Little Fears

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Little Fears

Post by Jack of Tears »

Since someone finally got one of our own respected Frat members to play this game, I thought I'd mention it here again.

Little Fears is a game of childhood terror. Recalling a time in our youth when we knew the monsters in the closet and beneath our beds were in fact real. It is a game designed for adults and quite capable of generating horror on many levels. Complete with a simplistic and thematic system, the material does a remarkable job at capturing the atmosphere it hopes to generate.

Focusing on both supernatural and realistic horror, the game may be too personal for some players, particularly parents. Certainly, however, the material is flexible enough to support many a style of childhood adventure game - from Goonies to IT and beyond.

While my own expriences with the game have been limited, (do to the fact that one of my players is a child welfare worker) I have had only possitive experiences with such and would be interested to hear the thoughts of others whom have made use of it.

For a time I had hoped to resurect widespread interest in the game ... but lacking any direct support from the writer I all but gave up. It would be nice to see it attract some interest in the Ravenloft market.
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Post by Jack of Tears »

Not even one comment? No love for Little Fears? That's too bad.
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Post by ScS of the Fraternity »

Oh there's love, just not a lot of experience.
I think Joel was toying with the idea of using Little Fears to run PCs through a Boogeyman adventure.
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Post by Corrupted_Loremaster »

And he says I introduced him to the game, although really I just happened to have the book with during one of the Montreal meetups, and lent it to him for a few minutes to read.

I've used it for inspiration several times, such as a serial killer inspired by the Prince of Envy, but never actually run the game itself. Frankly, I'm a little scared I'm not good enough to do so properly.
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Post by Jasper »

From what i've read about it the setting takes more of the right players then the right DM. Not every player can pull off playing a child without being too weak and scared or being too adult.
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Post by Jack of Tears »

>>Not every player can pull off playing a child without being too weak and scared or being too adult.<<


If players can portray elves and vampires, they should be capable of playing children.

Since the individuals have agreed to portray children in a -horror- themed game, I think it would be poor form of them to cripple the character by portraying it as too weak and scared. If the player actually forgets this, one might need take them aside and mention as much.

But, something people have to remember as well - the players aren't going to play children with absolute precision ... nor should you want them to. It is more important that they portray children as they, as adults, imagine them to be. After all, it is the adults you are attempting to frighten here ... thus it is better to let them look at their characters from the eyes of adults - which typicallys mean they will see them as more vulnerable, fragile and in need of protection than real children often are; (adults to tend to romantisize children) which should make them more empathetic (or at least sympathetic) toward their characters.
(after all, adults tend to be more moved at the thought of children in danger than other adults - as gm one should play into this)

If you keep the horror elements from becoming too bizarre, the danger to the characters should seem more plausable and as such, more disturbing. (the tv frankenstien monster with bolted neck isn't going to be nearly so frightening as a teacher, neighbor or priest corrupted by one of the Closetland lords)

One very nice thing about running a game like this is that many people share similar childhood fears and few people have that much difficulty dredging them back up.

Here are some very useful links to aid one in conjuring up a decent Little Fears game:

http://www.indie-rpgs.com/forum/index.php?board=6.0

http://www.nightmareproject.com/list.mv


PS >>Frankly, I'm a little scared I'm not good enough to do so properly.<<

If you can run ravenloft, you can run Little Fears ... many of the tools required for a successful game are the same.
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Post by Jack of Tears »

Always trying to get people into Little Fears I decided to post my first game with my current group to "The Forge" and decided to duplicate that post here for anyone interested:

Okay, I'll begin this post by noting that I don't typically recount my games in forums. Me, I've never found reading the exploits of other groups that engrosing, but I am doing it here to bring some attention to the fact that there are still people to be found playing Little Fears.


My primary obstacle in running this game has been a certain reluctance in my group do to what I've dubbed "Classic gamers syndrome" - that is, an aversion to playing in anything but fairly classical formats - such as sword and sorcery, epic fantasy, etc. While the group is by no means simple in their style (we play some very deep games filled with politics, characterization and intrigue) their tastes in setting tend to be rather limited. Indeed, one of my players outright stated that he did not like the idea of playing a child and would only do so because he typically enjoyed my games and the others had conceded to do so.

Thus, I am going into the session with a fairly tough crowd from the outset. It did help that I gave players two weeks to prepare and answer the questionaire provided on the LF character sheet. (Questions like: "Who is your favorite person?" "What is your home life like?" and "Who can you always talk to?" to name just a few) I made certain to stress that the answers to these questions were very important - more important than their stats, qualities or drawbacks.

Do to varied levels of interest in the game I didn't receive the final character until the day of the game itself - this presented a small problem. An obstacle I had already forseen when looking at the character creation process was the very likely possibility of overlapping qualities and drawbacks. (called "things I like/don't like about myself") The text recommends limiting players to ten points in either, but I went one step further and limited them to six; hoping that would reduce the chance of recurrance in my group of five players. Additionally I printed some qualities and drawbacks from a fan created list, in order to expand the options. Ultimately it didn't matter, three of my players had chosen identically in at least half of their Q&Ds, while the others had no fewer than two overlapping choices in each. This might not always be a problem, though the qualities they almost unanimously chose were "guided" and "visions", while almost every one of them included "haunted" as a drawback. This certainly opened the door to make the game much more "spiritually influenced" than I had intended.

Another problem I encountered was that, having come from a different type of game, some of the players were looking at these abilities like "spells" or "magical abilities" rather than story elements. I'm sure this lead to at least the one character "death" which occured.

I won't bother listing the characters here, unless someone specifically asks, as I don't see it means much to this synopsis; the only significant detail should be that the characters are all 7-8 years old -- 2nd-3rd grade.

The adventure was set in a small-medium midwestern town (population of about 5000) in the late 1980's. I chose that time period because it is the era in which most of the players grew up (aged 28-35) and I didn't want computers and the internet to play a large part in the setting. The town is a well established community with deep roots running back many generations. It is not uncommon to see buildings from the early-mid twentieth century and the schoolhouse is old enough that its basement was once outfitted as a bomb shelter.

The adventure begins Holloween night, a Friday, in which the local parent/teacher school board has decided to throw a sleepover for the grade schoolers in order to keep them off the streets after dark. (this was quite common in my home town) Thus every kid 6th grade and younger in town has been crammed into the school gymnasium and subjected to games of "pin the tail on the donkey", "bobbing for apples", etc. and movies like "Charlie Brown and the Great Pumpkin".

I began the game by setting up the night's activities. I had purchased 1980's type candies (ring pops and candy necklaces) to pass out as "prizes" to help create the appropriate mood. We rped the games for about half an hour, after which it had been my intention to draw the characters aside so an npc might tell them an appropriate ghost story to set up the adventure. As it so happens, one of the pcs decided to jump ahead of me a bit and (before I ever got to the story) started suggesting the group sneak away from the party to go trick or treating in town. (many of the businesses in town had not been informed about the sleepover and as such had purchased large quantities of candy which would just be "going to waste" if no kids showed up) Since I had intended this to happen eventually, I went with it and let the characters sneak off during the first movie. (one of them had a "skeleton key" which can open any key lock - as every kid knows [belief magic at work here])

Once out of the gym they do some snooping about in the near empty schoolhouse - which I presented as deeply spooky as I remember my own school to be when the halls were vacant. (much of the town is patterned after where I grew up, though significant changes have been made) Eventually, they make their way to Room 9, which has a plethora of stories associated with it. According to school legend Room 9 once served as a detention area, though something happened and now it remains always locked. Some say a teacher went madd and killed a kid; others claim the room is still used for the worst kids, keeping them locked away from the general populace - forever. While there are a dozen varients on the myth and everyone "knows someone who knows someone who got sent to room 9" there are no hard facts and the kids decide this is their perfect opportunity to learn something they can use to make them more popular. Thus one of the children produces his skeleton key and they slip inside the darkened room - the door closes behind them.

The room is dark as the shadows under you bed and the first thing the cast does is search for a light switch, only to discover the lights aren't working. Since one of them has a pen light (you remember those?) which puts off a week beam about three inches wide at its furthest end, she flips it on - which causes the temperature in the room to drop significantly - and they begin to glance about. Already the atmosphere is tense and the characters are huddled together for protection ... eventually they get up the nerve to start looking about. They discover the far wall is lined with tall cupboards for coats, the right side of the room is lined with desks and the left ... on the left is a chalkboard with writing. As they draw close they see, scrawled in slanting rows down the length of the board and even onto the wall beneath, the words "I can never go home, I can never go home, I can never go home ..."

At this point things start to pick up, the sounds of muttering can be heard in the room, the doors to the cupboards rattle and the kids bolt to the entrance - only to discover it is locked and there is no keyhole on the inside. It would seem they are trapped. As they scan about, frantically, one of the players - the 2nd grader - inexplicably decides she wants to open one of the doors on the coat cupboard and succeeds in squeezing past the other players who attempt to stop her - kicking one and biting another to get through. With no one holding her and no one willing to chase her down, she reaches the trembling door by herself and opens it up - to find herself staring into the moon white face of a child dangling from a rusty coat hanger. Horrified by the sight, one of the children begins to scream, another fails his fear check and faints outright, the third grabs his slingshot and turns to hide behind a desk -- only to discover the desks are not so vacant as they once were; each and every one now occupied by milky eyed children with spider web hair. (note this is also a type of "belief magic", the fear of the children is feeding the illusion .. the worse they expect things to get, the worse they are) Naturally full panic has overcome most of the group now, all save the second grader who - once again inexplicably - decides to approach the hanging, bloated corpse in order to "help him". Quite expectedly, the corpse snatches out and drags the girl into the cupboard with him, the door closing. At this point one of the characters (whom has the "guided" benefit) screams for help and has his eyes drawn to a piece of chalk on the floor ... snatching it up he runs to the blackboard where he now notices the second half is covered with a list of children's names ... five of which match those of the party. Quickly, he scratches out four of the names only to discover the now vanished second grader's cannot be chalked off ... having no time to ponder it, he yells to the others to try the door again ... which this time, opens. Immediately the remaining three dash for the door, though they do remember to grab the kid who passed out by the collar as they go. As they turn to close the door, they witness the rooms ghostly occupants decending upon them - though they stop at the door ... which closes with a sense of terrible finality.

Now away from the room, the group screams itself horse and rushes outside (after quick struggle with the skeleton key - which refuses to work on the first try [the character failed his "belief" roll, but they decided it must be a newer lock and tried the second door]) where it huddles around the corner, panic stricken and uncertain what to do next. They've snuck out of school, broke into the forbidden room and lost the second grader ... they dare not tell a teacher ... but what? but what?

That is pretty much where I left everyone. I had wanted to end the adventure, but things came up and we were forced to stop early. Now I have to decide what to do next week. The second grader is more or less dead ... if the party can find a way to rescue her she might be saved, but that is far from guarenteed. As we left off, most of the characters have agreed to go back and try ... though they're not certain what they can do. Me, I'm tempted to simply have the player make another character ... this is the second time she's done something like this in as many weeks ... ignoring every bit of reasoning and putting herself in obviously deadly situations. If it had made sense for a 2nd grader to decide she wanted to "help" the bloated, fish eyed corpse hanging from the coat hook, I might be more forgiving - but I just can't see how something like that can be justified. Perhaps I'm being too harsh ... but I have a problem with ooc behavior and blatant stupidity in my games.

So, I guess, if I had a question - aside from general input - it would be "what should I do about the lost character?" As it sits the other players could go after her ... but I don't want to make it a simple process ... nor do I want to leave the player out of the game all night. I could have her write up another character to play until they save her original ... and if they push the "rescue" I'll have her do just that. (they'll have to enter closetland, I'm thinking, to actually save her) Or, (an idea which just occured to me) I can have her play the stuffed monkey her character talked to. (the monkey was her "guide") In which case she'd be able to talk and offer ideas, but not actually move on her own. (unless they enter closetland, in which case that might change)

Aside from that, my only commentary on the session is that the players were occasionally too "adult" about some of their reasoning and decision making. That, however, should smooth itself out as they get into their characters more.
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Nightmare Edition

Post by MattMcElroy »

Just a little teaser:

Little Fears: Nightmare Edition

Regards,

Matt
"What Are You Afraid Of?"
[url=http://www.flamesrising.com]- www.flamesrising.com -[/url]
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Post by Jack of Tears »

Excellent! You'll have to keep us up to date on this!
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Post by Jack of Tears »

You know, it's funny. Prior to running my Little Fears game I was looking at Call of Cthuhlu and a couple other settings, seeking something dark to fill my taste for that. But, I always wanted to run an LF game, so decided to do that first.

I had no idea, going in, just how dark my LF game would turn out to be. Afterword, my taste for something darker was entirely sated and I could see no point in playing the other games I'd considered.

Something about this game just lends itself very well to that type of play.
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Post by Jack of Tears »

Just a minor update, you can find the embryo of a website for the new edition of Little Fears here:

http://www.littlefears.com/

While there isn't much material yet, it does have a link to their budding forums, currently hosted by Flames Rising.

You can also find a couple new teasers here:

http://www.flamesrising.com/modules.php ... =0&thold=0

http://www.flamesrising.com/modules.php ... e&sid=1666
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Post by Joël of the FoS »

Really looking forward to that!

This game has lots of potential in a bogeyman game. Imagine half the party playing heroes, and the other half playing kids without real communications with grown ups. Fear and alienation. That would be cool as hell :)

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Post by Jack of Tears »

The projected release of this game is just over a month away, so I thought I'd bring it back to people's attentions. The web site: http://www.littlefears.com/ is currently pretty quiet, though I'm doing what I can to try and encourage discussion.

Please drop by to add your thoughts and ideas to the forum. I look forward to seeing some Ravenloft names over there, adding your perspective to the discussions.
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Post by Tommy Brownell »

This is about as close to a "must buy" for me as new RPGs get these days...I love (though I never got to play or run it) the original Little Fears.
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Post by Jack of Tears »

So, just to update people on how things are looking, the game hit a bit of a snag and development was put on hiadus for a time. Around the same time the Flames Rising forums went down, so if you're looking for discussion on "Little Fears: Nightmare Edition", you'll need to visit the yahoo group: http://games.groups.yahoo.com/group/lit ... s/messages

Since there is virtually no conversation going on there currently, I would love to see some new faces with questions, ideas, suggestions, etc. Anything to spur people into talking again.
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