Wednesday, April 27, 2022

How much background does a RPG character need?

In a sterile, bluish-white room is the long haired Snake Plissken, looking over at something unseen with clear disdain while he fiddles with a gadget. He has an eyepatch over his left eye and wears a rugged, brownish-tan leather jacket over a black top with a zipper off center to his collar bone..
Escape from New York


One of the more interesting quirks of director John Carpenter’s body of work is how little background most of his protagonists are given. Barring horror classic Halloween, there’s few flashbacks or monologues detailing personal histories for the characters, who are defined largely by their role in the story. They Live’s George Nada is the most obvious example - even down to his name - as he quite literally wanders into the events of the film.

That’s not to say Carpenter’s subjects are total enigmas. The presence of Kurt Russell’s beloved Snake Plissken in Escape from New York feels anything but accidental. In light of his heroics during World War 3, he’s brought in to save the President of a dystopian United States from the open air prison that was once New York City. 

Even with frequent allusions to prior escapades, such as a failed attempt to rob the Federal Reserve, Snake’s personal history and deeper motives are left unspoken.

Cryptic as he might be, audiences never assumed Snake simply leapt into being with one eye and a permanent cowl. Neuromancer scribe William Gibson once explained how, "I was intrigued by the exchange in one of the opening scenes where the Warden says to Snake 'You flew the Gullfire over Leningrad, didn't you?' It turns out to be just a throwaway line, but for a moment it worked like the best SF where a casual reference can imply a lot".

What, pray tell, does any of this have to do with roleplaying games? Well anyone who’s made a character, run a campaign, or dreamed longingly of doing either knows that an RPG character is more than just a bunch of numbers. 

A background is what gives the character a place in the world, a reason for their motivations,

Wednesday, April 13, 2022

Tall Tales - A Vaesen Review


A figure clutching a revolver and lantern, clad in a wide brim hat and leather duster, reveals a towering, horned creature looming behind a sigil covered stone in a dark, green forest.
Free League

Vaesen: Nordic Horror Roleplaying
Published by Free League Publishing
Lead Writer: Nils Hintze
Game Dircector: Nils Karlén
Illustrations and Original Concept: Johan Egerkrans

Swedish roleplaying game publisher Free League Publishing has left a lasting mark in an industry that's never been more crowded. Their output has been characterized by concise rulesets, outstanding production values, and atmosphere so strong it verges on being oppressive. That's perhaps best encapsulated by their indie darling MÖRK BORG, the ultra-dark fantasy apocalypse experience presented like an art zine.

Vaesen: Nordic Horror Roleplaying fits right in with Free League's repertoire. The players are Thursday's Children, those possessing the Sight that reveals the magical creatures surrounding them. Agitated by a rapidly industrializing and conflict riven 19th century Northern Europe, you oppose these "Vaesen" as members of the Society.

But the stories are true, with giants, fairies, and ash tree wives are as rugged as they are elusive. The methods of banishing them are arcane and obscure, and oftentimes the humans who lured them out might be just as responsible for the horror. 

Vaesen offers a familiar but respectably novel take on the monster centric side of horror RPGs, where Call of Cthulhu looms almost as large as its Elder Gods. The players are outgunned and riven by personal demons: when they join the Society, the headquarters is abandoned and its sole surviving member is in an asylum.