Setting
Although this is going to be a short campaign, I am hoping to make it
the first installment in a longer story (it will depend on how we all
like the setting/story/my GMing skills). For this reason, please put
some thought into your character's background. The sooner you can get a
background to me (complete with trigger event) the more I can integrate
it into the story. Aside from noting that, with the exception of your
trigger event, you are a fairly normal person in a normal world, you
have quite a bit of leeway. Some things I would like, however:
- The characters should all know each other already. Maybe you are
co-workers, member of the same street gang, members of the SCA, or
whatever, but you should have some reason to spend time together and
have some reason why you might work together.
- You should have jobs that allow you some time to do some
investigating during the day without raising too much suspicion. Police
officers, the self (or un) employed, cab drivers, and other such jobs
would be good. Elementary school teachers, assembly line workers, and
other jobs that pretty much dictate where you are for most of the day
would be less so. (Not that these positions couldn't work, but you will
need to balance your job with your other activities.) If you have your
heart set on being a secretary or something like that, let me know and
I will think of some way to help you out.
- The game will take place in (or very near) a large city that I
have yet to determine. (Suggestions will be considered.)
You should have some idea of how much income you make, understanding
that the more money you make, the more time I will expect you to spend
working. You should also indicate whether you have families, other
friends you hang out with regularly, or that
kind of thing. Unknown Armies has no mechanics for this type of thing
so just put it down in your background. If I think you are starting to
spend more than you can afford I will let you know.
Examples
The book provides a few examples of groups. I have taken a couple
examples and copied them here. Feel free to use none, some, or all of
them. Obviously, some of these will not work as they are with the group
and the location, but hopefully it will give you an idea of some things
that are possible.
Dot Gone: The members of your
group were co-workers at a local dot-com that went bust. The big
project you all worked on was a data sniffer that could correlate
seemingly unrelated events by performing text seraches on news sites,
looking for patterns in global events that could indicate market
trends. You began getting some very strange results, and then your
stock tanked, the founder spontaneously combusted, and one of the
shadowy venture capitalists behind the project stepped in and took all
the code. In the weeks since you lost your jobs, you've begun to
suspect you're under surveillance. But from whom, and why?
Cabana Boys: In your small
resort town, there's a pretty big divide between the Haves and Have
Nots. You and your buddies were Nots in terms of money, but you've
always been Haves when it comes to looks. Now you're in your prime and
while you may put "Tennis Instructor" or "Pool Attendant" or "Chauffer"
or "Gardener" on your tax forms, you're really pretty much kept men for
widows, spinster daughters, or lonesome wives attached to one of the
Have families. But you're learning that all is not happiness and light
for the rich and beautiful people. They scheme and plot constantly -
and viciously. "Accidental" deaths, mysterious reversals of fortune,
and murkey betrayals are their bread and butter. There's something
weirdly rotten about this town. You never meant to get tangled in a web
of intrigue, but it's increasingly obvious that if you're not the
spider, then you're the helpless, struggling, fly.
Lab Section 6: Professor
Morbius is a weird old guy, but you knew that when you signed up for
his Psychology Open Study Course. You'd heard the rumors: alchemy,
magic rituals, spirit summoning, all sorts of wack stuff that puts the
"para" in front of "psychology". You and your fellow grad students
comprise lab section six of the course, and the prof has given you your
assignment for the semester. It's a hundred percent of your grade, all
wrapped up in a nice little bundle: get off campus, mix it up with the
alternative-spirituality community, and see just how deep the
subculture goes. Wicca, Santeria, Rastafarianism, sure, but what else
is out there? If this town has a cutting edge of the occult, your grade
depends on finding it.
The DEA's Dirty Dawgs: It all
started because you figured the Army sounded like more fun than
technical school - and sure enough, it was. You all wound up detached
to a covert South American command, a joint duty with the Drug
Enforcement Agency, and that's where the ethics got confusing. I mean,
kill a drug kingpin's bodyguard and you're doing your job. Blow up his
house and his smuggling boats and you're a hero. But put one sticky
finger on any of his durable consumer goods and suddenly you're a
rogue, out of control, dishonorably discharged and shipped back home in
disgrace. Lucky thing you didn't squeal about any of the stuff you saw
in ol' Pablo's secret sub-basement: stuff like the moving head in the
jar with the metal nose and those weird glass birds that actually
talked. You'd have got a Section 8 instead. Now you're wondering what
else is going on. Fortunately, not all your Army pals think you're
crooked - and not all your DEA friends think you're crazy. Besides,
it'd be a shame to let all that expensive demolitions training go to
waste, right?
Style of play
To have an effective mood for the game, I want to go over a few
guidelines for the game. No one is going to be penalized if they break
them occasionally, but please try to keep them in mind since they will
lead to a better overall experience.
- Secrets - Secrets are the
life's blood of the horror genre. Without them, the setting loses a lot
of its impact. When you create your character, please don't share any
more of your character's background with the other players than you
think your character would let on. Likewise, as the GM I will
occasionally take groups aside for brief periods if I don't want the
rest of the group to know what is going on. Note passing is encouraged.
This is being done for two reasons. First, it is sometimes difficult to
keep player knowledge and character knowledge separate. (I know I have
a great deal of trouble with it.) It isn't a problem if the player
doesn't know it. Second, this is a horror game. If you, the player,
know that the mysterious person walking up to you in the alley and
telling you to come with them is a secret contact of one of the
characters, it will inevitably reduce the suspense of the scene, even
if you play your character well. Secrets make mystery, and the mystery
is much of the fun.
- In character vs. out of character
- please do not give your (that is you - the player) opinion of a
situation. It is irrelevant. Ideally, at times your character should do
things that you, the player, do not think are good ideas. Don't share.
In general, I will just play it that, what the player says, the
character says. (I don't want to be oppressive about this and will use
common sense, but, for the sake of the mood, please keep OOC comments
out.) Please assume that the other players are doing the same and that,
if they do something that makes no sense to you, that they are just
doing an excellent job of staying in character. Don't prompt the other
players unless it is reasonable that your character could do so (in
which case, the character may do so). As the GM, I'll be working hard
to follow this rule myself (since I happen to be somewhat prone to
violating it.)
- "Since this is a game we are
expected to..." - Most role playing games are built around a
tacit understanding that the players will cooperate with the GM and the
story. For this reason, characters take jobs they should have
misgivings about, go along with plans they should be opposing, and get
involved in things that they would normally walk away from. (The
Shadowrun mantra that "if you don't take the job you are being offered
you will never work in this city again" comes immediately to mind.)
Usually these rules are employed for the benefit of the poor GM who has
spent all week working up this elaborate scene and doesn't want to have
the characters just say no and walk away. These guidelines do not apply here.
Trust your character. If the job smells bad to them, don't take it. If
the plan is lousy, don't go along for the sake of group cohesion -
argue and, if reasonable, leave. As the GM I can say that I will
occasionally throw you bad deals and your best bet is to walk away.
Don't worry - I have enough material. If you think your character would
not get involved, I will find something interesting for them to do. (If
I absolutely need them to go with the party, I will find an
in-character reason for them to do so. Trust me.) All that needs to
happen is you need to start with characters who are interested in
digging deeper into this myth they call reality. Let the character take
over from there.
- Speed - At times, things
will happen fast. You may need to provide an explanation to a guard who
catches you inside the fence, or decide what you are doing when you
hear the gunshot. You may not have time to plan something out. I
reserve the right to not give you, the player, time to think. If you
are faced with a snap decision and you pause, your character pauses. I
am not doing this to be cruel (usually). This is done to establish a
tone. Many scenes will lose their potency if run in a relaxed manner.
Adding some pressure will hopefully make things more fun, not less.
Just remember, it is perfectly reasonable that characters occasionally
make mistakes when forced to think fast.
I mention all this because our earlier games were designed to have a
very different feel and I wanted to spell out some of the methods I
hoped to employ to set this new tone. Hopefully, they will work and
create a nice, suspensful atmosphere. If, however, you find that any of
them are decreasing your enjoyment of the game, tell me and I will fix
the problem. After all, the ultimate point is to have fun.