The Death Cookie
Tuesday Table: Mash-Up Madness
| Columns - Tuesday Table |
Since I've been knee-deep in hobos and haven't gotten around to posting a table in the last few weeks, I'm going to post 3 today. Use these to come up with an idea for a one-shot. The first table gives you the genre, the second the plot, and the third the style of the game.
Tuesday Table: What's In His Pocketses?
In most stories and movies, the heroes rarely go through the pockets of their fallen foes unless they've got good reason to do so--for example, if they need a weapon or ammo or they need the enemy's key card to make their escape. Thanks to D&D, however, characters in RPGs regularly heroically search through the pockets of their enemies for no other reason than "they might have something cool." On the bright side, at least the practice of rooting around in a defeated enemy's intestines for gemstones hasn't crossed over to other genres. When characters decide to desecrate the corpses of bad guys in a modern game, you can use this table.
Tuesday Table: Unusual Medical Conditions
As anyone who remembers the old "Medical Bag" feature in Fortean Times knows, people suffer from a lot of strange and bizarre medical conditions. These can be used to crank up the quirkiness of an adventure GMC, or (for particularly brave players) even a PC. Except for conditions with obvious effects, I've provided very brief summaries here. You'll probably want to do some research on the details before using any of these in your game. Also, while many of these conditions are really weird, they are real problems that real humans suffer from, so if you need to be reminded not to be a dick, consider yourself reminded.
Tuesday Table: Fortean Phenomena
A lot of games deal with strange phenomena, but even games that take place in a completely rational world can benefit from the occasional reference to strangeness. Weird happenings (and the inevitable stories about them) can provide local flavor, give an eccentric GMC something to rant about, or can serve as a cover for the bad guys (and they would've gotten away with it too, if it hadn't been for those pesky PCs).
From the Archives: Kobolds Are People, Too!
Editor's Note: Since the recent Hex contribution to the Drivethru newsletter has (inadvertently) sparked a discussion of things like intolerance and whether attitudes and ideas that are unacceptable in the real world are equally unacceptable in fiction, this seems like a good time to re-post the following article from way back in the early days of the Death Cookie (1999-ish), which deals with similar themes. The AD&D game (as well as a few others--especially those of the fantasy genre) has some very frightening subtext. The basic pretext of the game (at least early on) is to go out and kill "evil" monsters. This is all well and good. Killing evil unnatural beasties is a long-standing tradition in mythology and fairy tales. This works fine when there are plenty of demons, golems, and other nasties to fight. However, when the critters start talking and exhibiting intelligence, things get a little scary. |

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