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Fright Night: Haunted House
Fright
Night: Haunted House is a small-ish book from Hogshead
Publishing. Not the old one, but the "new" Hogshead (I
think the guy bought the name). It's a d20 horror supplement. What
flavor of d20? Well, that's the tricky question. It's actually sort
of a mini-game for d20, similar to FFG's Horizon line or the now
defunct Polyhedron section of Dungeon.
I have no idea why I
bought this, really. I sold some stuff on ebay, and I had $10 or so
leftover in ebay money/paypal (which is real tricky for me to convert
to real money) after buying OGL Ancients, and spotted it by accident
(the seller was also selling OGL Ancients, though I bought that from
someone else). It just looked interesting, and thought it might be
useful if I ever get the copy of OGL Horror I ordered.
It's
basically 4 parts. One, tips on running horror games. Two, rules for
modern d20 horror games, Three, an adventure location (an old
mansion/school), and Four, a scenario, using everything else in the
book. The location and adventure are actually pretty much the same
thing, but you get an overview of the place first, then the
adventure. That takes up about half the book, the other half are
tips/rules.
Some of the tips for running horror games were new
to me. Most notably, the idea of running the game in a basement at
night.
The rules are something of a stripped down mini-d20
game. You get a modern skill list, some modern feats, and 6 classes.
These are all "Psychic" classes, presumably because the
premise of the adventure is that all the PCs are psychics. I couldn't
tell if it was based off of the 3.0 or 3.5 System Reference Document,
because it features the "Pick Pocket" skill, which was
changed to "Sleight of Hand" in 3.5, but it does have
"Survival", which is what "Wilderness Lore" used
to be. (It does refer to the Player's Handbook, so it's based off of
one of them)
The classes only go up to 10th level, so they
might be usable in d20 Modern (though the attack and save
progressions are a bit wonky for a couple of them, which doesn't
matter in a mini-game, but can be tricky when it comes to integrating
them with other stuff). Basically, psychic powers work like skills,
but they cost psychic power points to use. There's telepathy,
psychometry (reading the history of objects), remote viewing (seeing
things far away), telekinesis, channeling (talking to the dead), and
divining (predicting the future).
There six classes are: The
Guru (kinda like Doug
Henning, but with real powers and er, not dead), the Profiteer
(aka, Uri Geller,), the
Believer (a religious type of some sort, new age or traditional), the
Gifted (sort of a gypsy), the Denier (who denies his own powers), and
the Freak (sort of an outcast). Really, the classes are how they view
their own power, and so you can't multi-class, really (though now
that I look at Uri Geller's website, he might have gone from
"Profiteer" to "Guru").
To a certain
extent, the psychic powers are realistic, in that they don't work
very well. Or have very limited effects. I've also known a number of
supposed psychics in real life (mostly remote viewers and channelers,
though not with the dead, but other things which is kind of hard to
explain) and the classes in this actually handles their
personalities/views quite well.
There's also some horror
related rules. Rules for fear, rules for being in the dark, rules for
listening to Barbra Streisand (by that I mean, "Madness
and Phobia" rules, and rules for running away, screaming).
They seem to work pretty well, at least in theory, as I haven't tried
them out yet (if I do run the scenario in this book, it will probably
be using Call
of Cthulhu d20 or possibly OGL Horror)
The
adventure itself reminded me a lot of the movie The
House on Haunted Hill (not to be confused with the Haunting
of Hill House), the remake, at least in the basic premise. Which
I thought was a pretty good movie, though I really could have sworn
it was James Woods
in it. It really really looked like James Woods. And sounded like
him. But it turned out to be Geoffrey
Rush. But man, it really looked like James Woods.
Anyway,
the players are invited to a haunted house for a chance to win $1
million. But rather than stay the night, they are supposed to try to
scare the other guests. Sort of a game (could be a reality TV show,
almost), because the premise is, the owner of the place is a really
rich guy who wants to run a murder-mystery inn, only with a haunted
house theme. So he wants someone good at scaring people. And so he's
holding a frightening contest, with the winner getting the job of
"Fright Director", which will pay a $1 million the first
year.
So why doesn't he call a special effects company?
(Inn-dustrial Light & Magic perhaps). Or at least Bryan
Brown? Well, because there is more to meets the eye. It has to do
with the psychic-ness of the PCs, he has a dastardly plot to dethrone
Miss Cleo, and become the reigning phone psychic king by recruiting
psychics into his evil psychic phone empire. Well, not really, but
it's almost as sinister. But it did remind me of a plot of a movie
that starred both Peter
Cushing and Christopher
Lee (who actually made something like 25 movies together, and
which actually could also happen again in Episode III if the rumors
are true, and some of the special editions of the IV if Lucas gets
carried away).
Seriously, it's meant to emulate haunted house
movies, and it actually does pretty well. From the premise to the
events during the contest, to the finale.
The location (an old
school) is detailed fairly well, as you do get descriptions of
several NPCs. Good descriptions, but not great. You get the gist of
them, but not things like eye/hair color or even height. The stats
also tend to be very bare bones (though this scenario doesn't really
put much emphasis on combat or even all that much in the way of skill
use, for most NPCs). Actually, the things that get the most detailed
background information are the ghosts of the place. My favorite is
"Skitter", which is sort of a spider-cat.
The
artwork is well, odd. On the one hand, you have some very
photorealistic and gory pictures, but heavily greyed out (they
actually look like computer art, similar to what you would see in
Resident Evil or Silent Hill or an Olsen twins game). Then you have
somewhat abstract line art, mostly of the PC classes and NPCs in the
book. It's not bad, but it seems to have been re-sized in many cases,
to fit the white space in the layout. Thus often stretching or
distorting the art. For the gorey/grey stuff, this makes it look even
creepier, but the line art sometimes looks impossibly tall. The maps
are pretty spartan.
To be completely honest, in many ways,
this book is a bit amateurish, and while the new rules introduced
aren't terrible, they aren't great, either, and are probably
redundant for most people (what with d20 Modern, Spycraft, Call of
Cthulhu d20, OGL Horror, etc). And really, they aren't comprehensive
enough to handle campaigns beyond this scenario (and even this
scenario could be tricky). And the adventure is awfully sketchy in
places.
But, I like it. Quite a bit. The premise is neat, it
does deliver an adventure that is a synthesis of the haunted house
horror movie, and it has a certain charm and enthusiasm to it. I
bought it new (albeit at a discount), and I have no regrets buying
it. I'll probably be buying later entries in the series (if they
happen), especially the Ghost Ship one. B

