On one of those sites where people chip in on a list, there was a thread concerning elements you might find in a small town, suitable for a mystery or horror campaign.
I don’t GM horror. I think it’s a uniquely difficult milieu for gaming, and I believe it takes a rare player to manage. But I seem to have a knack for producing these little bits, and I know small town New England intimately. Herewith my own entries, for your edification.
1) There's a stereotypical country store (fitting into the milieu), with four elderly men sitting on the porch, smoking pipes. But they don't talk. They never talk, except when directly addressed, and then only curtly and briefly. They are always there, from just after sunup to just before sundown, they always sit on the porch in the exact same order, and they just stare at the street traffic ... including one who’s plainly blind, with a cane, but staring anyway. Puffing silently.
2) There are no pets. Anywhere. No dogs, no cats, no parakeets. There is evidence of pets - the occasional dog house, the bird cage in Mrs. McGarry's window, the bin of rabbit food in the feed store - but no critters. Except by nightfall, one can hear the occasional cat yowl or dog bark ... but never see any. If the PCs bring a pet with them, it will go bonkers the moment it breaks the town line, berserk and doing its level and continual best to Get Away.
3) The perky young sales clerk behind the counter of the five and dime is a different one every day. She's friendly, wholesome-pretty, hourglass-figure, is always a cheerleader at the local high school, always an orphan (living with an uncle and aunt), always a parishioner at the Congregational church over on the corner of West and Bridge Street ... and looks blank and confused if asked who was clerking there the day before.
4) Speaking of Bridge Street ... the bridge crosses the Mill River, where the old abandoned furniture mill is, right up against the mountain. No one ever goes there. No one lives on the other side of the river, either. And no one in town will talk about it except to reaffirm that everyone stays away, because, well, they "just do." The local police will drive across the bridge once per shift, do a donut, and come right back across, losing no time to do so.
5) There's a modest town green, with a band gazebo, an old war monument, a public drinking fountain built a century ago ... and a weathered sandstone menhir entirely jarring and out of place amidst the 19th century granite and decor. On the menhir is a bright yellow ceramic 1950s style bowl. Broken. It's always there, no one will talk about it, and the villagers will gasp in horrified consternation if anyone touches it. Even so, they'll plaster strained smiles on their faces, won't talk about it, and try desperately to change the subject.
6) Every 66th day, the high school sports teams change IDs. In December it was the Red Raiders; now it's the Lakers. Completely new name, completely new uniforms, completely new mascots, for all the school's teams. Booster club jackets will suddenly change to conform. It will be as if there never was a difference. The town's weekly newspaper will have sections clipped out of the back issues at the library which would indicate the old names ... or they'll be replaced.
7) Something you tell one person seems to spread to the rest of the town instantly. Mention on your first trip into the town to the waitress at the diner as you're paying your tab that you're a writer for the Patriot Ledger, when you cross the street to get a pack of smokes at the corner store, the proprietor affably says, "My, bein' a reporter must be an excitin' job, eh, sir? I keep reading of all them criminals in your paper!"
8) At six minutes past 7:00 pm every day, all the residents above the age of ten, all at once, break into a couple of verses of a song popular on the charts ten years before. It is a different song every day (and a very discerning and musically apt PC will realize that the first initial of the song title the first day is "H," the second "G", the third "F", slated to count backwards to "A" during their stay), and no one sings for longer than about fifty seconds. If asked why they do it, the PCs will get answers ranging from "We just like it" to "This is just something we all do."
(Yes, this is indeed the 66th minute after 6 PM.)
9) All the televisions in town, be they old-fashioned analog sets with dials or digital jobs with remotes, lack Channel 2; they all start at "3." The only exceptions are three sets, all with navy blue cases; one in Town Hall, one in the Congregational Church basement used for social hour, one in the local barber's shop. In every case, the PCs will be told the sets are broken, and they will be prevented from examining them, physically if necessary, violently if it comes to it.
10) No family name in the town's two graveyards seems to have any living relatives in the town now; even townsfolk who claim their families have lived there for generations have no one buried there. If asked, they will say "Oh, Grandpa Leach was buried up around Ballardsville" or some such other location, but even if a PC goes to the Ballardsville cemetery to investigate, no such grave is found ...
11) There's some relatively common plant (dandelions, say) which grows right up to, but not into the town; the break is sharp enough to accurately demarcate the town line. Locals will shrug and respond "Tain't never tried, mister," or "Plant some your own self, if you've a mind," or some such; in any event, they're blandly incurious.
12) Digging into the soil with a shovel, below about seven inches (trowel depth), will produce a slightly ringing tone, as if you're digging into metal-laden soil. Nonetheless, the dirt doesn't look or feel any different. Digging into the dirt across the town line -- even inches apart -- has no such sound.
13) Tree sap for all trees in the town, no matter the kind, is unusually runny and ruddier in hue than normal. Any local products made from tree sap (maple sugar and syrup, for instance) will have a similar tinge.
14) There's a popular vanished brand in town, one no longer extant in the real world. The men use Hai Karate aftershave, ailing children are dosed with Peruna, the local auto dealership proudly peddles 2014 model Packards and Nashes, the grocery store has Lucky Strike Green on sale and the breakfast cereal aisle sports boxes of Quisp and Quake. The brand is plainly up to date, the product is new and sound, and the labeling carries all appropriate current dates, up to and including bar codes even for products that vanished decades before such things were mandatory. The locals react to questions about the same way you would if a stranger dashed up to you and blurted out "Omahgosh you're drinking Pepsi, where did you get that??" If pressed, a salesman will say "Well, mister, they come on the delivery truck every week with all the other new stuff."
15) The local weekly newspaper is a county-wide paper, supposedly printed at the county seat ... but it doesn't actually exist outside of town, and the address on the colophon is on a street that was redeveloped into a ten-acre wide shopping mall (the clerk at the county Registry of Deeds snorts and says "Heh, Oliver Street's about where ladies' lingerie is at Steiger's now, pal") decades ago. Nevertheless, the local library has musty old issues dating back forty years or more ... and, doubly creepily, the paper's "Town Talk" section has ongoing columns and articles for at least three other towns that don't exist, but for which locals can be found to claim to have relatives living "up that way."
16) There aren't any local maps. Anywhere. Markets don't sell any, the police and firemen shrug and claim they don't need them, the clerk at the assessor's office sighs heavily and admits she spilled a coffee cup on hers last week, and they're still waiting for a new one from the printer's. Word is that you can scavenge one from the library, but it was printed in 1851 ...
17) When you walk into the five-and-dime, the store's playing musak - but the instant you walk in, the musak flips to stereotypical horror movie incidental music: cellos playing a loud DUM DUM DAAAAHHHH, oboes in minor keys, a quick violin pizzicato. After a short tympani roll, the horror theme music stops, and bland cheerful pop musak more typical of such places resume. The aforementioned perky young clerk, if asked about it, says "Yes ma'am, I sure heard that. Last time they played music like that was, gosh, the day there was the accident at the sawmill."
18) The town's cemeteries prominently display war dead, whether through notable monuments, sections where Revolutionary War (WWI, Great Patriotic War, the Boer War, etc.) dead are clustered, wars noted on headstones. Plainly the town is heavy on military service -- the aforementioned monuments list a few dozen names apiece -- but one notable war is conspicuously and inexplicably absent. An American village will have a Civil War monument and a Vietnam War monument, but no WWII monument and no sign of WWII casualties or involvement, for example.
19) There are three times as many of a particular business as a town that size, in its location, could possibly support. A small town far away from highways with four (seemingly thriving) gas stations, for instance.
20) There’s a key element of national history that the locals seem to get badly wrong. For example:
Oldtimer: Why, it's true, ma'am. Clark County only rejoined the Union in 1955. Big flap about it up around the county seat back in the day when them reporter fellas found out it'd been exempted from Reconstruction, yes'm ...
Bewildered PC: (interrupting) ... err, but, sir, this is Iowa -- the state never seceded in the first place!
Oldtimer: (furrowing his whitened brow) Ma'am, I don't know rightly what to tell you. We never had much t'do with the lawyer fellas up to Des Moines. (takes a puff from his pipe) Anyway when the reporter fellas up at the county seat found out the county'd seceded in 1866, why they ...
21) The shabby Congregational church the PCs investigate (or the town clerk's office, or the Chamber of Commerce, etc ...) has two completely contradictory pieces of computer equipment up and running: a top-of-the-line Gateway FX quad core overclocked gaming PC and a WiFi hookup with a 30 year old Panasonic KP dot matrix printer. The clerk sees nothing amiss in this, claiming that she doesn't know much about these computer things, or where the wireless router might be ...
22) March only has 30 days. Every calendar in town says so, every reference book backs that up, and somehow all TV, radio, cell and transmission reception starts going on the fritz on the afternoon of the 30th ...
23) No one in town wears blue. No article of clothing has a scrap of the color in it, or wears any logo that would. That aside, blue is used in common decor, draperies, paint, wallpaper and everywhere else about as often as it would be in anywhere else. Inexplicably, “blue jeans” are still called that, even if they’re scarlet or mauve.
24) Any items made of silver or silver-plated that the characters bring with them start to tarnish, and tarnish unnaturally fast. Items that leave the PCs' possession cease to do so.
25) One of the town's two cemeteries is decommissioned now; graves started petering out in it after WWI, and dates on headstones thereafter became quickly and increasingly sparse. The second to the last date is 1955 ... but there is one single headstone, not in any unusual spot or sequestered at all from the other graves. According to the headstone, the person there died the day before his or her 100th birthday ... and though the date of death is 1986, no grass grows on the gravemound.
26) Cars are visibly around, about as many as the locale would normally support. Locals can be seen cheerfully washing and waxing them, they are in carports, driveways and on sidewalks as appropriate, and Slim down at Slim's Garage gives you a friendly wave before going back into the SUV's engine to finish the tuneup. Cars all see reasonable signs of use: baby seats set up, a styrofoam coffee cup in the holder, books and papers in the backseat, mud or frost in appropriate seasons. Yet no one is ever seen by the PCs to drive one, and none are ever visibly on the roads, although the town's one traffic light changes at appropriate intervals. The PCs can also hear appropriate car sounds ... horns outside their hotel window, the sound of an engine revving around the corner ... but they will never see one in motion, and should they dash to investigate, the most they'll ever see is someone getting out of a newly parked vehicle or a cloud of exhaust fumes just around that corner there ...
Should the PCs stake out a spot where they know a car should arrive soon -- that friendly couple Dave and Karen, say, with Dave due home from work in a few minutes -- either Karen will get a phone call from Dave apologizing, but his sister's not feeling well and he's going to run over her groceries, or Dave's silhouette will suddenly appear through the window, and he'll reply blandly that sure, he just got home from work, why there's his car in the garage right there.
The locals will universally assert that they do, indeed, drive, that deliveries are made, that the bus comes through twice a day to the city ... although they never will say "Look, there goes one now." They will react much the same way as you would if some nutcase came up to you and insisted that no cars ever drive by in your own hometown. If you insist they do so, right now, just to prove it to you, this is the point where they will Cease To Be Amused By The Outsiders' Tomfoolery, direct you to stop wasting their time, and take yourself elsewhere.
27) After school, every afternoon at the same hour, a bunch of kids are in the junior high’s schoolyard, playing duelist with boffer weapons. One kid is plainly superior to the others, winning every fight, even against odds. The next day, that kid is still out there; all the other kids are different. The next day the same, and the next one after that. If that kid is ever to lose (either through PC interference or some other machination) the new winner is there the next day, all the kids are different, and the cycle begins anew. On that first day, the old champion stands at the edge of the schoolyard, looking on with bleak, redrimmed eyes. If approached, he’ll run like the clappers. In any event, the PCs will never see him again.
Eh, a couple short rants, while I'm at it ...
Logic doesn't necessarily equal tactics; we don't all play our PCs as if they were game board pieces.
I think back to all the years I played in a boffer fantasy LARP. My character was a national leader and the game's most powerful ritual magician, and furthermore was played by a fellow who was 42 years old in my final season, with badly deteriorating knees and wrists, and the second oldest player in the whole game.
It was strategically stupid for me to be on the front lines. I could've directed traffic far better from a safe rear position, and reserved my powerful strategic spells for cool, considered uses. I am not ten feet tall, and couldn't see over battlelines to know where each and every good guy was, at each and every moment, and how best to aid him. The fog of war worked on me as much as on anyone.
But there were considerations. It was important for people to see me out there, taking the same risks as they were, doing the same things they did. Folks are less likely to complain about hardships if they see someone much older than they are doing the same things.
And I really didn't want to be a REMF. I wanted to buckle some swashes and get out there and fight, and even if my wrists couldn't handle heavy fighting any more, I could still use a bow.
So why should I play any differently in tabletop? My characters have motivations that might not be cool and considered, and drive my actions in directions a chess master might not select.
I've spent a bit too much time in estate law, and a concept that's always tickled me is how sentient undead in a culture (beyond "Ahhh, it's a filthy necromancer, kill the blasphemer on sight!") would affect that.
At what point does a decedent's will kick in? When he dies? What if his corpse is walking, talking and plainly competent to make decisions? Does being a controlled thrall under the sway of a more powerful undead factor in, and if so, at what point can the court appoint a receiver or a guardian? (Is being a thrall a legally enforceable contract?) And if you rule that you lose control of your property the moment you die, how does that play in to resurrection/revivication magics or processes? Sorry, our kingdom is a constitutional monarchy with a disestablished church, and our probate laws can't take into account your theological differences between raising someone from the dead and raising someone from the dead as a vampire, Your Eminence.
Man, it isn't that the heirs of a dead millionaire would burn his body. It's that they'd burn his body before the flesh was cold, make the ashes into bricks, then blow up the bricks.
Back in the day (college, and for a few years after) I ran an insane schedule. There was a time I had four campaigns going at once – three fantasy campaigns with GURPS, one Champions campaign – and I was prone to frequent burnout. I had to take a few months off every two to three years.
Then I discovered fantasy combat LARPing. I'd been a GM for twenty years. I'd done that about ten times as often as I was ever a player. Not only did I want to play, but there was the sheer exhilaration of not merely sitting back in an armchair, holding dice and telling a GM what my character was doing, but by-God working my way through a forest, holding a cutlass and leading an actual attack against the bad guys. For real. Being physical again, as I hadn't been since I was a teenager.
It was full of awesome ... and it also took place on the weekends. The summer I went full-on, starting a long stretch of 15-20 events a year, my carefully balanced two-weekends-a-month groups went blooey. I called another "hiatus" -- this one lasted nearly a decade.
But ... combat LARPing is a young adventurer's game. I'd been LARPing 13 years all told by the early 2000s, and I was a few years older than most of the others when I'd started. The politicking had long since gotten to me, it was eating my life, and at age 42 (the oldest player in the game), the six hours of fight practice I was inflicting upon my deteriorating joints each week wasn't doing more than slowing the erosion of my skills. I got out.
So I wasn't being creative, I was bored out of my gourd, our social circle had almost all been in the LARP (and promptly vanished when we did), and my future wife suggested I haul the dusty crates full of papers and gamebooks out of the basement and GM again. That was eleven years ago.
And that's the way to do it. Burned out? Your game just isn't satisfying, and hasn't been for a while? Take six months off and walk in the woods. Take in some hockey or soccer matches. Play board games. Do that volunteer work your gaming schedule sabotaged. Catch up on your reading, go bowling, hit a museum a day a week, whatever. The official rules of that LARP were ceremonially read before every event, and Rule #1 started with "We should all be doing this to have fun."
I keep that in mind. We should all be doing this to have fun. If we're not, we should do something that is, and if that isn't playing RPGs, then it isn't. No harm, no foul. Honest.
Seriously, your friends will understand. Heck, two of the players at the end in 1994 came back, and are in my group today.
(written for a competition on another site)
We gawked at the villagers, all in their best clothes, marching towards the field to the slow cadences of drum and pipes. Dray rubbed the side of his head, looking as if he’d swallowed a bead of Dreamdrowse. “Gwythar,” he muttered, “Am I still drunk, or did that old geezer really say they were all marching to ‘Judgment Day?’”
Me, I wheeled my mount around. I’d heard it too, and if “Judgment Day” was in that bloody field, I was going to be galloping in the other direction fast as I could!
1) Strewing Day
Every year, on the festival of Barley Harvest (in the late spring), the village of Athelren holds a “hay-strewing” to fulfill the terms of a strange bequest. Legend has it that a local woman left the field upon which the village’s temple to Ratri -- Goddess of the Shadows -- was built, so long as the villagers provided enough hay to cover the sanctuary floor on Barley Harvest, and did so within the span of an hour. The reason for this odd condition is unknown, except for the jocular rumor that the woman was troubled by the squeaking of the congregants’ Darkday-best boots -- worn on the holiday -- on the basalt stones of the sanctuary! An antique hourglass, fashioned of black walnut, is used to time the ceremony, and has a place of pride year-round in a niche behind the altar.
2) Judgment Day
Taking place a week before every solstice and equinox, the manors around the north Aldrya Valley hold local court. Traditionally rotating around four of the central manors (Diamondblade in the spring, Redwave in the summer, Willowlight in harvest time and Moonfire in midwinter), this is far more ceremonial than a true criminal court, although locals lose little chance to daunt outsiders and travelers. The people of each manor march to the host manor, led by two sergeants-at-arms bearing polished weapons and by two players with pipes and drum; behind them are two long garlands carried by the village youth -- flowers in season and greenery otherwise. The stewards of the manors act as a collective court, ruling on disputes between residents of differing manors, as well as handling minor matters of hooliganism and vandalism. After the court, a festive fair is held.
3) Chase Day
An old tradition in the village of Ambleside holds that the rich fields around the community used to consist of wastelands, scorched and ruled by a terrible dragon. The mighty hero Princess Verella Waflo Elyanwe, bearing the great battlesword Meldil, is said to have driven the dragon away in a ferocious combat lasting hours, redeeming the land for the ancestors of the villagers. In the second week of winter, the local church’s bell is rung continually for the three hours the battle was said to take -- to “keep the dragon away” -- and mock combats and tourneys of skill are held amidst the clamor. One custom for Chase Day is for village maidens to dye their hair to ape the blonde Princess’ flowing tresses. The festival is commemorated further in slang; someone who makes a great deal of noise in Ambleside is said to be “keeping the dragon away,” and any young woman who practices arms with the village militia is called a “Lightdancer” after the pseudonym Princess Verella is said to have used in her errantry career.
4) The Feast of Wine
Many villages in the uplands of the Mithlantra wine growing districts practice similar customs during the Feast of Wine, which happens in the fall when last year’s vintages are first broached. Traditional line dances are performed, generally by competing teams wearing colorfully embroidered uniforms (aping the realm’s military dress of four centuries agone) that are passed down from parent to child. Each team leader -- the team’s “Captain” -- wears a close-fitting cap, each fashioned from the fur of a different animal, after which his or her team is named. Part of the festival involves the Captains having a dance contest of their own, using long poles with which they mimic the fighting style of a duelist in stylized, improvised battles. The losing Captains must pay a forfeit of half a gallon of wine to the winner, and the losing team members traditionally each give a silver penny to be shared by the orphans of any dancers deceased in the last year.
5) Blessing of the River
Every spring, on the first Waterday after the ice breaks up on the Aldrya, the manors of the northern Aldrya Valley have this traditional ceremony. Legend has it that a man fell into one of the creeks of the watershed and was set upon by leeches. Fearing death, he prayed aloud to Wavedancer, spirit of the waters, who swept the bloodsuckers away with a wave of her hand. As an offering, he is said to have broken a rich cake in his hands and scattered the crumbs on the water. Each cottage provides a small cake or loaf of bread for Wavedancer on this day, which the head of the household breaks into one of the local streams; tradition holds that the stream into which a household offers a loaf will draw fish ninefold from it during the year.
6) Packet Race
Some of the finest tea in the world grows in the mountain country of Arsiriand. The “first flush” -- the first picking in the growing season of the topmost inch or two of the tea leaves, both the sparsest take and the most highly prized of the season -- is picked in mid-spring, and the day this is packed sees this traditional race to the lowland trading stations. Samples of the new tea is packed into quart-sized stoneware bottles, each handed to a fleet footed youth; depending on how high the village is up the mountainside, the race can be anywhere from three to ten miles long. The first one to make it to the trading station with the bottle intact wins a coin of gold (generously provided by the tea trading compagnia) and is looked upon with great favor in his or her home village, especially as a marriage prospect. It is considered very bad luck to interfere with a runner (or for them to interfere with one another). One bottle is always set aside, and kept displayed in the village’s tavern with those of previous years as part of the historical record of tea cultivation.
7) Binding Festival
This curious custom, now dying out except in a handful of villages in the Linaldan backcountry, is observed in the late spring. Its ostensible reason, as far as historians believe, was to raise alms for charitable purposes. The women of the village, on Lightday, will seize an unsuspecting (unmarried) man, blind him with a thick woolen cloth, and demand a forfeit of a coin to set him free; it is considered very poor sport to attempt to break free when surrounded. The men, on the following day, practice the same bindings on unmarried women. Those who lack coins -- or who do not wish to pay -- can pay a forfeit of a kiss to one of his or her captors, chosen blind and at random. It is considered very unsporting for the kiss to last less than the time it takes to recite a brief prayer (30 seconds, about)! The fun lasts until the village reeve blows an ancient horn, reserved for the purpose in the village tavern, at which time the village gathers for a feast and the collected coins are distributed to those who most have need of them.
8) Toasting the Trees
According to tradition in rural sections of the Aldrya Valley, the third Darkday of the new year is the coldest day on the calendar. In order to preserve the fruit trees that are the agricultural mainstays of the district, toasts are drunk to their health on this day. Villagers carrying lanterns and a jug of hard cider (generally provided by the orchard owners or local taverns) make the round of the manors’ orchards after dark. The children -- who always find it a great treat to be allowed to stay up after dark -- run around screeching out traditional warding cries to fend off evil spirits. At a designated tree in each orchard, a villager drinks a toast to the tree (often there is a traditional cup, saved for the purpose), wishing it good health and fresh life in the spring. “Horn fill, horn pull / Give us two score bushels full!” is an example of the toast used, which varies from village to village. Some villages are said to practice fertility rites after the toast, involving two young volunteers by the bole of the tree after the children have moved on to the next orchard.
9) Kandrice’s Day
“Two in front and two behind,
Wavering in storm and sea,
Lovers wish yourselves to be,
Sealed with tokens sure to find.”
This cryptic charge from the famed seer Sana Kandrice Ravenswing has been long remembered in her home village of Alfirin on the Warwik seacoast, provoking a custom even in her lifetime held around her birthday in late winter, which has spread up and down the coast within the province of Vindelka. The young unmarried men of the village will spend weeks carving or scrimshawing elegant tokens out of shark’s teeth or bone, and the day before the festival cook them into fruit tarts or pastries. These are all put on display at the church (or the common room of the village tavern) in groups of two rows of two. The local maidens are encouraged to use traditional divination methods to discern which tart holds the token of the young man she most favors; these include the throwing of bones or polished rods, the dropping of candle wax drippings into cold water, casting aromatic herbs into flames and watching the smoke, and myriad other methods. On the day itself, the young ladies each pick a tart, and it is said that the fates look kindly upon her marrying the young man whose token is within the tart she picks ... although a great deal of trading surreptitiously often takes place. In any event, each group of eight -- the four young men baking the pastries in each double row, and the four ladies picking them -- are considered bound by the choices, almost as if they are kin, and can ask one another for aid or favors in the next year.
10) The Fire Dance
Held on the day before midsummer on the north Warwik coast, this fair is a joyous festival, marked with feasting, agricultural trading and gift-giving. The cap of the festival is a traditional dance by the village’s seven best dancers. Each one, a half hour after full dark, appear in a customary costume wrought of gull feathers, dyed in riotous hues and with a feather cape. The dancers bear torches to the coastline (preferably on a cliff or other promontory, if available) and perform a stylized dance, all in a line, weaving between one another interchangeably while waving the torches around. It is a dangerous dance, and part of the prowess of the performers is displayed by seeing how close they can come with their torches to one another without actually setting one another on fire. The origin of the Fire Dance is believed to stem from the old suppressed custom of “wrecking,” where coast dwellers lured merchantmen into the rocks with false signals so that they might turn scavenger on the shipwrecked cargoes, but folklorists do well not to mention this to the villagers, who take strong offense at the suggestion.
11) Graveyard Day
North Point is a veritable wasteland, thrust out into the sea and scoured by winds; it is a bleak and unlovely place, with only firs and spruces for foliage. The only protected dell in the village is the local graveyard by the Manannan temple. Every spring, on a day colloquially known as “Graveyard Day,” villagers come to plant flowers around the graves, and it has become something of a local competition amongst the schoolchildren, who “adopt” graves and turn them into veritable gardens. A great deal of the children’s spare time is taken up with weeding and grooming the grave plots, a task not appreciated by a certain minority of the village folk, who believe the practice impious.
"Realism" is one of the dirtiest words in RPG Internet discussions. Has been for years. D&D fanboys are especially touchy where it's concerned (understandably so, given D&D), as well as the various pedants huffily proclaiming that "fantasy" CAN'T be "realistic," and that we ought to be using "verisimilitude" or "emulation" instead.
(Whatever. "Realism" is the word in common use. When I addressed a condolence card to a friend who lives in the state southeast of mine, I didn't address it to "The State of Rhode Island and Providence Plantations." I mailed it to Rhode Island. If you can't work with terms in popular circulation, the heck with it.)
So by this point I have a sticky response to the issue, which originates from a RPGnet discussion several years ago. To wit:
Forum D00D: I think the real question here is, "why do you consider the mechanics nonsense"? We're talking an imaginary dwarf, with 100 imaginary hit points, falling off an imaginary cliff, taking damage that is, also, imaginary. If the designer finds it desirable that a character could fall off a cliff and survive, it will be so. If not, for whatever reason, it will not be. (The first mention of "but it's not REALISTIC!" gets you kicked. This is all *imaginary*, remember?)
If I had a dime for every time I've heard this over the last couple decades, I could pay all the bills this month.
Well, yes, it's all imaginary. So why use cliffs, or indeed any recognizable terrain at all? Why not adventure in big fluffy masses of amorphia? Or just teleport to anywhere we want to go, and imagine it to be anything convenient to us?
Why should we use perfectly recognizable medieval weaponry? It's imaginary, isn't it? Don't limit yourself, hit the enemy with your kerfluffmezoz or your wheezimithuzit!
And since it doesn't have to make sense, we don't need to have these pesky movement rules, besides which we all want to be Matrixy and John Woo-esque, don't we? Tell your DM that you're running through the air and phasing right through every intervening tree and foe to hit the Big Bad with your wheezimithuzit, and better yet you're doing it before he cut down your friend, because since it's all imaginary we don't have to use linear time either.
No, I don't care that I rolled a "miss." Skill progression is one of those boring "realism" things, and I don't believe in it. Let's just imagine that I hit the Big Bad whenever I need to, and for twenty-five hundred d8 of damage, too. Encumbrance is boringly realistic too, so I’m ignoring it, and I’d rather imagine that my snazzy quilted vest protected me like the glacis armor on a T-72, please.
Alright, show of hands. Why don’t we play our RPGs that way?
It’s called suspension of disbelief. We put our games into recognizable settings that mimic real life. We use swords in fantasy games because we have the expectation that such milieus use swords, and those swords do the relative damage of a sword instead of the damage of a 155mm mortar shell because that is our expectation too. Our fantasy characters wear tunics and cloaks, live in walled cities or sacred groves, and scale ramparts where the force of gravity pulls us downward, not pushes us up. We have an expectation of how fast we can walk, how far we can ride, and how long we can sail. All these expectations are founded in -- wait for it -- reality.
To the degree we ignore these things, just because, we lose touch with suspension of disbelief. If the ten-foot-tall Big Bad hits a peon with his greatsword, we expect the peon to be in a world of hurt; we don’t expect the sword to bounce off. If the party wizard shoots a fireball at the orcs’ wooden stockade, we expect that it might catch fire; we don’t expect the wall to grow flowers instead.
And if an armored dwarf takes a gainer off of a hundred foot sheer drop, we expect to find a soggy mass at the base of the cliff. We sure as hell don't expect a dwarf boinging around like a rubber ball, happily warbling, "Bumbles bounce!"
That there are a great many gamers who want their rule systems to reflect reality, rather than ignore it -- so that we find ourselves constantly sidetracked as to issues of WHY suchandsuch doesn't make sense, or because the GM has to explain how come the dwarf isn't a soggy mass -- ought be a surprise to no one.
Why is it such a surprise to you?
My job, as a GM, isn't to preserve the life of the bad guy. It's to provide the players a fun gaming experience.
Take one of the classic plot elements: the party has run down a den of Evil Henchmen, destroying the operation and killing or otherwise neutralizing all of said henchmen. Huzzah, they take the clues and info they've gotten from the scene and have dashed off.
Flip that around: you're a PC. You've got some manner of base: either it's your home base, or it's some operation you have going, or it's the manor you were given when the Queen knighted you, or it's the business you bought with the proceeds from two adventures ago, hoping that it'd make some cash for you. And you drop in to check on it, and the place has been tossed and trashed. The staff you hired are all dead or vanished. The guards you hired are decaying piles of gore.
So what do you do? Shrug, murmur "That's life," and go on your merry way?
That's exactly what most PCs expect the Big Bad to do, in any event.
Hell with that. If I'm a PC, and my satellite operation was trashed and everyone killed, and I have no idea who did it, that's going to change real frigging fast. I'm going to hire a wizard to do divination magic/check security footage. I'm going to spread some coin around the neighborhood to see if anyone saw or heard anything. I'm going to do my level best to find out if there were any survivors, and I'm going to be very interested in speaking to any. I'm going to increase security on anything else I have going to the limit of my capability. I'm going to get some investigators on the pawnshops (or going through Craigslist ...) to see who might be selling my stolen valuables.
And I'm going to set the best ambush I can for those bastards, so that I can put their severed heads on the graves of my people, and prove to the survivors that no one screws with me or them with impunity. There won't be frontal assaults ... I have no problem with a crossbow/rifle in the back of the head at 50 yards as one of the bastards is walking down the street, or a spear coming up through the privy hole.
If I don't have the juice to do those things? Then I haul out my exit strategy. I hear Linalda's Pool is peaceful this time of year.