Copyright 1995 by Rich Staats The Hideous Horrifying Whole or Gaming Horror Stories as recounted by Rich Staats aided ably by Phillip Hume Greetings after a break! This month's topic lends itself to more of a personal narrative style than past installments. Gaming horror stories naturally divide into two major categories, experiences as a player and experiences as a GM. I'll touch on them in that order. I'm also adding one humorous anecdote on convention attendance at the end. My experiences as a player only a couple of months, but that was sufficient time to learn many lessons about how to run a campaign and do's and don'ts of GMing. It was the best of times; it was the worst of times. It was the late seventies and early eighties. The gaming products were not as polished as today's fare, but the hobby was booming. There were fly by night gaming companies in abundance run from devoted gamers' basements. It was a time when gaming companies like Judge's Guild produced entire campaigns on colored newsprint for less than $5! _White Dwarf_ was still a gaming magazine (before being assimilated by Games Workshop's advertising section). Sure, the typos were rampant, and there were frequent references to nonexistent tables and sections. The graphics were mostly quick colorized pencil sketches as opposed to the beautiful glossy oil prints of today's products. Still, the hobby was alive and vital, and if you could dream of it, there was probably a supplement or game somewhere that covered it. (Fantasy Games Unlimited must have had fifteen to twenty gaming *systems* active at any given time.) It was a time when a whole campaign could take place in a single expansive dungeon and an inn, and if the GM was really ambitious he or she might add a temple or general store. I had acquired and read a number of gaming systems including the original Traveller, the D&D boxed set and RuneQuest (all of which I later gave away to aspiring players --- DOH!), and I was just waiting for the chance to really play in an RPG campaign. The chance arrived, and I jumped on it like a rabid raccoon! There are many things which could be said about the initial experience, but perhaps the most positive is that it led me to start my own campaign (now running some fifteen plus years). I just figured ``there has to be a better way!'', and there was. I laugh at the events now, but it was very annoying at the time. *** Fasten your seat belts --- heavy sarcasm follows *** The original GM (call him Jon) committed about as many of the faux pas of GMing as are humanly possible. (By the by, he is still active in the gaming world; I just saw a press release indicating he took a technical editing job for one of the few remaining gaming firms.) There were three main players, myself, a long term friend of Jon's (call him Keith) and a mutual friend of shorter acquaintance (call him Dave). Keith's characters showed an extreme form of divine protection. While Dave and I spent nearly as much time rolling up new characters between sessions as actually playing, Keith's PCs were blessed with immunity to all manner of negative effects. He did occasionally roll up new characters, but only when malaise overtook him. (``Send the character away --- he no longer amuses me!'') On one occasion Keith's character was holding a grenade which detonated. Dave's and my PCs were felled by the explosion while Keith's character was merely grazed. Keith blithely indicated his character was stripping his colleagues of any funds or usable equipment. When Jon indicated that Keith's character's ``friends'' were still breathing, Keith quickly scribbled a note to Jon. Jon indicated that, after Keith's PC was done, Dave's and my PCs were no longer stirring. Although the most glaring and irksome, favoritism was not Jon's only talent. He was equally capable at being arbitrary and capricious. You never really had any idea of what was possible and what wasn't. During one session, it might be reasonable for your character to get up, walk over to the faucet and get a drink without much difficulty, and during the next session, you might have to roll on a drowning table! Jon also did some of the worst NPC portrayals I have ever seen. To describe these characters as cardboard would be to do a disservice to paper products everywhere. If there were ever more than one NPC interacting with the party at a time, it was nearly impossible to tell with whom any particular party member was speaking. Jon usually reached his frustration point after a minute or two of character interaction and declared a general melee. (An interesting society to say the least! Imagine the following scene. You walk into a department store, and you ask a clerk where to find the toilet paper. You suddenly realize that you are talking to the manager, and the clerk was either an illusion or teleported away. The manager answers a different question entirely than you asked, but undaunted, you try to follow-up on his cryptic comments. Enraged, the manager, who has inexplicably transformed back into the clerk, pulls out a hitherto unseen great sword and begins hacking at you.) One would associate some lack of care for the fate of the NPCs under such circumstances, but alas, nothing was further from the truth. Each of Jon's NPCs or monsters was sacred. Nothing enraged Jon more than harming one of his antagonistic NPCs. Frequently rolls would be visibly fudged. NPCs teleported around the encounter area seemingly at random. Weapons' effects changed without warning or cause, and the NPCs commonly evolved abilities as the melees turned against them. Imagine the following scene (these items did not all occur in the same session in this close of proximity, but all of them did occur at one time or another). Jon: the Kobold blasts you with his staff of fireballs and flies away with his wings, Rich: But Jon, you said he was badly wounded and that we already stripped him. When did he grow the wings? OK, I'll roll for my character to hit. Wow! A natural 20! Cool! What should I roll for damage? Jon: None! He has a cube of force! Dave: Jon, you said I was able to tie him up; plus, you said it was an earthworm! Jon: The fireballs home in on your two characters. Luckily Keith's character does a triple backflip and avoids all damage. Keith: Jon, while I'm flipping through the air, I take careful aim with my crossbow and shoot at the Kobold; you know just like I used to do back home. Jon: [Rolls a one in front of the party, puts the DM screen in front of the dice and states] Nice job! You hit the Kobold through the neck *and* are able to catch the cube of force before hitting the ground. Dave and Rich: How much damage did the fireball do? Jon: It doesn't matter; you're characters are dead again. Keith: Jon, I go over to the Kobold and cut off the wings. Can I graft them onto my own back and fly? Jon: Great idea! Sure, now you have wings! Needless to say, Dave and I quickly figured out another means of role-playing. *** Sarcasm ends *** Dave suggested that I start a new campaign (he indicated he would rather play than GM), and I, who had done some one-ups prior to this, agreed. What followed were some truly enjoyable years as a GM which continue to this day. I will relate some generic ``interesting'' situations which have arisen as a GM, but none of them came anywhere near rivaling the ``horror'' experiences as a player. The gaming world changed. Production values improved, and background became the name of the game. Role-playing expanded from underground hack and slash to city and court intrigue and the great outdoors. The hobby went from a few settings and many companies and systems to a few high quality publishers and a plethora of prepackaged and expensive campaign settings. The players became used to better presentation, and with the increased expectations of products came a (reasonable) demand for a better level of GMing. In the early days, anyone who put out a shingle saying he or she was a GM would be inundated with players while more recently players have the opportunity to shop around. One of the situations which occasionally arises is that a player is pulled too deeply into the gaming world. I like to give out lots of handouts in terms of documents, pictures, mockups of items, etc. I also use sound effects on occasion. The handouts are very useful in that they give the players a chance to look at something and plan between sessions. I try to be extremely vivid in my descriptions of situations in the campaign and involve as many senses as possible in elucidating the scene (e.g. indicating the smells, the sounds, and any sensations of touch the characters are perceiving). By and large, these techniques only result in positive outcomes such as the players truly visualizing the campaign world and thinking up unique and innovative solutions to the problems confronting them in the campaign. Still, there have been those times when a player entered that world a bit too deeply. (As a GM, I had to take some large measure of the blame when this happened.) There are two general cases. A player can devote more time to the campaign than is prudent, or a player can allow the lines between real world and fantasy conflict to become blurred. This is not just the demesne of the deranged, estranged teenager forging chainmail in a steam tunnel somewhere either; these have been highly productive, social members of society. In general, gaming tends to foster interpersonal interactions, problem solving and offer a form of stress reduction through recreation which fosters other activities players are involved in. In particular, the trend has been for student players is to actually improve in their studies over time as they delved more into history, calligraphy, biology, statistics, etc. as adjuncts to the game, there have been exceptions where the player began to spend time on the campaign to the detriment of his or her studies, job, marriage, etc. I know of at least three cases where a player got in significant trouble with a spouse, work or academic pursuits. In two of these cases, I was able to intervene and salvage the situation, but in both cases, this involved having the players leave the campaign and then taking extraordinary efforts on all parts outside the context of the gaming group. (There are many examples where the academic standing of the players greatly improved, and I have been personally thanked by numerous parents for being supportive of their children. So, I don't want to paint too bleak a picture here.) Even more disturbing is where the line between gaming and non-gaming conflict becomes blurred. This can run the range from inappropriate actions or comments during gaming to physical actions outside the context of the gaming table. In one case, I had three party members start to gang up in a gaming sense on a fourth party member who was the elected ``party leader'' or caller. There is always occasional tension between the leader and other party members; so, I just assumed that the jibes and repartee were par for the course, ``part of the job'' for the party leader. But, things got a bit out of hand. I found out later that several of the party members had stopped talking to each other outside of the gaming sessions. The most serious event occurred when one of the gamers (not the character, the player) *burned* the party contract. (The party contract was a gaming document signed in situ by the party members, PCs and NPCs, which addressed such issues as division of party treasure, promisors of healing, etc.) The party members joke about it now, but it was serious (too serious) stuff at the time. We can differentiate these issues from strictly gaming conflicts. In one campaign, a PC staked another PC out on the beach to attract a monster! Still, the *players* were best of friends! I keep in contact with most of the old players, and we still do belly laughs when we discuss some of the crazy things they had their characters do. Let me add a funny aside here; sometimes it is not only the gamers who get sucked unknowingly into the gaming world. Two of my early gamers and dearest friends, Steve and Mike Kunkel, were up visiting me in Washington DC. We were all walking toward the Washington monument when Steve remarked that the Washington monument reminded him of a temple the party had assaulted when they had played twelve years before. Mike and Steve recounted fond stories of legions of monsters their characters had fought and valorous deeds done. My youngest daughter, Beth, stopped cold, whirled around, and wagged a disparaging finger at me as she stated ``Daddy! That's not very nice! You put your friends in a dungeon and then you sent monsters after them! Tell them you are sorry!'' Mike, Steve and I nearly fell in the grass laughing. I was finally able to convince my three children that this was just all ``pretend'' stuff. I've been blessed with only one truly antisocial player in all the years of GMing. We'll call him Michael. The gaming group has always done more than just role-playing. We have always stuck together and played other types of games, done trips, attended movies, etc. Michael's mother came up to me and asked if her son could join the gaming group. Two of the other players' mothers had told her about the group. In both cases, the players, call them Todd and Chuck, had had some minor scrapes with school officials and the law. After playing in the campaign for a bit Todd became an honor student, and Chuck was elected to the student body government. (Todd went on to study history in college, and Chuck became a police officer.) Michael's mother explained that Michael was a good boy, he just needed a positive peer group and some role models. (Yeah, right!) I didn't really have the option of turning her son down without good reason since I was running the group through the auspices of the community youth center. The horror, the horror. Michael immediately turned the gaming group against him. He took utter glee in having his imaginary friend backstab (literally) the other characters. Michael continually made inappropriate and embittering comments to the other players. I took Michael aside on several occasions and explained ``things'' to him. I spoke with Michael's mother and told her that her son was just not appropriate to the group. Soon afterward the head of the community youth center told me I *had* to keep Michael as part of the group or else we gave up our meeting place. Eventually Michael came around somewhat at the gaming table. One day though Michael just stopped showing up. When I queried what had happened to him, I found out he had been taken into protective custody for assault with a deadly weapon. There have been unpleasant situations where players have turned to the ``dark side.'' In the Palladium role-playing game (tm) there is a class known as Summoners (tm). The rulebook explains that most summoners eventually take on an evil disposition as time goes on. I stole the class for my own campaign, and I have had several Summoner PCs over the years. The most recent of these followed a classic example of corruption. Let us call the character Reamer. Reamer started off claiming to summon only faeries and other fey folk, but as time went on, Reamer began to dabble more and more with summoning dark forces. Slowly Reamer's motivations became less and less honorable. I knew that the PC had slipped irrevocably to evil when Reamer's controlling player told me that Reamer was going to summon the most powerful demon he could and the instructions would be to ravage the land! Shortly thereafter Reamer summoned an eldritch fiend he was unable to control and sold out the remainder of this party in exchange for seven years of power. Reamer *immediately* became an NPC. I had another player whose character became more and more involved with vile chaos magics. The trouble began when the party first found the dire manuscript. Almost to the last member, the party advocated burning the tome, but this character, call him Pee-Wee, said he would hang on to the dark book. Pee-Wee began reading the book, and it was only a matter of time before one of the spells in the book proved useful to the party. It was not long before Pee-Wee began casting truly horrific spells. (In one case, he inserted an undead cuttlefish into his own abdomen for an extended life span. Yuck!) The last the party saw of Pee-Wee was when the party was captured and Pee-Wee cast a blindness spell on the remainder of the party to improve his chances of escape. Pee-Wee too joined the ranks of NPCs. This portion is entitled ``The Convention'' The last couple of tidbits are from a gaming convention I attended several years ago. it was truly an adventure, and it was one of the only times I've executed a bootlegger reverse since leaving the test track in Heidenheim, Germany. Eric Zylstra, Joe Wyzorek and I headed out for a gaming convention. I had gone up the year before, had a great time and found rooms in abundance at all the local motels, but when Joey, Eric and I showed up, nothing was available. (It turned out that there was a big boating extravaganza the same weekend.) Undaunted, we started calling around. The typical conversation with a motel attendant went something like this. Attendant: We haven't got any rooms, but you might try blah-X and blah-Z. They're probably filled up too, but it doesn't hurt to try. Then, there is always the Spar-tan Inn. It is sure to have rooms, but -- well, er -- you don't *want* to stay there. Rich: Tell me about this ``Spar-tan Inn.'' Attendant: Look, if you go there, I didn't tell you too, OK? Rich and Joey: [shrug] OK. Joey: Rich, this Spartan Inn sounds like a *bad* place. Let's call blah-X and blah-Z. Invariably these places were filled up, but finally I did find a cottage that was available for only $30 per night! That is when disaster struck in my conversation with the owner. Owner: Great! So that will be a reservation for three. Now, who exactly will be staying? Rich: Myself, Rich Staats (S-T-A-A-T-S) -- the mastercard is in my name, Eric Zylstra (Z-Y-L-S-T-R-A) and Joe Wyzorek --- Owner: What! You want three young men from *Boston* staying in my cabin together? There is only one bed! Rich: That is OK, we brought along sleepin --- Owner: NOT IN MY HOTEL! (*click*) Bzzzzzzzzz..... After that, ``not in my hotel'' became a common catch phrase in the gaming group for ``no way, no how!'' :-) Unfortunately, at the time it was less humorous (though still funny), because we still needed to find a room. As one would expect for any doughty adventuring party, we ended up at the dread --- Spar-tan Inn! The sky became overcast, and streams of rain fell from leaden clouds as we rode into the sleepy hamlet. We parked the car in an overgrown, public lot. A fish eyed attendant asked us where we were bound for. When I replied ``the Spartan Inn,'' he croaked ``no charge!'' The attendant smiled with a grin too wide for a normal, healthy human countenance and showed more teeth than I had ever seen in one mouth at one time. I shuddered and longed for the warm sun of Boston as Eric, Joey and I shuffled slowly ever closer to the Spar-tan Inn. The villagers regarded us with suspicious glances as we walked up the street. When we turned toward the Spar-tan Inn though, those few on the streets quickly darted into doorways and the dark warrens lining this section of town. An old cripple, who had made his nest for the night in the doorway of the Inn, grabbed my arm with his retched, knotted hand as I reached out for the latch. ``Don't go in there sonny! You'll be sorry!'' he warned. I patted his hand and thanked him kindly for his advice as I used my sinister hand to open the latch and swing back the door. Portions of the worm eaten lintel crumbled and fell as the door swung into the yawning darkness. A fetid odor, an unholy combination of peppermint and burned liver and onions, assailed Eric, Joey and myself as our collective eyes attempted to penetrate the eldritch, unlit gloom beyond. The cripple moaned and hobbled away, dragging himself with his arms. The silence stretched for several heartbeats before a horrid keening sound chilled us to the marrow. The sound came again, a hideous mockery of human speech. Every instinct in my body told me to dart away and escape the terror that lay within, but from somewhere deep inside me, at the very core of my being, a voice said ``Rich, it will be *cheap* I bet!'' With resolute step, I entered. Eric and Joey huddled together outside the confines of the Inn glancing suspiciously in the doorway and back toward the car. My gaze met the source of the keening sound. It was bipedal. The ``body'' was draped in a greasy cloth. Spatters of blood, syrup and mustard covered the cloth in a pattern my mind could not decipher. The body was topped by a misshapen spheroid. The surface of the spheroid or ``head'' was pale and translucent. Blue veins bulged from the surface and looked like the river system of some alien world not meant to be seen by mortal eyes. A tuft of stringy white fur adorned the crown of the head. Two large, veined flaps of skin or cartilage projected from the sides of the head, not quite symmetric and disturbing. Small tufts of white fur grew from these flaps at random points. The eyes, my God, the eyes. They were completely white, cataract and ulcerated. Yet, they focused on me immediately as I entered. My heart froze in my chest, and I didn't realize I was holding my breath until I nearly fainted. Sound issued again from the thing. The smell of peppermint mixed with decay wafted through the air. I was nearly unhinged by the encounter, and my intellect sought to grasp onto any thread of sanity or hint of pattern or form. I clung to the sounds and thought there was some sense to them. Was it my imagination or did the thing say ``room?'' I averted my gaze from the hideous monstrosity and said ``three for two nights.'' A chill ran up my spine and covered my body in goosepimples as the thing chortled and screeched ``that will be grand! Don't get many visitors here. Not a superstitious fellar are yea?'' I did not answer, but the thing went on ``give yea the best room in the house I will. You shall live like kings.'' A grizzled ``hand'' stretched toward me though the arm or tentacle behind the hand was hidden under the sinuous folds of grimy cloth. With some trepidation I reached out and took the heavy skeleton key. The key was composed of some silvery metal. It was heavier than pewter and shown with some type of inner illumination. Inscribed in blackface on the key was the number ``13.'' I longed to look back on my companions for support, but I dared not turn my back on the creature here in its very lair, the center of its strength. I asked ``should we pay now?'' Before the words had fully left my mouth, a claw darted forth from the dark fabric and scratched my wrist. A trickle of blood ran down my hand as the thing replied ``pay when you leave in what form suits you.'' I ran outside. The cold, clammy air of that village seemed like a wholesome tonic to my gasping lungs. Eric asked ``Rich, did we get a room?'' ''Yes,'' I replied ``We have room thirteen.'' Joey said ``You're kidding, right? Rich, this place gives me the creeps. Was this some type of setup? I bet that's it Eric. Rich came up here last week and set this whole thing up.'' I said ``let's put the bags up'' without answering Joey's query. Eric noticed the cut on my wrist and added ``Rich, did you cut yourself?'' I said ``Yeah, watch the door, it has some rough spots around the edges.'' We made our way up the rickety steps of the Spar-tan Inn and came to the door. We opened the door, and true to its word, the thing had given us a truly magnificent room. The heady smells of cedar and pine greeted us as we entered the pristine, well lit room. There were two beds and a cot. The room had air conditioning, a king sized bath and its own sauna. There was a microwave and a refrigerator. Internally I wondered how much it would cost us and what the form of payment would be. I did not ponder for very long as the tendrils of lethe reached up to us, and we passed into comatose slumber. The next morning we made our way to the convention. There was no sign of the guardian of the inn as we made our way out to the vehicle, and the door to the parking attendants shack blew in the wind as we left the parking lot. Eric and I stuck together while Joey went his own way at the convention. Eric and I had signed up to do a ``Call of Cthulhu'' adventure with one of the premier module authors. The assembled players were an interesting lot. The topic of discussion when Eric and I entered was ``what is the worst thing that has happened to you in your life?'' The first lad volunteered ``I had to strangle my pet cat one time. It was rabid. You would be surprised how long a cat will last when you are choking the shit out of it.'' Eric and I glanced at each other as the next youth chimed in ``once I saw greater Cthulhu --- I lost all my sanity on that one! Man, that was the scariest thing that ever happened to me.'' He sat down and the vapid look in his eyes confirmed every detail of his tale. I was roused from my reverie as a perfect bound edition of the CoC rules whizzed by my head, striking the wall behind me and leaving the twisted gore of a squashed bot fly as the rules slid to the floor. I cast a questioning eye at the ``missileer''. He answered my questioning gaze by saying ``hey, it's perfectly safe. I do that shit all the time at my house. I kill hornets there for fun. I open up the screen door a little bit and let a couple in. Then, I get a couple of books and sit back and nail the f*ckers.'' Eric remarked what a good shot he was and slapped me on the shoulder adding ``Rich doesn't mind that kind of thing.'' As I glared back at Eric, the keeper entered the room. The session began well enough. I acted as the caller for the group. We seemed to be making decent progress when the keeper announced ``well, this is the half way point, and boy have you guys boned this one up!'' The group glanced around each other with questioning looks, and I asked ``what do you mean?'' The keeper tilted back in his chair and said ``you're never going to finish; that's what I mean. Are you guys stupid or did it not occur to you to talk to the ski patrol as the very first thing?'' I said ``OK, well that is a good hint, and we'll do that as the first thing after the break.'' I noticed that another hapless fly had entered the room eager to avoid any wounds due to friendly fire. The whole module appeared to be linear in fashion without room for deviation of any kind. The trail led from the ski patrol to an obscure member of the ski resort staff and onward without any obvious means of connection that our group could fathom, and at last the keeper said ``well hell, I'll just say that somehow you made it to the final encounter.'' The keeper seemed to have an unhealthy appetite for the subject matter at hand in that final encounter. The session went something like this. Keeper: The cave is filled with rocky pillars, and you will have to sneak up to the front. Rich: OK, what does the opposition look like that we can see from our current position? Keeper: you see a couple of thugs on either side of the altar and a crazy priest standing over the altar ``preparing'' a young woman for sacrifice. Eric: how do we know the priest is crazy? Keeper: you just can tell! It is the altar that really attracts your attention! Rich: Does the girl on the altar match the description of the one we are supposed to save, and do we have any clear shots at the guards on either side of the altar? Keeper: It *could* be the girl, but you notice that she is naked -- Rich: OK, we get the picture. Do we have clear shots at the guards and what is the floor composition like? Is it something we could sneak along? Keeper: She is bound to the altar, completely helpless, with straps of strong, black leather -- Eric and several others: Eeeeewwwww! Rich: Fine, now we take up positions to have Jim, Bob and Sam put suppressive fire on the guards while --- Keeper: She is moaning. She might be enjoying this! The priest is taking special cares in his ``preparation.'' He is standing *behind* the woman -- Rich: Yes, we understand. Jim, Bob and Sam lay down suppressive fire while Tim and Bart rush the altar using the pillars as -- Keeper: The priest is disrobed from the waist down and he is -- The party as a whole: Eeeeewwww! Rich: FINE! We launch our attack as soon as we are -- Keeper: AND SHE IS FACE DOWN! -- Rich: OK, we understand! The party: No more! Eeeeewwwwww! After that ``face down'' became a slang phrase for any overzealous description or something gross. The payment at the inn ended up being a few dollars less than we had anticipated spending at the cabin, and the trip back was uneventful. As an epilog, I visited the dorm where Eric and Joey lived a couple of months ago, and people there still say ``not in my hotel'' and ``face down.'' They probably will never know where those phrases came from. :-) -THE END-