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Like I said, I did a review for someone since they actually asked:) I might go back and add past reviews I have done for other games and some for games I did...think of those as designer notes.

Name: Bloodbath Hotel
Publisher: Spectrum Games
Line: Slasher Flick
Author: Gregg Helmberger, Kim Foster
Category: RPG (virtual)

Cost: 10.99
Year: 2009

Action, Drama, Horror, Modern, Occult, Various

Review of Bloodbath Hotel

Overview and Disclaimers

This is my second comp product from Spectrum Games since I also reviewed the Slasher Flick RPG as well. I also contributed a little bit to the core rules, so I received a nod in their special thanks section. Finally, they asked me to review this product for them. I said yes and now I can write this capsule review with a clear conscience.

This is an adventure set up for use with the Slasher Flick rules by Spectrum Games. The copy I received was a 139 page PDF. However, they do the "2 of their pages equal 1 8.5" by 11" thing. Therefore, it will only take about 70 pages to actually print the product. Note when I say page after this, I mean one of their pages.

There is no ToC or index but there are handouts such as player maps and character sheets. The artwork isn't overabundant and what is there is line art. It suits the look and theme of the adventure and of the Slasher Flick line but it won't win any awards either. The book is divided into ten sections of varying lengths (which I'll get to in a moment).

I do not have a lot of bad things to say and what I do have is of the "nit" variety. There are a couple of typos in there. One of them was a missing article and the other was having a bit of Director (GM) text italicized as read aloud material. The only other thing I noticed was a tendency to see a paragraph with the last sentence having an extra half space between it and the sentence above it. It didn't happen all the time but it happened enough to be noticeable.

Section One: Flick Synopsis.

This is a one page overview of the premise of the adventure. Without giving too much away, the players are ghost-hunters investigating the abandoned Hotel Isherwood in Detroit. Of course, it wouldn't be an adventure if nothing happened. A killer is on the loose and the hotel is haunted...

Further sections allows the Director to customize the adventure for his or her players but the above is the default for the adventure, without giving away details. I mean, the section did its job and I have no complaints except to wonder if they couldn't have just merged it with the next section. I would have also added what rulebooks were needed since I noticed later on that some of the characters add special abilities that are not in the main rulebook.

Section Two: History of the Isherwood

This section is nine pages long, with three of them devoted to the history of the Hotel Isherwood and six pages to various descriptions of possible haunted rooms. The history was okay in my opinion but I like they would describe a haunted room and then rate the likelihood from 1 to 5. The rating is given by Barry Hampton (NPC ghost hunting professor) and the reason for the rating is also given rather than just putting an arbitrary number down. I think it's a good thing because it adds a bit more to the RP experience.

Section Three: What's Really going on.

The next four pages describe the killer, why he kills, the tactics he will use to kill his victims and his stats. I appreciate the fact that I have methods and a plan, if I am the director, of killing the players. Most games will give you stats, a bit of personality and a bit of a backstory but fail to give you any practical/tactical advise on how to use the NPC. The authors of Bloodbath Hotel did a good job in adding in the right information.

Section Four: Hotel Description and Key

The first two pages or so explains the conditions surrounding the neighborhood that the hotel is in and why the players are considered cut off from help. It can seem a bit like railroading but the nature of the game, geared about one-shots or short arc campaigns, makes it acceptable but I could see how it could frustrating to someone not used to the game.

Another idea I like was the idea of having danger zones in the hotel. Not only do players have to deal with the killer but the hotel itself can be a source of isolation (collapsed staircase) or slow them down. They have to deal with the cold as well since the hotel has suffered damage, which they take time to explain things like how derelicts would have stolen fixtures to sell or to burn during cold winter nights.

The rest of the sections are descriptions of the floors and various rooms of interest. They did a decent job of using the five senses but they also liked their graffiti. They also included any special features or danger spots.

Section Five: Equipment

This is a short (~4 page) section showing what equipment they would have as ghosthunters. They explained what some of it did but there were no special rules or advantages to having it. In my opinion, they should have just combined with section 6: Ghost Hunting since it was only 4 pages as well. It was a quick primer on the subject but I think anyone with even a casual interest in the subject would not have been really surprised by anything here. I didn't like or dislike it since it did the job but it didn't really go into great detail.

Section Seven: Running Bloodbath Hotel

A lot of useful information is packed into 10 pages. The action is broken down into three acts. The first one is centered around the characters setting up their equipment and exploring the hotel. The second act has the killer acting w/o the character knowing. The last one has the characters either trying to survive the night or finding an alternative exit. More killer tactics, inventive bits to make the game a bit scarier, interesting ways for characters to die...good stuff to help run a game.

Section Eight: Customization and Options

Don't like the time or place? The directors has three alternatives (each of which is a little over a page long). Need to describe a random room? Two pages of random tables help with that. Need a different type of killer or a variant of the original...they have that too. Without giving anything away, the customizations center around making the game even more supernatural in nature. Good ideas abound here. You could even use them for other games if you don't want to veer too much from the default layout for the adventure. It's almost like getting one to two additional full adventures for free or at least a huge head start to them anyway.

Section Nine: Timeline

It covers two days and has the regular unfolding of events or options if you choose to go with any of their other suggestions to the game. The use of a timeline can help organize the adventure but I think it could also have been merged into Section Seven.

Section Ten: Miscellaneous

Like the section says, it has a bit of everything in its two or pages. A random rule for exertion of the killer, description of game handouts and a list of websites for inspiration round out the list. By now, one can see a theme of usefulness but alternative ways of organizing could have made the sections/layout a bit more even.

Section eleven: Characters

Slasher Flicker has primary characters, secondary characters, and tertiary characters. They are centered around the idea of various stereotypes and there are instructions for what to alter depending on primary, secondary, or tertiary. For this type of game, they are perfect since their very stereotyped nature fits into the B-rated Slasher Film. The last section is various maps and other aids for the players. They are already in the book but it is nice to just print one section rather than print a page here or a page there. Of course, some might grip about inflating the size of the adventure as well.

Quick Opinion Summation

The Slasher Flick system is small but efficient...lean and mean or underdone depending on your style of game. Like the core book, they do quite a bit for the number of pages they have. It is definitely not for everyone since some people may not like the additional linear nature of the adventure. There isn't a lot of room or suggestions on how to make sequels to this adventure. There are a few small errors of a grammatical nature and it seems like a bit effort could have evened out the layout of the game. However, as I tried to illustrate here, I believe there is far more good than bad here.

Here is the blurb "If you ever wanted to run or playing in a B-movie adventure, then Bloodbath Hotel is not a bad way to go."

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This has been most recently touched on by Warehouse 13 but other series had the same idea and I thought about it each time. How does those heroes get the will to not use those cursed items? They will, in theory, have hundreds (if not thousands) of item whispering to them, promising them dark miracles if they will only get them off the shelf and use them. Wouldn't they either quit or go nuts?

I guess "13" has the dark purple slime but their items aren't cursed so much as they have tuned themselves to the personality of their original owner. Claudia does use them on occassion but mostly for comedic purposes. Shouldn't she have been fired by now?

Another show in the past, "Friday the 13th: The Series" had them made by the Devil and sold by Lewis before he died and the gang took over the store. Their security is just sticking them in a hole in the ground. Whee, I can't imagine not getting nightmares every night or other horrible things happening by having that much evil stacked in a pile.

My point is that the shows don't explore this enough in my opinion. Potentially, this could lead to rich character development with the danger of naval gazing. I think a balance could be struck and the basic idea of gathering the Macguffins could be expanded. Also, it would interesting to see security taken a bit more seriously. Not necessarily physically (Warehouse 13 at least nods in this direction but at the same time, come on...multiple break ins...5 people guarding a huge warehouse 24/7...) but constant vigilance and ego building exercises would be necessary to resist the allure of using the items at all. In other words, the mental and spiritual aspects of the job need to be beefed up.

Not much of a thought, more of a mini-rant that I am trying to address in the paper RPG world.

Summary: Heroes resist temptation too easily or have no real penalties for not living up to expectations. Also, make a nod to beefing up security in all aspects of the job.
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I have been trying to pick up some rpg related writing gigs but no success at this point.  I have worked on some additional ideas for my own game.  Right now, I am adding rules for making your own organization and a random chart for investigative actions.  Real life doesn't have half a dozen cops or detectives working on one case full time.  Things have kept me from moving as fast as I like:(
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My story "Origins of Twilight" has been accepted in the online edition of Abandoned Towers.  I have to sign and send a couple of copies of the contract.  It ended up being for "exposure" only but I worked the story from the top down.  Kelly (editor of A.T.) was awesome in terms of getting more out of my story.

That is the third story published now.
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Sorry I haven't posted in a couple of weeks but my access to the internet has been limited.  I have continue working on my latest pen and paper RPG.  I wanted to share the writing journal I made so far.  It isn't the soul of wit but it does show what I have worked on up to this point.  Of course, I'll have to take all of the personal asides out or certain people won't look at me in the same way again.  Mostly, they had me griping about people's demand on my time.  So, if there are spaces where there wasn't much...I'll let you insert your imagination here.   I am up to about 90 pages and I haven't even included any art yet.

 

5-2-09: Started this writing journal. I started the corruption section.


 

5-3-09: continuing same section


 

5-4-09: Could not get to game...went to missy's mother's house.


 

5-5-09: Still working on magic section. May change skill system to have attribute rolled for bonuses and skill point give auto success points.


 

5-6-09 to 5-7-09. I finished the spell section and corruption section but I still need to do the cursed items and re-voice parts of it.


 

5-8-09 to 5-13-09: I worked on adding more suggested TNs and SFX for some of the skills.
 

5-14-09 to 5-19-09" Limited rewriting of material. So far, I took enough care of "Minor redo designer spot, add sponsor section" to mark if off list. I will just have to cut and paste to complete it once Internet is restored. Pretty close to checking off number 8 on the list.


 

5-20-09: I revoiced and reedited the demon making chapter. I need to add more NPCs and then I can check off number 8 on my list of things to do.


 

5-21-09: I redid the equipment chapter. Another one checked off of the list.


 

5-22-09: I added to some of check off list number 6. I haven't decided on how to incorporate magic into the mix along with having a formal interviewing process other than what the social combat rules already state. I think the clue sections are okay but I'll have the editor take a look at them as well.


 

5-23-09: I drifted over into making more TNs and SFX for the character creation chapter. I am done with the Physical section for skills.

Last few days up to 5-28-09:  Personal life issues again.  Mainly, I picked up some odd jobs in order to supplement my income.  I have some more ideas for the combat section.  I am focusing on firearms since my game is set in the modern era.  The Myriad system (which I am using since its license is free) has a real basic setup but I feel a few more additional options will really round off the game without bogging it down too much.  I am going to redo the social combat system so that it lines up with the section on terror.




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I offered a discount, which started at www.rpgnow.com.

It is offering my rpg, Divinity, for over 33% off.  So, it has worked out and I wanted to share the discount with everyone...rather than just those who happen to subscribe to one newsletter.

If this isn't enough for ya, there is another one for those who want to take the full plunge and buy everything for the Divinity RPG at one low price...in other words, buy the core book at full price and get all of the supplements for free.

Click here for this offer.

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I published Divine Quests and I sold some copies, which is very cool.  I am sorry for the long pause between postings but I had some horrible financial circumstances tied into some depression.   Anyway, I am over that and I want to concentrate on what I am doing now and in the future.  I have continued with the short story market, no new publications but I did receive some detailed rejections.  If you haven't submitted stories, you should know that most rejections are along the lines of "we don't want it.  Please try again"...except some of them don't even do that much.

My next rpg in the works is set in the near future.   Magic has just been rediscovered, demons are starting to come back and the players are somehow in the know.  Investigation will be a key part of the game as well.  

Working title:  Cursehunter

Words:  37000-38000 (and counting)
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 I wanted to report on two previous posts.  I am actually getting one of my short stories published in August.   I will link to it once the new issue comes out.  (Sorry if I am being a bit secretive, I don't know the protocol for making annoucements of this nature).  Additionally, I am starting to receive my fair share of rejection letters as well.

RPGwise, I am getting ready to release Divine Quests in a few weeks.  It will be an adventure "seed' supplement for anyone playing a game in which the players are gods/goddesses.  As always, it will be a PDF only product available at www.rpgnow.com and www.drivethrurpg.com.  I also bought some art for Destroy All Evil (DAE!).  I am thinking ahead and getting it while I have a few extra dollars in the bank account.

Anyway, some excitement for me in the beginning writer stage.

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First of all, I am posting background questions for any character writeups.  I will approve them and if approved, I will stat up your character.  After that, here are the following rules to help run this better.
1.  Please put IC in front of statements if you are playing In character.  If you want to make comments outside of the game, please put OOC in front.

2.  For now, I will take suggestions for game starters and I will also look at the writeups for inspiration.

3.  I may say your character is too powerful or inclusive.  Additionally, I might make tweaks to make it far for anyone else.  

4.  If you are interested, please make an effort to post at least every other day, unless you inform me ahead of time. I can make allowances for vacations and emergenies.  Additionally, if you want out, tell me.  I won't be offended  but I need to know so I can keep things moving.

5.  Standard language rules.  Nothing offensive or vulgar.

6.  Disclaimer:  I made a PDF of this game available for purchase but I am not trying to get people to buy it.  I will tell you anything needed for play.  Additionally, if the game goes well, I will give active participants a free download.  However, it will be a while before that offer is formally made since play by post games move slower than true tabletop.

1. How did they come into being? The group

may be: of shared kinship (first couple/family

pantheon); created by another Divinity; born

of a divinity and a mortal parent,

spontaneously born (a random event brings

about their birth), created by mortals (devices

or strange arcane rites has given them

powers.), merely a "cog in the Omniverse

machine" or created in some other way not

listed here.

2. Does the Divinity have relations and allies?

If so, who? If not, how have they survived for

so long? Relations and allies can serve as

sources for scenarios. I.e. they can get in

trouble, want a favor (initiated by either

party), offer alliances with other previously

unknown groups, etc.

3. Who are their enemies? No Divinity can

exist for very long without making enemies,

either directly or through their relations with

other beings. For enemies, there might have

one powerful one, several weaker ones, an

equal(s) with many minions on their side,

mortals under the protection of another

divinity, or beings from another part of the

Omniverse. Finally, having enemies gives the

Overseer possible plot hooks when creating

scenarios.

4. Where is their home dimension? What is

the Divinity’s domain like? What would

mortals think of it? How accessible is it to

other beings? Does the Divinity like exploring

other parts of the Omniverse? Are there parts

of the Omniverse that they do not like to

visit? Why? What would mortals think of it?

Is home similar to that of the mortals or not?

5. What are their virtues and vices? What

areas of existence do they excel in and which

areas do they struggle with on a continual

basis? What makes them mad? Happy? Sad?

Does the character even feel emotions? If not,

what is their purpose for existing?

6. What are the Divinity's hobbies? Do they

like to play games or does their idea of fun

involve practical jokes? Do they need constant

 

challenges or do they like a well-ordered

Omniverse they can watch in a relaxed

atmosphere?

7. How do their followers communicate with

them? Do they have to go through a mortal

representative? Are there rituals involved?

How does the Divinity keep prayers from

distracting them too much? What strictures,

if any, are there on mortal behavior? How do

they judge who is worthy to have their

prayer(s) answered?

8. Remember to use the portfolio and role

types for inspiration as well. A well-written

background is a helpful source for adventure

ideas.

9. Finally, please do not let a single set of

questions limit role-playing possibilities. Feel

free to come up with additional questions.

 

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1.) What is your game about?**

 

Destroy All Evil! (DAE!) is about simulating the 80s’ horror TV series that were in on TV.  Certain shows will be apparent as I file the serial numbers off.  Additionally, they add certain things in common such as humor, moralistic tales, and just enough fear/conflict to make things interesting.  The theme is corruption and trying to deal with it.

2.) What do the characters do?**

 

The characters are people who the forces of goodness have chosen to show the light.  They can see the true nature of the universe and they are given the mandate to save the lost, purge the wicked and destroy all evil.  Find lost relics; kill evil beings, save the innocent, purge wickedness.  

3.) What do the players (including the GM if there is one) do?**

The GM takes the classic role of presenting all of the foes and challenges for the PCs to deal with in the game.  The players respond with their actions and they go back and forth from there.

4.) How does your setting (or lack thereof) reinforce what your game is about?

 

The setting is a simple one.  It’s set in the post-modern era, so that examples of corruption are easily found and seen.  Someone or something shows the PCs how the forces of evil are corrupting the world.  The PCs should always be reminded that evil is afoot, both big and small.  All of the missions deal with corruption in one or another and purposely have just enough moralism to aid with the theme.

5.) How does the Character Creation of your game reinforce what your game is about?

 

The characters are not supermen; they are aided by the supernatural but they do not get a lot of help.  The temptation is there to accept help from any possible source.  The more overt powers are only available by accepting pacts with darkness.  There are a few special abilities available that are good but they only deal with fighting corruption.

6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?

 

It rewards people who help others in the long term and who are directly involved in the action even though they do not get any short term rewards.  Of course, it also rewards people who accept corruption in the short term but they pay in the long term.  Having others do your dirty works cuts them off for any sort of reward.  

7.) How are behaviors and styles of play rewarded or punished in your game?

 

"Staying in character" will be rewarded through chargen but being tactical within the framework is important.  There is freedom to do anything but their special knack only works within staying in character.

8.) How are the responsibilities of narration and credibility divided in your game?

 

The GM has most of the narration and credibility in the game.  However, the PCs are responsible for their own actions.  Additionally, they have limited control over the setting due to providence points.

9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)

 

The setting encourages the GM to show the PCs what their actions are doing for the present and the future.  There are special rules which ask for the players to participate in the game.

10.) What are the resolution mechanics of your game like?

 

Fortune based mechanics with d6s.  2-5s equal a success while 1s and 6s are failures.  Sometimes dice are added or subtracted due to magic or providence.

11.) How do the resolution mechanics reinforce what your game is about?

 

The players are not in complete control of their actions.  Their best attempts can sometimes fail.  It is easier to see that more is better and the forces of darkness encourage this attitude.

12.) Do characters in your game advance? If so, how?

 

XP gives them changes in their abilities/skills.  Their visions should be resolved and past actions should come back.  I.e.  if they saved the kid in one adventure, then the GM should have providence usage involves having them come on stage and helping them.  However, the amount of advancement is just enough for them to see that evil seems to be gaining on them.  

13.) How does the character advancement (or lack thereof) reinforce what your game is about?


Any large changes should only result from accepting darkness in their life or dealing with their own lives.  Gaining small abilities gives them hope that destroying all evil is possible while seeing ordinary people gain extraordinary abilities from pacts via spirits, creatures or items shows why corruption is insidious.

14.) What sort of product or effect do you want your game to produce in or for the players?

 

I want enough dark comedy to give laughs and insights.  I want them to see something like “greed is bad” but in a way that is both dreadful and delightful.

15.) What areas of your game receive extra attention and color? Why?

 

How corruption works in magic and cursed items.  Providence is another area.  They are emphasized because the players are being reminded they are part of a far greater struggle than their own lives.

16.) Which part of your game are you most excited about or interested in? Why?

 

I actually like the corruption rules in the game because it really reinforces the theme of the game.  Additionally, I want the sort of humor I see in those shows translate into other people’s play.  The comedy shouldn’t be overt but if people laugh at some point, I wouldn’t mind a bit.  I don’t want to tell them how to run their game but I want to be able to open up and get the tone real quick.

17.) Where does your game take the players that other games can’t, don’t, or won’t?

 

I want the game to take players to play where things are never 100% completely resolved.  For instance, they can’t destroy cursed items.  They hear the whispers of temptation even after they are dealt with.  Evil beings come back and good people always need help.  In other words, their job is never done and you can never escape the past.

18.) What are your publishing goals for your game?

 

I want to make this a commercially viable project.  In other words, I don’t plan on getting rich but I want to at least get the money back that I put into it.  Hopefully, this game can develop its own line of products and delight many people.

19.) Who is your target audience?

My first take is anyone who likes a bit of dark comedy with their horror or 80s’ horror TV.  I could also see people who play other horror games liking this one.  The age of my audience is teen and up.  I can’t see six years old playing it without their parents doing a fair amount of clean up.

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