really a resolution mechanic...the dice don't determine if you succeed or fail, rather theydetermine what course of action you will take. Resolution is done dramatically -- "What makessense in terms of the story?" -- and characters are assumed to be competent enough in normalconditions to accomplish any task that the character is capable off doing. So logging onto thecampus computer system is a breeze for the geeky UNIX nerd. It might be more of a challengefor the nubile young cheerleader and all but impossible for the dim-witted school custodian.
SQUEAM 3
also incorporates what are called "metagame mechanics." That is, special ruleswhich don't have any basis in reality but can be used by the players to change the outcome ofevents. In this game, that can range from
SCREAMING REALLY LOUD
to prevent yourcharacter's demise to playing a kind of "Truth or Dare" with the Camp Counselor (or even theother players) in order to get what you want.
As the author of this game, I must firmly discourage the use of sexual favors in order to influence the Camp Counselor.
Lastly, as homage to the mercifully short running time of the average gore flick,
SQUEAM 3
games are limited to 90 minutes or less. Any joke, no matter how amusing, gets old after awhile.
BAD ACTING AND GRATUITIOUS CRUDITY
The classic 80's/90's horror movie role is without a doubt that of the Dead Teenager. Why?Well, teenagers are notoriously stupid -- a fact which is made even more obvious by the glut ofDead Teenager movies, despite the fact that they're (pretty much) all terrible, low-budget,amateur hack jobs with lots of gratuitous gore and nudity. And for some reason, people love towatch members of their own peer group get carved up by masked killers with chainsaws --especially when the victims are "the popular kids" and the average horror film nut is a pimply-faced, socially disaffected teenage boy.
Ironically, this is the audience that RPG manufacturers are aiming for.
If the Dead Teenager thing doesn't do it for ya, feel free to play a demon-slaying college student,a sexy FBI agent, an occult investigator or a one-handed housewares clerk with a penchant forbad vacation plans and quotable one-liners.
DEAD TEENAGERS
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The Nerd
(-1 Squeam, +1 Curiosity)The Nerd is a social misfit, usually male. He's the kinda guy that would play this game ina heartbeat. Nerds have a pretty high survivability rate due to a) their knowledge of horrorcliches, b) the fact that they never have sex and therefore never fall prey to the Law ofthe Promiscuous Victim. A side note, Nerds who spy on girls who are taking a shower orbathing WILL die, according to the Law of the Promiscuous Victim.
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The Freak
(+1 Curiosity but roll d10...0-5 gain +3 Fate Points, 6-9 gain freaky psychicpowers)Usually female. Usually the "new kid." Almost always has scars from an attemptedsuicide or some other prior trauma. Freaks are really spooky, get blamed for everythingand often have ginchy psychic abilities that invariably help to track and kill the nasty thingthat's killing everyone.
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The Jock
(-1 Curiosity but probably has some issues with his father and/or sexuality, -1Fate)Big, dumb, wears a varsity jacket. Jocks are annoying as hell and will almost always die,usually at the hands of someone wielding some kind of sporting equipment (how ironic!).
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