Showing posts with label vampires. Show all posts
Showing posts with label vampires. Show all posts

Tuesday, February 14, 2012

Happy Dracula Day! (Or: Vamps in RPGs)

On this day in 1931, Dracula was released in theaters. What better reason needed to talk about vampires in rpgs? In addition to that, Holly's Horrorland is hosting a collection of Valentine's Day vampire posts, and such things are a perfect excuse for me to get off my ass and actually blog.

So let's take a look at some of the ways roleplaying games have handled such a classic monster, starting with probably the most famous example- and let's see what entirely subjective thoughts I have to offer.

World of Darkness (Vampire: The Masquerade, Vampire: The Requiem, etc.)
In the World of Darkness games, the world around you is one filled with secrets. As Tom Waits once sang, "everything you can think of is true," or nearly everything- the supernatural lurks around every corner and in every shadow, hidden from mortal eyes but visible in the trail of mystery and bloodshed they leave behind. Vampires, werewolves, changelings, mages, ghosts, even mummies and demons in Old World of Darkness- all exist, all are playable, and all are part of the way the world works.

Vampires are one of the main attractions of the World of Darkness games, and it's not hard to see why. They are powerful and immortal, and come with a range of archetypes you can play with. Old World of Darkness especially emphasized this, with separate clans allowing players to take inspiration from any number of classic vampire images and characters, from Renfield (Malkavian,) to Lestat (Toreadore,) to Count Orlock (Nosferatu,) to Dracula himself (Tzmisce.) New World of Darkness simplified things and whittled the clans down from thirteen to five, making the archetypes less restrictive though perhaps less characterful. Which system was better can be argued all day, and I'll leave that to other blogs.

My central problem with World of Darkness games in general can be found in the Vampire games- namely, that politicking can take precedence over all else. This isn't true of all the games (especially not Mortal ones,) and I imagine good Storytellers can and have found ways to use the feuding clans as backdrops for personal stories, rather than making the players simply powerful bureaucrats- or has found a way to make the latter fun. In any case, I tend to go to World of Darkness books for writing inspiration rather than game basis; with the powerful archetypes they draw up (especially their Middle Ages supplement,) many an idea or new twist can come to light.

Dungeons and Dragons
Dungeons and Dragons is pretty broad when it comes to vampires. They can be an enemy species in third edition, a player class in fourth edition, and who knows what fifth edition will bring. But for my money, the best place to find D&D vampires is in Ravenloft.

I've talked about the Ravenloft setting (and board game) before, so I'll just quickly touch on a few things. Dark powers have entrapped the most evil men and women from various worlds in a dark and misty landscape, possible to stumble into but near-impossible to escape from. The innocent live lives of fear, the wicked live lives of mixed power and torment, and those who fight against them have a long and hard road to travel. The most interesting aspect for me about their monsters (including vampires, which they give as an example) is that they go back to an old and little-used bit of folklore for them- while bites and curses can turn you, what's more likely to make you a monster is your own sins.

The little evils that player characters commit add up in Ravenloft. Every time they commit one, they must make a Powers Test, rolling to see if the dark powers have taken notice. The chances are higher for crimes like torture than they are for telling lies, but if you fail the role, you take one step in the direction of the monstrous. Perhaps you gain the ability to see in the dark, but find that direct sunlight causes you pain. It might not seem like much- your teammates might not even notice. But the more Powers Checks you fail, the more changes you go through- your teeth turn to fangs, you can only eat raw and bloody meat, your reflection vanishes from surfaces. Commit enough crimes and fail enough checks, and there will be nothing left of your humanity. You are a fiend from legend, a living nightmare, and a non-player character; only the DM can control you now, and only as a villain. The player will have to roll a new character, but what a bang the last one went out with!

My Life With Master
And now, on to the indies! My Life With Master is a narrativistic game, and cares more about storytelling mechanics than about stats for individual monster species. Nevertheless, the game provides suggestions for vampiric Masters, and with a few tweaks, player characters could also fall into such roles.

As I believe I've mentioned before, the premise of My Life With Master is that the players are minions to an evil tyrant, living in a world that resembles the movie version of Eastern Europe (preferably in a castle.) Your Master has needs and desires, which they rely upon you to provide for them. You have your own desires, though, chief among which is love. Can you find acceptance and common cause with the Master's victims and rise up against him, or will you come to a tragic end appropriate for gothic horror?

The rulebook gives a few examples of vampire Masters, and what their desires and personas might be. Feeder-types would be concerned primarily with the exchange of blood, but this could be either a purely dietary practice (the authors conjure up an image of Bela Lugosi swabbing his victim's necks with alcohol to prevent any nasty germs getting in the way) or it can be a sensual sort of feeding, with the Master playing the role of seducer, interested in draining more than simply blood. Your Master could also be a Breeder (wanting to create vampiric brides and progeny, perhaps even to spread their curse across the world,) and it's not hard to imagine one who's a Collector (adding up thralls and brides as if keeping score of their own power.)

It's also not hard to imagine vampiric player characters. Each minion has More Than Human and Less Than Human traits, which the vampire archetype could probably fit into. "Impervious to weapons, except those blessed by a priest" and "must kill and drain humans of blood, unless the blood is given freely" might work, but it's ultimately limited only by the players' creativity. It's not a game to go into if you're out of ideas, but if there was ever a game to play around with classic monsters, this is the one.

Unknown Armies
Remember what I said about World of Darkness games? Well, they are to urban fantasy games what Anne Rice was to vampire novels- not every game has to copy them, but every game has to accept their existence and define themselves next to them. Unknown Armies had to define itself as an urban fantasy/cosmic horror game separate from both World of Darkness and Call of Cthulhu, and one of the first things it did was scrap the concept of supernatural entities outside of humanity itself. Gods come from human imagination, magic comes from human madness, demons are dead humans with only their obsessions left in them, werewolves are attempts at possessing animals gone horribly wrong, and vampires? That's just a blood condition found in a few noble families from Eastern Europe.

But if Unknown Armies doesn't have any traditional vampires, it certainly keeps some of their basic concepts alive in some of its magic. Dipsomancers, magicians powered by drunkenness, can suck souls from unfortunate victims to keep themselves alive (an NPC novelist named Dirk Allen has been doing this to many of his unfortunate fans.) Epideromancers would certainly agree with Renfield that "the blood is the life"; they get power from ritualistic bleeding and self-harm, a hideous primal magic that tests the boundaries of life and death. Various spells exist for sapping the life or luck from a person, and to the mysterious Ordo Corpulentus, the difference between their "communion" and a vampire's would be small indeed.

Furthermore, think about this- vampires are popular right now. Girls like them, boys like complaining about how girls ruined them (a generalization, but that's how UA composite reality works.) Movie studios and booksellers are crazy for them, and subcultures exist that model themselves on them. With all that going on in the world, can the ascension of The Vampire be far off?

Food for thought!

Check out more vampire posts over here, and thanks to Holly's Horrorland for the theme!

Monday, June 20, 2011

The Gentleman Vampire

First, a disclaimer- this is not a Twilight review. Whether you love the books or hate them, you can already find a hundred online reviews that bear out your opinion. I would, however, like to talk about some cultural notions about vampires its criticism has brought up.

Some say that vampires should never be romantic or attractive, that they're monsters and should be portrayed as such. Others say that vampirism has always been about sex, and that it makes perfect sense to use them in romance novels. The former often argue that romantic vampires aren't "real" vampires, if such a thing exists. Beast or lover, predator or protector- which is it?

As you've probably guessed, the answer is complicated. The idea of the gentleman vampire has always been a strange one, but its roots go back far beyond Twilight. Let's take a look, shall we?

Picture a year without a summer, a young doctor cooped up with a bunch of temperamental poets and their female companions, all of them thinking up ghost stories to relieve their boredom. One of the female companions writes a story about a tragic monster, which she titles Frankenstein. The doctor looks across the room at Lord Byron, then writes a story about a Byronic monster, which he titles The Vampyre. It's not a very good story, and rumors will persist that he plagiarized it from Byron, but it becomes quite popular, and the image it presents of a handsome, seductive vampire will forever change how people think of the creature.

More vampire stories are written as the years go by. An Irishman writes a breathtakingly beautiful novella about a vampire named Carmilla and her romantic obsession with an innocent young girl. The amusingly titled Varney the Vampire: Or the Feast of Blood will also be published, showing a vampire who hates his condition and commits suicide by volcano. And then, the same year that a German doctor coins the term psychoanalysis, another Irishman writes Dracula and changes everything.

The title character is not a romantic, but he is a gentleman in the truest sense of the word- a man with wealth and a title. He enjoys beautiful women, but doesn't much care about their consent (his attack on Mina is written almost explicitly as a rape scene); he feeds on his peasants and their helpless children, literally sucking the lifeblood of the working class. He is everything evil and corrupt about the old world, and it takes enlightened science, American cowboys, and the "new woman" to destroy him.

When the movies came, Dracula came with them. When Max Shreck played him, he was a dried up corpse, his fingernails still growing, who spread plague and could barely pass for human. When Bela Lugosi played him, he was an off-putting but strangely fascinating foreigner whose eyes and voice hypnotized the unsuspecting. When Christopher Lee played him, it was the sixties, and Dracula was a suave British creature out to lower everyone's necklines and break up respectable relationships. When Gary Oldman played him, his relationship with Mina had gone from one of rapist and survivor to one of true love.

Somewhere along the line, the meaning of the word "gentleman" changed- it became something anyone could be, so long as they held the door for ladies and drank expensive wine. What once meant you trained as a soldier and were better than the lower classes now meant you were polite and good looking. Being pursued by a gentleman vampire didn't seem like such a bad thing after all.

Anne Rice popularized the conception of vampires as brooding and misunderstood, and while not every vampire author has followed suite, they have all had to respond to her. Buffy the Vampire Slayer had vampire love interests, but separated the times when they were romantic from the times when they were vampiric. Now we have Twilight, with a pro-abstinence gentleman vampire; many teenage girls swooned, and many nasty things were said on the internet about the intelligence of females.

With all that said and done, where does that leave us? Is the gentleman vampire the only way to go, and has the vampire in general been thoroughly domesticated?

Of course not. If you want bestial and ugly vampires, there are writers and directors who agree with you (Guillermo del Toro wrote a book with that in mind, and from what I hear it's quite good.) I don't think we should give up on the gentleman vampire, though; after all, the Victorians sanitizing stories about fairies hasn't stopped the Fair Folk from being used to chilling effect in modern fiction.

Maybe we need to go back to Dracula and Carmilla to understand it. Think of someone wealthier and more powerful than you, who still wants what little you have- your loved ones, your body, your blood. Think of a relic of the past that refuses to die, dragging bloody tradition into the civilized world. Think of something devouring you while dressed in fine clothes, all because they hunger and will never be sated- and as a lord or lady, they have every right to do so.

I don't know about you, but I think that sounds pretty damn scary.


Monday, December 6, 2010

Castle Ravenloft

What second edition Dungeons and Dragons did well was settings, and my favorite of all time has to be Ravenloft. A strange land surrounded by mist, populated with gothic villains from Dracula to Hill House to the Alien Queen, where every town seems to belong in a Hammer Horror movie and every wicked deed leads you further down the path to becoming a monster yourself. Thanks to the evil god Vecna in-game (and a few changes of edition in the real world), the D&D universe has changed a great deal since those days. However, I'm happy to report that Ravenloft has managed to sneak into a fourth edition boardgame (or at least, one of its most iconic villains has!)

Castle Ravenloft is the boardgame I always wanted in my teenage years when I had no one to try out roleplaying games with (my third edition D&D boardgame still sits sadly unused.) Not only can you play it by yourself, but it's simple enough that it can be used to ease the uninitiated into the complicated world of D&D, or enjoyed for its own sake as a fun adventure game. I also appreciate the fact that its makers have taken into account problems in traditional dungeons games- you can no longer huddle on a single square, safe from monsters but refusing to advance the blot, or you'll trigger an Event Card, typically deadlier than most of the monsters themselves.

What plot the game has is as follows: You (and possibly your friends) are adventuring into the castle of the wicked vampire Strahd van Zarovich. There are several adventures with different goals to choose from: Kill the monsters. Talk down the golem. Save a boy from vampirism. Or even take down Strahd himself- and trust me, by the time you've wandered through his castle full of traps and pet zombies, your health points draining every time he appears from the shadows to hurl a fireball at you and then vanish, you'll want the guy dead too.

Possibly the most fun for my playgroup was the slow hatred we built up for Strahd. With each Encounter Card, his whole damn castle proved more and more intent on murdering us. Everything was out to get us, and when we finally managed to put down Strahd and his zombie dragon, it felt like a victory well earned.

And as a bonus, here's an Encounter Card we were expecting to pop up any second:

Marked By Strahd for Death
The player holds on to this card- not the character, the player. Keep it after the game is over. Strahd is waiting for you...