Tag Archives: Fear Itself

See P. XX: Bar the Gates!

See P. XX a column about roleplaying by Robin D. Laws Buffy’s hometown had one. You fall into one when you open a Hellraiser cube. The Stranger Things gang can’t seem to stay out of them. Like any basic horror trope, the sinister portal to another world fits any GUMSHOE game that journeys into fear. […]

See P. XX: Using a Game’s Core Activity to Sharpen Your Creature Design

See P. XX a column about roleplaying by Robin D. Laws A well-designed modular element for an RPG, whether we’re talking about a GMC, location, conspiracy, or occult tome, does more than extrapolate from an evocative premise. The text you write, explicitly or otherwise, indicates to the GM how it will be used in play. […]

Fearful Things: The Demogorgon

(No spoilers for Season 2 in here.) Even if this column appeared somewhere other than a website for tabletop roleplayers, it’d be impossible to write about Stranger Things without talking about gaming. Gaming is the metaphor the series uses to talk about monsters and dimensions, but it’s also how the kids see themselves, and how […]

7 Carnival Rumors

Carnivals have always exuded a faint fetor of menace. Itinerant strangers come to town, some of them dressed as clowns, and try to trick you or exploit the basest depths of your curiosity. They exist to break down boundaries, give you permission to indulge, and then move on, leaving you, the seemingly innocent townsfolk, to […]

The Plain People of Gaming: Phantom Birds for Fear Itself

One day, the mystery of the Ocean Game will be revealed. Until then, hints and fragments skitter at the edge of perception in articles like this. Art and setting text by Dave Allsop.   The Phantom Birds bear a strong resemblance to Earth’s Marabou Storks – spindly, ugly, carrion creatures with bald, scab-encrusted heads. Phantom Birds […]

Stability Disadvantages

A rules option for GUMSHOE horror games In situations where a Sense Trouble test might reveal the presence of danger from an otherworldly or eerie source, offer the players a chance to pay a price later in exchange for a benefit now. One player gets an automatic success at a Sense Trouble test by agreeing […]

The Plain People of Gaming: Diving Into Escape Pools

Fear Itself 2nd Edition introduces the concept of an Escape Pool (p. 70), a set of rules for fleeing a horrific situation instead of following the trail of clues into the darkness. It’s a simple idea – the player characters build up a pool of points by discovering clues, spending investigative ability points, and passing […]

Outer Dark Entity: The Dweller

Dwellers break through the membrane separating us from the Outer Dark as solitary predators. They live in lakes and ponds in underpopulated areas. Dwellers find their most fruitful hunting grounds in or near parks and camp sites. They often select spots connected to a murder, tragic accident, or other dark urban legend. When such legends […]

Bringing Back the Psi-Horror

Mario Bava’s final film, 1977’s Shock, offers up exactly the dreamlike take on the psi-horror cycle of the period you’d hope for from him. Ultimately it goes in a more supernatural direction than more pseudoscience-oriented titles like Carrie, The Fury, Firestarter, or Scanners. That’s just one of the ways in which it prefigures Kubrick’s The […]

Fear Itself: Zombie Apocalypse

The revised edition of Fear Itself offers a toolkit approach to building campaigns. Let’s use that toolkit to build that hoary staple of the horror roleplaying genre – a zombie apocalypse. One-shot zombie games tend to be extended exercises combat-and-running (brainless, or braaaaiiins-full fun, so to speak), so let’s tackle the more interesting question of […]

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