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Showing posts with label Television. Show all posts
Showing posts with label Television. Show all posts

Monday, October 1, 2018

Silent Legions: Quaint, Quiet Little Town, Part 2

The month of October is the month of horror. And so we begin this month with the second part of something started last month. Mostly just some random ideas and leftovers from last time to kick start more coherent ones...maybe? Who knows: if one is channeling Twin Peaks you have to learn to make stuff up on the go.

Will there be more to the series beyond this?
Time will tell...

Allies and Enemies
D12
Ordinary People
Supernatural Forces
1
A crazy, cooky (possibly pirate) radio host that believe there is a conspiracy. Unfortunately what they think is wrong.
An evil, shapeless force of aggression and malevolence that tear people and animal apart. Likely not the true mastermind.
2
A local cop that’s way over their head and seem to have trouble recognizing the supernatural.
A beast in the woods, which is nearly impossible to see due to some truly exotic camouflage, be it biological or supernatural. Roll again on Supernatural Forces for its true master.
3
A hunter who lives in the woods and only come to town for a drink and supplies. Has seen some...things in the woods.
An angry, evil old person who cast a long, twisted shadow and has flies around them. Their words twist the heart and souls of all pure people.
4
The local priest who has some pretty….unusual beliefs. Can be a weirdo or malevolent depending on role.
A conspiracy of strange men that nobody seem to recall the names of or where they come from: they've just always been at the diner and nobody asked.
5
A crazy survivalist who think the government and/or aliens are out there and about to take over the world.
Your own reflection out to kill you for past sins, real or imagined. It is an agent of a force of dark reflection and antagonism.
6
A weird old lady with a garden full of unusual, possibly deadly plants. She can be a helpful healer or someone out to poison you.
The past itself, in the form of murderous shades and past wrongs out to kill those who have made the wrong choices, possibly leading the world to it's doom. Roll again on Supernatural Forces for what it is trying to stop.
7
The local weirdo who is into new age stuff, yoga and maybe vivisection depending if they are an ally or foe.A cult of demon-worshipers (or any thing eldritch, evil and supernatural) and their summoned minions.
8
A local tough guy who can knock you on your ass. Has a lot of personal problems behind the bluster.A vile substance and corruption seeping from the ground which give people visions at the cost of their sanity. It seek to consume the minds. Roll again on Supernatural Forces for its true master.
9
The sheriff who think every outsider is out to cause problems. Even as an ally, he doesn't like you.Seemingly FBI agents with blank, forgettable faces.  Roll on Ordinary People for the one attempting to expose them.
10
Local serial killer: if an ally, they've been killing people possessed or controlled by a supernatural evil.Nothing. Maybe? You're not sure, there has to be something but you can't seem to ever truly perceive it. Roll on Ordinary People for its apparent agent.
11
The local doctor and/or psychiatrist. If an enemy, they will try to gaslight and manipulate their foe.A wise, if foreboding figure (man or woman, young or old, pick what fit) which speak in cryptic warnings and prophecies of doom. Seemingly an ally against something else. Roll again on Supernatural Forces.
12
The local drunk. May or may not be something else entirely.

Saturday, September 1, 2018

Silent Legions: Quaint, Quiet Little Town, Part 1

I've just finished replaying Alan Wake and while it is rather lacking in the 'gaming' department it was still a worthwhile experience. Normally I'd be a bit harsh on games which try to be lighter on gameplay and heavier in the story content (in spite of being a fan of Metal Gear, go figure) but Alan Wake manage to really sell itself when it come to the world and story, especially on the part of doing eldritch mind-screwing horror without entirely resorting (only) to the usual cavalcade of Lovecraftian names, ideas and creatures: if there was one video game I'd recommend any Silent Legions Game Masters it would be Alan Wake. Granted, the game has been removed from the Steam market so anyone interested may have to resort to legally dubious means of obtaining the game unless one is willing to track down a physical copy of the Xbox version.
Let's just say he's not having a good day right now...

Alan Wake is very much the child of Twin Peaks, which makes it the younger brother to The X-Files. There's a certain something which is appealing about the concept of the somewhat isolated (north) American small town where seemingly bizarre things happen. Perhaps it's because they seem like the last dark and unknowable spots in an increasingly connected and known world: odd places away from the greater whole of civilization with a deeply entrenched history intertwined in the location and people. This sense of deeper, more connected history and local culture is alien to us city-dwelling folks and can appear, shall we say, creepy at times. It's fairly easy to take these utterly mundane places and start imagining some terrifying secret to it. They also tend to follow a 'two word' format:

D12
First Word
Second Word
1
Night

Springs
2
Mirror
3
Twin

Vale
4
Summer
5
Dark

Lake
6
Winter
7
Midnight

Peaks
8
Light
9
Daybreak

Fort
10
Spring
11
Crow

Grove
12
Dusk

Of course, supernatural happenings and fictional nature or not, the place invariably has some real-world history tied into it for an added layer to make it seem like a believable place which could exist somewhere. In general these stories are set in the United States (especially the New England region or the Appalachian) but such towns can (and do) exist in Canada too, especially the less populated and wilder provinces such as the 'middle Provinces' (Alberta, Saskatchewan and Manitoba), the rural parts of Ontario and Québec or the more remote and less-known-internationally provinces of New Brunswick and Nova Scotia. If one feel like adding extra cold, there's Alaska and the coldest Canadian provinces (and the northest parts of Québec and Labrador).

Any of these areas breed isolation and a foreboding sense of of 'not being welcomed' for city-folks. These places are smaller, closer-knit communities, almost like an anachronism or atavism to those used to the anonymous masses of the larger cities and the quaint boredom of suburbs. There is also the sense that such villages are isolated islands of civilization in the deep, dark wilderness, with bears, cougars and maybe some rampaging moose. It may sound silly but at night, when you're alone in those woods, it can get lonely and terrifying. If you fall in the dark nobody will ever find you.

These are all perfectly mundane and rational dangers. But what about these dangers which aren't mundane? What if there's really something out there? Or what if there's something in there in the village too. What if it's not just paranoia and isolation?

D6
Investigator’s Hook
Traveller’s Hook
1
A missing person case is what brings you and your colleagues to this town.
Someone or something destroys your car and maybe attack you/your family while you are on a visit.
2
Someone who has been missing for 2d10 years reappear. They haven’t aged a day.
Someone or something keep leaving cryptic messages warning you to avoid a certain thing.
3
Cryptic visions have led you or a colleague to this place. You must untangle their meaning.
The local are way too damn nice. You wake up to find you are suddenly married to someone in town you’ve never met.
4
A sociologist, archeologist or someone similar has gone missing. Their last whereabouts were studying the this town.
Someone in town keep saying you/your friends/your family is a long-lost relative of a local figure.
5
The town has vanished into thin air 1d4 decades ago. When you go there investigating something, it apparently still exist and never disappeared.
According to the locals you’ve been visiting this place for years and they have in depth memories of your misadventures. You don’t.
6
You wake up covered in blood, weapon in hand with the wall smeared with your writing saying how you ‘stopped the calamity’. Nobody knows what this mean, you don’t remember and the locals want your head.
A strange man has been stalking you/your family. Just when you’re about to confront him/you think he’s about to attack you...he is killed by an unknown force and leaves a cryptic warning to you with his dying breath.