Last weekend I was at Concrete Cow, a great little games convention down in Milton Keynes. I ran a game of Dead of Night inspired by one of Paul Bourne’s illustrations, called Unhallowed. It was ostensibly a zombie survival movie, very much in the vein of 28 Days Later, albeit set in London after the war between heaven and hell has been fought. The tagline, “In the battle between good and evil, good lost”, should tell you all you need to know about it.
Sinful Behaviour
Posted: April 2, 2010 in actual play, Dead of NightTags: concrete cow, dead of night rpg
Not much has changed with the rules for Dead of Night second edition, but one area that I’ve tweaked are the characters themselves. Victims in Dead of Night still have attribute pairs, specialisations and survival points, same as ever, but players can also choose a bad habit or two.
Think of a bad habit as a horror movie cliche personal to that character. So a character might have the bad habit “sneaks out for a cigarette at every opportunity”, and when they sneak off for a fag when they should be guarding the camp, they earn a survival point. It’s a simple enough rule, and hardwires in certain behaviours to each character.
Monstrous Archetypes
Posted: April 1, 2010 in Dead of Night, designTags: dead of night rpg, monster movie, monstrous archetype
I’m working on the second edition of Dead of Night at the moment, my game of b-movie horror. Amongst the many refinements, one of the things I want to do is to streamline the way monsters are handled. Rather than have a vague system of creating a monster and a grab-bag of samples, some more handy than others, I’ve worked up a list of monstrous archetypes that each encompass a different type of monster.
I”ve managed to narrow the list to nine archetypes, and I’m fairly sure that you can fit most monsters into one of the archetypes. So, with that in mind, can you think of any monsters that I haven’t accounted for? Any archetypes that seem redundant or superfluous?