CrazyCrab
2016-05-13, 09:30 AM
Hi everyone,
I've been thinking about this for quite a while and I would love to hear what you guys think about controversial game themes and mechanics. I have been working on a post apocalyptic horror survival system and the themes I usually tackle are not easy going, so I'm looking at other games to see how they are handling them. Well, it's a bit complicated to explain in a sentence, so...
Note: I have given these two games as contrasting examples. I am fully aware that they don't even come close in terms of how well made they are, how they were playtested, etc.
I think that most long time players and DMs have heard of the little rulebooks of horrors known as F.A.T.A.L... having given birth to some 'wonderful' memes as the '' *retracted for safety* circumference chart'' , it is generally known as the most vile, childish and unprofessional system ever published. It includes, but is not limited to, racially abusive stereotypical gear (again, I won't actually give examples, if you're curious just 1d4Chan it, bring bleach), rules for accidentally sexually assaulting other characters (with additional rules for non humanoid and... ugh, I'll just say other, entities), bloody rituals and sacrifices and the like.
I think we can all agree that being crude for edginess sake is bad and this is the perfect example for it.
This is the kind of game where if you suggest playing it at your local gaming circle you won't be takes seriously (or they will play it as a prank) and if you insist on playing it seriously you will probably immediately lose your friends.
Then on the other hand we have a game like KULT. That game is possibly just a cruel and vile (if not more!), with psychology charts and will saves linked to all kinds of, umm, 'physical contact'. It's full of overly realistic and cruel cults, with satanic rituals and the likes included. Its spells are among the most messed up I have ever seen, including ones for mixing species, sacrifices and other gruesome effects.
Yet at the same time if you suggest this game to a group of adults you will not be immediately shunned - heck, you may even end up playing it and not be excommunicated. I mean it will take a very specific playing group to give it a shot and the sessions will definitely be grim, but you can actually play it without vomiting all over your table.
So, what differentiates these games? They are both dealing with extremely difficult situation, dark magic and the like, yet even though I'd agree that KULT is much darker, it has received nowhere near as much negative press as FATAL. I guess that my question is, where do you draw the line? Why and how would you handle topics like drug abuse, depression, sexual and mental assault, political extremism etc? Why is one game successful and the other one is not? (I think it's self explanatory, but it would still be nice what you think)
If you're wondering why I would even bother dealing with these issues, I feel like the darker the darkness the brighter the light when you actually see something good. I feel like extreme situations in tabletops often translate to some amazing gaming stories and experiences.
I've been thinking about this for quite a while and I would love to hear what you guys think about controversial game themes and mechanics. I have been working on a post apocalyptic horror survival system and the themes I usually tackle are not easy going, so I'm looking at other games to see how they are handling them. Well, it's a bit complicated to explain in a sentence, so...
Note: I have given these two games as contrasting examples. I am fully aware that they don't even come close in terms of how well made they are, how they were playtested, etc.
I think that most long time players and DMs have heard of the little rulebooks of horrors known as F.A.T.A.L... having given birth to some 'wonderful' memes as the '' *retracted for safety* circumference chart'' , it is generally known as the most vile, childish and unprofessional system ever published. It includes, but is not limited to, racially abusive stereotypical gear (again, I won't actually give examples, if you're curious just 1d4Chan it, bring bleach), rules for accidentally sexually assaulting other characters (with additional rules for non humanoid and... ugh, I'll just say other, entities), bloody rituals and sacrifices and the like.
I think we can all agree that being crude for edginess sake is bad and this is the perfect example for it.
This is the kind of game where if you suggest playing it at your local gaming circle you won't be takes seriously (or they will play it as a prank) and if you insist on playing it seriously you will probably immediately lose your friends.
Then on the other hand we have a game like KULT. That game is possibly just a cruel and vile (if not more!), with psychology charts and will saves linked to all kinds of, umm, 'physical contact'. It's full of overly realistic and cruel cults, with satanic rituals and the likes included. Its spells are among the most messed up I have ever seen, including ones for mixing species, sacrifices and other gruesome effects.
Yet at the same time if you suggest this game to a group of adults you will not be immediately shunned - heck, you may even end up playing it and not be excommunicated. I mean it will take a very specific playing group to give it a shot and the sessions will definitely be grim, but you can actually play it without vomiting all over your table.
So, what differentiates these games? They are both dealing with extremely difficult situation, dark magic and the like, yet even though I'd agree that KULT is much darker, it has received nowhere near as much negative press as FATAL. I guess that my question is, where do you draw the line? Why and how would you handle topics like drug abuse, depression, sexual and mental assault, political extremism etc? Why is one game successful and the other one is not? (I think it's self explanatory, but it would still be nice what you think)
If you're wondering why I would even bother dealing with these issues, I feel like the darker the darkness the brighter the light when you actually see something good. I feel like extreme situations in tabletops often translate to some amazing gaming stories and experiences.