Sunday, July 9, 2017

Jacqueline the Ripper and the Warm-Hearted Game Master


Your humble host supposes that wizards can be rather creepy without much effort.  For example, let us look at the eponymous resident of Garsen's Tower.  Although a physical location, Garsen's Tower is described in the 'Chance Encounters' section of CityBook II.  This entry was authored by Rudy Kraft, a contributor to several old-school era products – mainly for Chaosium and Judges Guild.

Anyway, Garsen, a prominent wizard hundreds of years old, “first set eyes on the love of his life when she was only 11; he watched her grow up and, at the appropriate time, swept her off her feet and married her.”  Although Garsen “could extend his own life span,” his wife Orsinia died of old age.  Garsen believed “Orsinia would be reincarnated and somehow find her way to him...”  He opted to place himself in suspended animation until the reborn Orsinia would eventually arrive at his tower.

Centuries have passed since Garsen withdrew from consciousness.  During that time, “Garsen's magic weakened the underlying earth” and the island of Garsen's tower partially sank into City harbor.  ('City' tends to be capitalized in the CityBook supplements.)  “At low tide the island and a connecting causeway rise well out of the water,” the book relates, “at high tide all the causeway and much of the island are submerged.”  A map of the island is displayed above.  The reader may notice that “SCALE: one square = 5 feet.”  Unfortunately, no squares are presented with the map; however, it is elsewhere mentioned that the narrow side of Garsen's tower ('B' on the map) measures thirty feet.  The tower is surrounded by a marble wall.  We are told, “Time's ravages have reduced most of it to rubble although a few sections remain intact.”  Regardless, the gate ('A' on the map) still stands.  The numeral '6' next to the gate refers to the strength of the lock.  A '6' lock is excellent, the highest possible rating:  “Could require magic or a howitzer to open easily – unless you have the key!”  Should someone tamper with Garsen's gate, it will generate “a blast of deadly energy...”

Garsen also employs a dozen “Guard Demons” to watch over the island.  Even though they are called demons, they are not infernal, “they are unusual trans-dimensional beings.”  They are 4'6", 240 lbs., can regenerate, teleport, and “are extremely sticky.”  Additionally, the demons are “scrupulously protective of women because Garsen wanted to be certain Orsinia could return without difficulty.”

The island is described thus:
     Much of the island is covered with a variety of strange and bizarre plant growth such as Rigle tickweed, Xustin molds, and even a rare Vedrosian Polyp plant.  At the summit of the island stands a twisted Vorpid oak, remarkable for the number of Yellowheaded gulls that nest in its branches.  Once every five years the island is covered by a riot of flowering Yellow Dreedils.  The fruit of the Dreedil is said to be distasteful and mildly poisonous – in fact, it is a fist-sized morsel of wondrous utility.  The fruit cures disease and grants immunity to further infection for a full month.  The quint-annual fruit supply is meager, scarcely six dozen fruits, but properly harvested and preserved (an arduous task), the harvest represents considerable wealth.  As chance would have it, the presence and potency of the Yellow Dreedils has been long since forgotten, so now the fruit merely insures a healthy brood of gulls.
Nowadays, the island is “a trysting place for young lovers seeking to escape parental chaperones.”

The first scenario suggestion for this location is that a female player character “actually is the reincarnation of Orsinia.”  Garsen realizes this when he wakes and expects the character to stay with him.  “The character is faced with the quandary of remaining or trying to escape, perhaps bringing doom on her comrades,” we are told.  “Even if she does escape, Garsen will ever after seek her out.”  Just the sort of thing to bring women gamers into the hobby.

The second scenario suggestion involves the murder of several women on the island.  For undisclosed reasons, the player characters try “to track down the killer.”  Instead of 'Jack the Ripper', the killer is a 'Jacqueline the Ripper'.  Since the duties of Garsen's demons “are specifically to protect women from men,” the demons do not protect women from 'Jacqueline'.  In fact, the demons protect 'Jacqueline' from men.  Who is 'Jacqueline' and what are her motives?  This information is not disclosed.  Why would you expect details from a GM aid?

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Another location described in the supplement is Cap'n Bill's Bait Shop.  Stuart Bute, the author, does not seem to have contributed to any other RPG publicationThe owner of a fishery bought a shack and installed “a disabled seaman known as Cap'n Bill to run the place as a bait shop” selling the refuse from the fishery.  Cap'n Bill has an endless supply of sea tales, any of which could lead to an adventure.  In fact, the sole scenario suggestion is based on Bill's knowledge of pirate booty.  The write up for Cap'n Bill's acknowledges that the bait shop “is not the most likely place for characters to go.”  As such, there should have been a scenario suggestion that leads the player characters to Cap'n Bill; for instance, there could be a MacGuffin among Bill's collection of scrimshaw.

An employee of the fishery, the charmingly named Guter Snype, brings a supply of fresh bait daily to Cap'n Bill.  He also cleans up the shack.  Guter is described as “Almost human.  Ht: 5'0".  Wt: 288 lbs.”  Additionally, “Guter is repulsive in thought, word, and deed...”  Not surprisingly, Bill and Guter “don't get along at all, and it's a strain for them to work together for just a few minutes every morning.”  The book explains that neither Bill nor Guter “is able to take the first step that would mark the beginning of a firm friendship...”  We are told “there's an adventure scenario possible here, for a warm-hearted Game Master, if there is such a thing.”

Really?  The evolution of a friendship between a crusty old sailor and a person whose defining characteristic is that he's repulsive?  That wouldn't make for the plot of a crappy, made-for-TV movie, much less the basis for an adventure scenario.  The nature of the relationship between two non-player characters is at the whim of the Game Master – warm-hearted or otherwise.  Only for the benefit of the players would such a thing be played out.  What sort of player would even care?  Perhaps it's not surprising that Stuart Bute has no other RPG credits beyond this CityBook.

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