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Season of Worms | ||
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Season of Worms
Capsule Review by Darren MacLennan on 08/09/01
Style: 3 (Average) Substance: 3 (Average) It's not a bad start for somebody who's just getting into writing horror role-playing games, but it's not something that you're going to use more than once, if ever. Product: Season of Worms Author: Marcus Chacon Category: RPG Company/Publisher: JAGS Line: JAGS Cost: Free for download Page count: 24 Year published: 2001 ISBN: None SKU: --- Comp copy?: no Capsule Review by Darren MacLennan on 08/09/01 Genre tags: Horror |
Season of Worms has a great title, a few interesting ideas, and a fundamental misunderstanding of how to create a horror scenario. You can find it at http://jagsgame.dyndns.org/jags/index.jsp, as a free download for the JAGS system. On its surface, its a simulation of a teenage horror flick. This is problem number one with the adventure; teenage horror flicks arent good in the slightest because theyre based around a very specific formula, usually one that pays more attention to gory deaths than to characterization or rational action, or any number of things that role-playing games cleave to. Jared A. Sorenson managed to pull off yet another utterly brilliant bit of work with his SQUEAM games, where the mechanics directly relate to the horror movie genre; with JAGS, the engine lies uneasily atop the adventure, like two people who want to have sex but arent sure how. Quick quiz: Which group do you think gets slaughtered like cattle first? Its not exactly a trick question, and its not as if anybody doesnt know that the obnoxious are the first to die in any horror adventure but the game itself suggests that the first wave of characters must die in order to make the second part of the adventure work. The adventure itself takes pains to point that all of the PCs will be dead at the end of the first act. Anyways. The focus of the scenario is an old, haunted house which was the home of a cult dedicated to the worship of various Sumerian demons, who apparently have been making it big in the Not the Great Old Ones, but we do business ever since Ghostbusters, I think. After one of their rituals goes wrong, a big ol demon winds up getting trapped in the basement, needing only a few more victims to chow down on before he can go on and do whatever Sumerian demons do; probably going bowling. Of course, since this is a teenie-horror film, the local teenage community decides to have a party in the same place where eighteen people were gorily hacked to death by forces unknown. At which point, it stops being a role-playing game and starts to be mildly interactive theater. There's nothing wrong with this per se, but it does lend to the impression that the authors of the game weren't really sure what they were doing when they wrote this. It doesn't have the postmodernist humor of SQUEAM, or the startling mixture of horror and beauty - I really need to think of a single word that can describe this quality - that Call of Cthulhu has at its best. Corpses are scary, but they're scarier when they're people you know. Bits of people packaged for delivery is scarier when you know that it's addressed to somebody, rather than just being out for a cheap scare. Of course, the counter-argument is that it's designed to simulate a cheesy horror film. But this is sort of like being the world's best dung-stacker; no matter how good you are at it, it's not going to be much fun unless you've got a deep appreciation, one that goes past the "wow, this film is kinda stupid, but fun to watch" attitude. SQUEAM did this perfectly; it's postmodern, commenting on the tropes of the horror movie at the same time as it uses them. Season of Worms doesn't. It's a pale copy of the elements of a horror film without much else. The third and final act is where the game does some mildly interesting work, but again breaks down. After a series of unsettling dreams and portents related to Nergal's arising, including a pair of garbage men who are mightily interested in making sure that their garbage truck remains full and a recurring series of incidents that involve maggots. There's lots of good, if scripted role-playing - I.E "You shoud try to calm the Wiccan down, since she's obviously hysterical. Believe her if she makes a convincing argument." However, the scenario takes a rahter unfortunate turn when it introduces Harold, a Vietnam veteran in a wheelchair who happened to have an encounter with the scenario's main bad guy while still in Vietnam. It does not have the crucial feel of authenticity that a flashback should have; while Vietnam veterans are hard to get ahold of, their oral histories aren't. A request for those who write adventures: If you're going to include narration by a war veteran, study some material that relates to their lives - read Strange Ground, or any book that contains the veterans speaking in their own voices. Harold also happens to have a small arsenal just lying around, and the book suggests that it's acceptable for the players to learn a single level of the skill in a cinematic training scene. But one of the things that makes Call of Cthulhu so unique is that bigger guns are more likely to get you into trouble than they are to save you. I'm tempted to stay away from using the guidelines and tropes of Call of Cthulhu adventures for every horror adventure out there, but it's the only point of comparison - Chaosium makes the best horror scenarios out there. But there's a brief scene before the final showdown that's genuinely horrific - it's a sequence in a gas station which manages to set the tone exactly, while playing on a specific rivalry / crush between the Hacker and the now-undead Prom Queen. But the bulk of the third part of the adventure basically replays the first part - which isn't a bad thing, but it might get somewhat tiresome for players who have been through this, and it may be difficult for a lot of players to forget about what they saw earlier on in the adventure. The climax of the adventure is, unfortunately, quite railroaded - there's only a single way to kill Negral, and it involves the direct application of heavy explosives, as well as a potential noble sacrifice from one of the NPCs. The system used throughout is called JAGS; for my taste, it's much too rules-heavy, to the point where I had a look through it, then thought "Yeah, I'll convert it to Cthulhu and run it like that." To be sure, JAGS has a lot of potential; I'm just not the one who's going to be exploring it. They did ask me to write this review, incidentally. Ultimaely, the adventure that they've presented here just doesn't work. It's not self-recognizant to be ironic; it's not scary enough to properly chill characters; it's not well-described enough to linger in the memory; and it's too railroady to be worth adapting for your own scenarios. This is an okay start for the JAGS system, but unfortunately, not much more. -Darren MacLennan
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