Amongst the subtle tweaks to the rules, one of the things I wanted to change was how monsters worked to reflect how I’ve been using them in my game. In 1st edition, monsters were built like any other character, except you could buy monstrous specialisations – special powers, essentially, that bent the rules slightly – at the cost of a Survival Point each. Some of these monstrous specialisations needed a Survival Point to be spent to use them too. These two rules compounded and tended to mean that monsters with lots of cool powers didn’t last long, as they had either given up their Survival Points at creation or had to burn through Survival Points to use their powers.

In 2nd edition I’ve disconnected a monster’s pool of Survival Points from their powers, meaning that when creating a monster you simply pick some funky abilities, add in a vulnerability if required and then set its Survival Points to whatever number you want – the higher, the longer the game will last. And instead of forcing a monster to spend a Survival Point to trigger its powers, you spend a point of Tension. Simple.

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The largest new chapter (scenarios excepted) is titled Genre, and is about emulating pretty much every horror movie genre in Dead of Night, from splatter horror to psychological horror and everything in between. In all there are 12 genres covered, including a sample scenario synopsis and set-up for each.

I’m really proud of this chapter, although at times it’s been a slog to do. At its most basic, the chapter is great for inspiring the reader to try out a different genre or style of horror movie. Did a little deeper and it provides suggestions for how to capture the feel of the genre chapter on the tabletop, including Tension settings, Survival Point ideas and suggestions for pacing the scenario.

Here’s a look at one of the genres, Body Horror, as well as one of my favourite bits of art for the accompanying sample movie, Symbiote.

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One of the things I wanted to do with the Monstrous Archetypes was make it easier for the GM to go about creating his own monster, to take an idea and follow some easy steps to make it a potent foe in the game. But one of the things I wanted to keep from Dead of Night first edition was the ability for the GM to just go ahead and grab stuff ready-made out of the book, to really cut down on the prep time if that’s what the GM wanted. To that end, the book is packed with ready-made stuff, from pre-set Tension circumstances to complete scenarios and, of course, ready-to-eat-you monsters.

Each of the ten Monstrous Archetypes I talked about last week also comes with a sample monster, so you have ten fully statted monsters ready to go; everything from a vampire and werewolf, to a coven of witches and a haunted house (yes, as a monster, not a location). That’s not including the monsters included in the scenarios, which should be enough variety to keep even the most regular of Dead of Night GMs busy for months.

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As I mentioned a few weeks ago, we’ve had some of Paul’s illustrations printed as postcards. The first of these,  Hide, arrived at the weekend so I thought I’d share with you the picture, which Paul coloured specially for the promo. On the back of each of the postcards I’ve had a bit of text printed too, giving you an overview of the (fake) movie and some advice on turning it into a scenario.

This text actually comes from the Genre chapter of the book, which dissects about a dozen different horror genres, giving you advice for using Dead of Night to emulate them. Each genre also comes packaged with a sample movie, describing the plot of the movie and an overview of how you’d run it as a scenario. Hide is the sample movie for the Slasher genre, so should give you a glimpse at how the chapter is shaping up.

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One of the chapters that has been expanded the most is the Monsters chapter, which tells you all that you need to know to make your own monster. I touched on this back in my first post where I talked about Monstrous Archetypes, and these form the core of this chapter.

Rather than just present a selection of fully formed monsters (although I do that as well, but we’ll talk about that another time), I strip it back a bit so that horror movie archetypes are all represented. Each archetype encompasses a  ‘template’ of sorts that helps guide you when making your own monster.

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One of the key design considerations with Dead of Night II was the physical size of the finished book. What size and format should it be printed in? Is this something designers normally consider? I don’t know, but with  Dead of Night it’s a real biggie (no pun intended). For those of you who aren’t familiar with Dead of Night, the the first edition book was truly pocket-sized – about 4 inches x 5 inches, if I recall correctly.

This was a great gimmick – hell, I’m the first to admit to the fact that when I started writing it, that was all there was to the game – and worked wonders at grabbing people’s attention when it was sitting on the stall at a convention. The end result is achieved, the book is in the hands of the punter and half the battle is won. Great, surely?

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So, ever since I previewed the cover earlier in the week, I’ve been asked the same question about Dead of Night: what’s changing in the new edition?

The game, at its heart, is still the same game. The mechanics all work in pretty much the same way with a couple of differences – you don’t just lose survival points to combat checks now, but to any check designated “risky”, be that escaping from the werewolf into the woods or chanting a powerful magical ritual. There are also Bad Habits, which I touch upon in more detail here.

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With last week’s preview of Unhallowed, you should have a taster of the style and look of the interior art. This week I thought it time to unveil the front cover, again by Paul. The cover of the first edition, by Eric Lofgren, was a really distinctive image, depicting a pack of werewolves tearing apart a victim.

When approaching the cover for the second edition, I wanted to capture some of the imagery of the first edition, so I asked Paul to “put a werewolf on it”. No doubt this caused some howling and gnashing of teeth (no pun intended), as Paul explained to me, “Fur can be a pain to render.”

Well, as you’ll see from the finished results, it was worth the wait for me… and hopefully the pain for Paul!

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I’ll be at the first ever Con-Quest tomorrow, a new games convention in the East Midlands in the centre of Derby. A few of my friends are running it, and they have high ambitions, so it’ll be good to go and support them. I’ll be in the games hall in the afternoon running a game of Dead of Night second ed. I’m running Unhallowed, which will be featured in the book, so if you fancy seeing how the new edition is shaping up then pop along and join the game.

I made passing reference in my post about running Unhallowed that it was inspired by Paul Bourne’s illustration. Rather than leave the illustration to your imagination, I’ll post it up here. The game is about ready (it goes to Paul for layout) in a couple of weeks and the art is all in, so I thought it a good time to start showing it off in all its glory.

I had quite a strong concept for the art when I started chatting about it with Paul – I wanted each of the ten illustrations to be a fake movie poster, complete with credits and critical acclaim. Paul took this idea and ran with it, delivering a series of posters that absolutely blew me away. Each could be for a real movie, and I’d pay good money to see each of them at the cinema (or at the very least, on straight-to-video DVD).

Right, without further ado, the movie poster for Unhallowed is behind the cut. I’ll be posting up more illustrations, as well as the stunning cover, over the next few weeks.

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