Tuesday, May 4, 2021

Lycanthropy

 All right.  Now that this trail has gone cold, let's pick it up again.

Gygax, as quoted already says in his explanation of The Monster as a Player Character that:

"You have advice as to why they [monsters] are not featured, why no details of monster character classes are given herein."

In the very next section, I shit you not, Gygax provides a page and a quarter (pp.22-23) with rules on how to manage a character that's been made a lycanthrope, how to run the character AS lycanthrope, rules against experience gained when acting as a lycanthrope, what conditions cause a player to turn into a lycanthrope on a given night of the month and suggestions on what should matter to a character's future behaviour if they are turned into, respectively, a werebear, wereboar, wererat, weretiger or werewolf.

Yep.  Gygax — who either has a split personality, or who takes the credit for other things written by other people, or may just possibly be a hypocrite, as I've said earlier — on the page after writing a long diatribe as to why monster characters shouldn't be played, writes an even longer section on how to play this specific type of monster character.

I tried, when I was young, dumb and full of cum, to run these rules.  They don't work.  They don't make a good game.  The player, sick of the sequence, removed the curse after three months of running the character once a week and it was never spoken of in our group again.  In all the time since, I've been hesitant to run were-anythings.  The 3rd level cure disease spell, and the presence of a paladin in the party, makes the "lycanthropy threat" as meaningful as a bad cold; and so, I don't treat it as a disease.  The lycanthrope actually kills the victim; wastes all its hit points; then flees with the victim, to ensure the victim will turn into the lycanthrope: and then the victim is DEAD, period, even if it is killed again.

Thus, lycanthropy is as serious a form of death as any method of reproducing the undead.  What makes death by the nastier of undead especially frightening?  Permanency.  Transformed by a shadow into a shadow, you can't be raised.  When Lucy Westenra is transformed into a vampire, and is killed with a stake by her fiancee Arthur Holmwood, she doesn't transmogrify back into a human and they kiss.  She is dead.  Dead, dead, dead.  If you think that you can always escape death as a player character by shelling out cash for resurrection, don't die by wight, vampire or werewolf.

If the character becomes any of these things, then NO, the character doesn't get to run the monster.  This isn't Buffy the Vampire Slayer, you're not Oz, you're not Spike, you're not Angel.  In this particular case, I am very old school.


When Lucy—I call the thing that was before us Lucy because it bore her shape — saw us she drew back with an angry snarl, such as a cat gives when taken unawares; then her eyes ranged over us. Lucy’s eyes in form and colour; but Lucy’s eyes unclean and full of hell-fire, instead of the pure, gentle orbs we knew. At that moment the remnant of my love passed into hate and loathing; had she then to be killed, I could have done it with savage delight. As she looked, her eyes blazed with unholy light, and the face became wreathed with a voluptuous smile. Oh, God, how it made me shudder to see it! With a careless motion, she flung to the ground, callous as a devil, the child that up to now she had clutched strenuously to her breast, growling over it as a dog growls over a bone. The child gave a sharp cry, and lay there moaning. There was a cold-bloodedness in the act which wrung a groan from Arthur; when she advanced to him with outstretched arms and a wanton smile he fell back and hid his face in his hands.

She still advanced, however, and with a languorous, voluptuous grace, said: —

"Come to me, Arthur. Leave these others and come to me. My arms are hungry for you. Come, and we can rest together. Come, my husband, come!"

There was something diabolically sweet in her tones — something of the tingling of glass when struck—which rang through the brains even of us who heard the words addressed to another. As for Arthur, he seemed under a spell; moving his hands from his face, he opened wide his arms. She was leaping for them, when Van Helsing sprang forward and held between them his little golden crucifix. She recoiled from it, and, with a suddenly distorted face, full of rage, dashed past him as if to enter the tomb.


As Seward, Morris and Holmwood realise, it is not Lucy at all — not any more.  She is a monster.  And this is what some monsters truly are ... if not evil, then certainly things so hideous that they cannot be tolerated and let free.  They must be destroyed, even if they were things once loved by the destroyers.

These themes are utterly lost to the seminal gratifications of modern writers, pun intended.  The trials of monster killing is not the childish syndrome of "ought we destroy the monsters?" ... but what do we lose of ourselves when we're forced to murder even the most hideous of things?  What price do we pay in defending decency or rightness?  What are we, once we've seen the worst the world has to offer?  What have we left to hope for?

It is hard to bring a party around to experience this; most, naturally do not want to experience it.  No one wants to be Seward, above, describing Lucy throwing the half-murdered child aside, before attempting to seduce her husband.  But "want" has nothing to do with it.  The underlying horrors of lycanthropy and other unnatural abominations are keys on the piano that the DM can play, if we dare investigate the sounds they make.  And if players can be made to hear that awful music, upsetting as that would be, the payback is an adventure the players won't quickly shelve in their minds.  We use the word "haunt" to describe memories that won't go away.

As a DM, I strive to leave those memories.

I can't do that by reducing lycanthropy to a bad case of warts.

7 comments:

  1. “What makes death by the nastier of undead especially frightening? Permanency.”

    Except it’s not permanent in AD&D. Not when you have examples of a 4th level spell (polymorph other) transforming an undead creature (mummy) into a living form (ant). Not when you have a raise dead spell that will return an undead creature to a living one, per the PHB.

    Which is why AD&D so often gets my goat. Because YOU Alexis ARE (or should be) CORRECT and, in fact, are well within the boundaries of “correctness” when using the earlier, terser, original rules (along with a modicum of common sense in interpretation), and the *rules* just shit all over everything. Over and over again.

    In other news...

    My son ran (DM’d) his first AD&D game for his peers today (players his age, all first-timers) via Zoom. I did not participate (though I was available if he needed me). One boy played a ranger; one girl played an assassin. I asked him about this potential good/evil conflict afterwards...he told me simply that he wasn’t using alignment in his game.

    I figured you’d be proud.
    ; )

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  2. Can't adhere to the rules as written. As you say, the rules aren't consistent; though I don't see that having anything to do with "earlier, terser, original rules." I have just as much trouble with those earlier writings in that there weren't nearly ENOUGH rules to cover the vast array of situations that arise in a campaign.

    Always remember, I LOVE rules: rules that govern me and rules that govern the party. We can change bad, illogical, inconsistent rules with a fingersnap. But rules that don't exist at all, and therefore don't allow meaningful play, are a much harder deal.

    Mostly, I crap on Gygax because so much of the zeitgeist worships the man; Grognardia over there would dig up Gygax's corpse and marry it, if he could. Whereas I find him a flawed, muddling fool who happened to be stumbling in the right direction ... when no one else was, or is.

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  3. Well, when what you have to compare against is Chris Perkins...

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  4. He is our Saint Leibowitz.
    ; )

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  5. Joey, there's no need to bring the anti-christ into this.

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  6. Brilliant example of the core DMing skill of highlighting a theme that emerges in play. I'd welcome reading an expansion on your technique. It's for articulating thoughts like this, Alexis, that I keep coming back to read and support your work. Thank you.

    I'm enjoying your section-by-section analysis of the DMG, but I am anxious for you to pick up again some of the threads you were weaving on the Higher Path: tending your garden, bumper cars, in particular. I know you feel like you've exhausted those veins, but I'm too obtuse to have extracted everything in them from what you've said so far.

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  7. Sterling,

    You realize much of that is sense and not sensibility. Like the story about the older fish speaking with two younger fish. The older fish says, "The water is nice today," before swimming off. One younger fish turns to the other and asks, "What's water?"

    The core skill of playing esoterically from the player's movements, reflecting them onto the game world and then having that game world shift and complete the emotional circle, is always there ... but it isn't understood until the DM becomes hyper-aware of the "water." People think this game is about finding the monster, killing the monster, or pursuing the problem, solving the problem. But those are just surface mechanisms. Human beings aren't a mechanism. They feel things viscerally, even when they have nothing to do with present reality, or immediacy.

    As an example: I met with a friend I haven't seen in more than a year tonight; we didn't have much time, so we went to a local place to get some milkshakes from a place called "Peter's Drive-In." Back in the 90s, I worked with a fellow who worked at Peter's (it's been around since the 80s), who told me the most hideous story I've ever heard connected with a restaurant. It is pretty hideous.

    We're sitting waiting for our shakes and I mention this, without telling the story. And though the story happened 25 years ago, and obviously couldn't be connected with this visit to this drive-in on this day, my friend DEFINITELY didn't want to hear the story. Why not? It couldn't possibly affect our milkshakes today. But humans AREN'T logical; and even if the beer at a bar in the game world isn't real, it can still matter; it can still affect the way a player relates to the game world, even if it isn't part of killing monsters, getting treasure, solving problems or succeeding in an adventure.

    The "trick" is to connect one with the other. To make the mechanisms of the game synch with the viscerality of the game; to make the players FEEL the horror of Lucy's seduction, AND the palpable sexuality, at the same time ... just as Stoker did with his book, though it's all just words. None of it is concrete. Words, sentiments, the order of reveals, the choice of connections made, the moral insecurity of players, etcetera ... it all matters. Learning how to punch the right buttons is learning that we're swimming in water. It's always there, and most often completely missed.

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