Dark, Delicious and Deadly part 1: Focus

For the next five Fiendish Fridays, I shall be posting excerpts from “Dark, Delicious and Deadly” an article I’ve written for the upcoming Tournaments of Madness and Death adventure book for Crypts and Things (eta May?).  This article deals with how I write and present one-shot adventures for conventions.

So without further ado here’s part 1.

Focus on what makes Crypts and Things what it is

This is a big one. If you don’t focus on what C&T does, you might as well be playing one of the other variants of the World’s Favourite Fantasy Roleplaying game. Don’t let the fact that it has many features and troupes of that great Dungeon Crawling Game; Classes and Levels, the six characteristics, experience points and hit points are all there merely to make players and Crypt Keepers feel comfortable and at ease. The familiarity of some aspects of the rules is there to ease the players and Crypt Keepers into the game, rather than dropping them in from a considerable height with a huge learning curve. There’s also a delightful simplicity of the old school rules that makes them easy to build upon.

A lot of what C&T does is through tone and emphasis. The text of the game imparts this, but the extra layer of rules (Sanity, Black/Grey/White Magic, Corruption, Skill use and the abilities of the classes) highlights it too.

The big four points of what makes C&T special are:

  1. Player characters are the Heroes and Heroines. Even if they are anti-heroes, the player characters are deliberately the overpowered main characters of Swords and Sorcery fiction. Never make them the sideline in the adventures. Always put them centre stage.
  2. Enemies are horrible to horrific. As a counterpoint to the above, and to put the player characters in perspective, their opponents are the stuff of nightmares. They murder, they steal (so their victims will starve to death), they even suck souls. Even the most anti-heroic villainous player character should feel virtuous when confronted by the cruel machinations of a Greater Other.
  3. Humans are misguided power seekers struggling to survive (even insane cultists). Also though the default setting, The Continent of Terror, is human-centric, those humans aren’t forming lovely well-ordered Kingdoms. They are scrabbling in the ashes of their dying world for anything to keep them alive or give them a thrill that takes them away from their bleak day to day reality. If the players are looking for inspiration from non-player characters, they will soon find that they have to create that inspiration from themselves for others.
  4. Weird, beautiful and occasionally humorous. Despite the grimdark aspect of the game, there is much wonder and laughter in the setting. Let the players explore that and emphasise the fantastic nature of the world from time to time. It’s a critical factor of why people keep on coming back to the swords of and sorcery genre, again and again. The sheer playful escapism it provides.

Next Fiendish Friday: Pacing.

An Excerpt from the upcoming Crypts and Things book “Tournament of Madness and Death”

Tournaments of Madness and Death cover by David M.Wright

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