grammar. This material has not yet reached my team of capable editors. In fact, fun announcement! As of 4 hours ago, Best Left Buried: Deluxe Version is finished! All of the written material is now with editors, due to return to me in a few weeks so I can start on art directing and layout. 
If you are reading this, thanks for following me and paying attention to things I create. If you fancy playing games, drop me a message on Twitter (@JellyMuppet) or Discord (same name, I'm on all the big servers) and I'd be happy to add you to our Best Left Buried Discord server. There you can grab sneak previews of new rules, as well as take part in playtests and generally chat about RPGs. 
See you soon!
Get a look at this Ben Brown classic! Poor Lilith the White looks very small under the hand of the Doomsayer.
Fun in Best Left Buried
Best Left Buried is a horror game. Before start your first session, sit down and think about what players enjoy. It won't even hurt to ask them.
Some enjoy seeing and defeating crazy monsters. Some just like rolling dice. Others like gaining awesome treasure. Some love overcoming impossible challenges against all odds. Some like being scared. They might enjoy the escape from droll reality, the sense of adventure. Many get a kick from pretending to be people completely different to themselves. Some just like hanging out with their friends with snacks and drinks. A deceptively large percentage are spectators who like watching other people have fun.
For all the talk about killing, maiming and generally emotionally abusing the player characters, nobody enjoys dying. Some people enjoy their character nearly dying and the adrenaline rush of the near escape from certain death, but they are a rare breed of sadistic maniac.
As the Doomsayer, it is not your job to kill your players' characters. You want them to have fun. Work out the kind of game your players enjoy and do everything you can to deliver that exact game. Cater to your audience. For all of the talk of preparing three characters, just let the players play their favourite.
Describe everything in as vivid detail as you can muster. Talk about the sights, the smells, the sounds, the taste of the air, even the textures of the environment. If you aren’t a skilled improviser of such things, write out detailed notes for your Crypts, Monsters and Characters.
Do stupid voices for NPCs. If you players laugh at you, you might be a little bit rubbish, but you’ll better and eventually they’ll join in.
During combat, keep everything moving at rapid pace. Get the adrenaline pumping. Describe the action, encourage players to narrate their actions. If they ever say ‘I hit them with my sword, it deals five damage’ then that’s boring. As an incentive, offer players with particularly exciting or dramatic description the Upper Hand on attacks.
Finally, avoid fights and traps that seem arbitrary and repetitive. If you have ask the party 100 times how exactly they open a door to see a trap if is triggered that’s probably not exciting. Avoid making fights that are just “five insert generic bad guys here in a blank room”. This is repetitive and bland. Present innovative and strange environments that can reward quick thinking and keep the game fresh and exciting
Challenge in Best Left Buried
Roleplaying games always need to be challenging. If the game is trivially easy, it probably isn’t fun. At the same time, the challenges you present aren’t designed to kill to the players, they are meant to give them room to show off their skills and ingenuity.
When setting up puzzles or encounters, try to challenge your players not your characters, and definitely not their character sheets. Good puzzles should be solvable with common sense, have no simple solutions but lots of complicated solutions. If you do have to attack the characters, do it in novel ways. The very best puzzles don't deal damage; they impede, obstruct, confuse and misinform the party and allow player skill to shine.
Remember, characters don't have the wide array of spells and cool abilities they might have in more modern games. Generally speaking they start with one cool thing or trick, and 5 items they can use to their advantage. If players run into trouble with a trap, puzzle or obstacle, remind them to look on their character sheet and see if they have any equipment that will help. The right tool can make am impossible task possible, a hard task easy and an easy task trivial. There aren't a lot of problems in a dungeon that can't be solved with rope, pickaxes and time (and usually a lot of noise).
The approach to fighting monster should be though as another type of puzzle. The most simple way to solve a combat is usually the worst, and have the highest tax in Grip and Vigour.
Monsters should be dynamic and have defined weaknesses that are (at least slightly) telegraphed and therefore exploitable by characters.
Your NPCs can also be an obstacle. Make them dynamic and as real as possible. Think about their motivations and desires. Think about what they will do in response to a given situation. Reward players for guessing their intentions and foiling their plans.
In the dungeon, Only fanatical or insane enemies will fight to the death or attack on sight. Wherever possible they will retreat when disadvantages, and try to find more information or allies before attacking. Even the strangest of monsters have other things to do then mindlessly throw themselves at the enemy, and if wounded they might retreat to lick their wounds.
Sentient and sane bad guys might tactically retreat, surrender, attempt negotiate terms or some kind deal, or even just avoid the players. Clever players can turn combat encounters with the these kinds of enemies into social encounters, allowing them to save points of Grip and Vigour.
Combat in Best Left Buried is not intended be balanced or fair. Bad guys should be real antagonists who try with all their heart and soul to destroy the party. Players should do everything they can to scrap out every single advantage they can and turn the odds in their favour.
Quoting (sadly, far from verbatim) Joseph Manola, “Getting into anything resembling a fair fight is a terrible idea (...) The good guys don't win because they're good; they win because they are able to attain a greater capacity for acts of spectacular mass violence than their enemies.”
In short, all is fair in love and war.
Omens and Fear in Best Left Buried
Being scary in an RPG is hard. The best type of fear you can project is visceral, genuine emotional fear. I think Stephen King, America’s premier crafter of horror stories, said it best in the following quote:
“I recognize terror as the finest emotion and so I will try to terrorize the reader. But if I find that I cannot terrify, I will try to horrify, and if I find that I cannot horrify, I'll go for the gross-out. I'm not proud.”
Terror is usually described as the feeling of dread and anticipation that precedes the horrifying experience. By contrast, horror is the feeling of revulsion that usually follows a frightening sight, sound, or otherwise experience. The gross-out is something that is disgusting, repellent, or shocking, usually involving blood, ichor or something obnoxiously creepy.
If you can scare them with the looming threat or something hiding just around the corner, then that’s a higher cause than a jump scare, which in turn is more elegant than something gross.
You can also use the terror creating elements to provide and hide information. What is more terrifying than the unknown? We call these features “omens”, the evidence a monster or trap exists.
When traps, monsters and other obstacles are dangerous, they should be obvious. This is why we never instantly kill a player without warnings or telegraphing it in some way. Creatures that are large, lethal or terrible should leave omens of their passage: scraps of fur or skin, huge footprints, mutilated corpses of other monsters or fellow adventurers, screams in the distance, graffiti scrawled on the dungeon walls, trails of blood or ichor. Stuff like this not only acts as interesting set dressing, but also shows the monster the monster is there and that the characters have passed into its territory.
Perhaps other Cryptdiggers in the company have seen the creature in scouting missions, or heard about it from other NPCs. Maybe something near that area of the dungeon wiped out a whole other wing of the company.
All of these things are rock solid horror tropes you can use to set up players with information. The omens can give them tools to outwit and eventually defeat the monster.
And if they can't feasibly kill the creature, they should be able to avoid it. Until it starts hunting them, that’s when it gets really scary.

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