Previous   Next   Contents   Cover   Ghosts

Dungeon Master Appendix

In traditional horror, few creatures are as prevalent or interesting as the ghost. Whil vampires and werewolves are mainstayays of the genre of classic horror, Dungeon Masters often overlook ghosts as a basis for adventures.

The reason for this, perhaps, is that the former creatures are easily defined. We all know that a vampire is finally destroyed by driving a stake through its heart. Variations on thsi theme exist (for example, the vampire who is impervious to wood but can be impaled with an icicle or a shaft of silver), but the theme and premises remain the same.

Ghosts, however, resist such typicall classifications. Their origins powers, abilities, and weakness are numerous and varied. These creatures seem as ever changing as their mystical forms. This makes them challenging to use in adventures, for each ghost seems to operate under rules different from every other ghost. Thus, ghosts often requires far more thought and planning to create than vampires, werewolves, or other monsters. By the same token, this them a richness and diversity found in no other creature in Ravenloft campaign.

Writing Ghost Adventures

Four basic elements make a ghost adventure unique: tragedy, romance, and symbolism. Each is important and, like the ghost itself, can be dealt with in many different ways to make the story different and exciting. Before a Dungeon Master begins work on a scebario involving ghosts, each of these elements should be considered and its importance in the story weighed. With a little extra time and effort, a talented Dungeon Master will quickly create a masterpiece of terror.

Tragedy

Perhaps the most important element of a ghost story is tragedy. Consider the classic works in this genre, and you almost always find that the ghost is a sympathetic figure. In recent years, this tradition has often fallen by the wayside, with ghosts being nothing more than spectral ax murderers. In a classic horror campaign, however, tragedy is paramount to the tale.

The tragedy in a ghost story stems from many sources. Most often, this depends upon the way in which the ghost is to be perceived by the players.

If the Dungeon Master desires the ghost to be perceived as a lamentable figure, then the circumstances of the creature's death or the events of its life can be heartbreakingly sad. If the Dungeon Master wishes to make the ghost's victims seem tragic, then the ghost itself can be perceived as cold and evil, while its victims are weak, helpless, and pitiable.

In the case history Dr. Van Richten presented in the previous chapter, there were two groups of tragic figures. The first group was the mongrelmen who fled from persecution in their native land, only to find alienation and destruction in their new home. The second group consisted of the poor fellows who followed Abjen into the woods. It is certainly hard to feel anything but sympathy for them because of the way in which their leader treated them, the pitiful way in which they died, and their inability to escape from Abjen's rule, even in death.

If the Dungeon Master wanted to portray the ghost in that story as a sympathetic figure, the mongrelmen could easily have been painted as the true villains. They could have been depicted as savage animals that slaughtered a legion of brave and noble troops.

Of course, it would be difficult to depict a unit of the Kargat in that light, so the Dungeon Master would probably have had to change the background of the story a bit to make the army into "good guys".

Romance

Many ghost stories have an element of romance that is missing in other types of horror. Consider the classic story of Wuthering Heights, by Jane Austen. It would be hard to say whether this was more of a ghost story or a love story.

It is important to contrast this with the often passionate and sensual nature of modern vampire fiction. The vampire, which is most often depicted as having retained its physical form, lends itself well to these more tangible moods. Thus, the vampire can often be portrayed as a creature of desires and appetites more carnal than those of the ghost, which is generally perceived as intangible and ethereal. Because of their phantasmal natures, ghosts can be objects of love and affection, though not physical desire. The difference, while often subtle, important.

In designing an adventure, the romance can come from many sources. The ghost itself is a common one, but the victims whom it haunts are equally viable. Consider the case of a widow who, having found her in a new courtship, seeks to remarry. If the spirit of her departed husband haunts her and her fiance, two potential sources of romance appear.

If the Dungeon Master desires the ghost to be a sympathetic figure, perhaps the woman remembers his kindness and love with great fondness and is being forced to remarry against her will. It might even be that her fiance killed her husband, so that he might claim the woman for himself. Conversely, if the ghost is to be evil and villainous, it might be revealed that the deceased husband was cruel and jealous, vowing that no man should ever have the lovely woman he left behind.

An even more unusual twist, but certainly an interesting one, would be to postulate that the villain in the story is the widow. Perhaps she killed her husband to gain his wealth and property and now plans to do the same to her fiance. The murdered husband might return to warn the man who is about to become the next victim of this diabolical killer. In this case, what at first appears to be a deep and true romance between the fiance and the widow would turn out to be a cruel lie.

As these examples illustrate, romance and tragedy often go hand in hand. In most cases, it is impossible to incorporate romance into a ghost story without also adding tragedy. Further, the nature of the tragedy is often suggested by the way in which the romance is structured or resolved. Be alert for possibilities to incorporate these elements into any ghost adventure you write.

History

Another important element in many ghost stortes is that of history. Because the secrets of a ghost's life often define and foreshadow aspects of its death and damnation, its history is crucial. Romance and tragedy can be built into the history of the ghost with great subtlety, making them more effective in the adventure.

It is almost impossible to create a good ghost adventure without having a solid understanding of the events that made up the ghost's life and brought about its death. Similarly, the ways in which a ghost can be fought and destroyed or laid to rest are often rooted in the past.

A solid history behind a ghost story is important because of the research heroes must often undertake before heading out to confront a ghost. If the Dungeon Master has woven a careful and logical history together, the players' attempts through their heroes to uncover clues are easily resolved. By handing out bits and pieces of lore in response to inquires, readings, and mystical scrying, the Dungeon Master can give players the satisfaction of piecing together a puzzle and uncovering the solution to the adventure. This accomplishment and the feeling of success associated with it are generally as rewarding as the gaining of experince points or treasure.

Symbolism

Consider the ghost of Jacob Marley from Charles Dickens's classic, A Christmas Carol. In spirit form he was bound with chains, and he carried a heavy burden of cash boxes. "I wear the chain I forged in life", he tells the stunned Scrooge.

Does this mean Marley spent his free time creating these ghastly bonds and that his corpse was buried with them draped about him? Not at all. Rather, it points out the importance of symbolism in the traditional ghost story. (Another excellent source for demonstrations of appropriate symbolism is Dante's Inferno, in which the damned are forced to suffer torments reflecting the sins they committed in life.)

Symbolism is a powerful tool in the weaving of a ghost adventure. The powers and abilities of a spirit, as well as its physical appearance, are often drawn from both its history and the important symbolism of its life. Further, the motivations and desires of a spirit, which are crucial in the resolution of almost any encounter with a ghost, are often represented with symbolism. Consider the example of Marley's ghost in Ravenloft game terms. If a group of adventurers was seeking to drive off this spirit, they could look to the symbolism shown in its appearance and history. Clearly, Marley was a miser. Perhaps it might be possible to keep his spirit from entering an area by ringing it with gold coins. Perhaps only weapons made from precious metals could harm the creature, with a platinum sword doing its normal damage to the spirit and lesser metals doing reduced damage.

In less combative terms, we can examine the motivations of the spirit. Marley was forced to "go forth in death" because he did not do so in life. He was clearly repentant and lamented the joy he had passed up in life by being a miser. In an effort to ease his suffering, Marley was compelled to visit Scrooge and convince him to change his ways. It might be that Marley was freed from his curse the moment Scrooge changed his own life for the better. Thus, a group of heroes might return the ghost to its grave peacefully by assisting the spirit in its mission to help Scrooge recognize the errors of his ways and abandon the path of greed and avarice he had followed for so much of his life.

Creating New Ghosts

Once the gist of an adventure has been laid out, there are a number of important elements to consider when creating the ghost who will be at its heart. Depending upon the desires of the Dungeon Master, different responses to these considerations will be appropriate.

Using the Monstrous Manual tome

The various ghosts presented in the Monstrous Manual tome and its follow-on annuals are valuable starting points in the design of a ghost. By selecting one incorporeal spirit detailed in these volumes and customizing it, the Dungeon Master can quickly create a unique villain with which to confront players.

For example, let's return to the previous chapter on Abjen and his Phantom Army. His men might be given the same characteristics as shadows or wights, except that they are slaves to the powerful Abjen, clearly a more formidable foe. He might be created with the same basic statistics and abilities of a wraith, spectre, or ghost. By giving Abjen a unique power (perhaps his mournful wailing causes those who hear it to make a fear check), a singular weakness (his vulnerability to hot metal), and a unique personality trait (he tortures his enemies to death with the same hot metat objects that can destroy him), the basic entry takes on a whole new character.

If this sort of shortcut is used, it is important to maintain the illusion that the ghosts that the heroes encounter are stilt wholly unique. Dungeon Masters should cling to the tried and true Ravenloft campaign ideal of never calling an ore an ore. If a phantom legion is described as "an army of wights led by a wraith", the encounter loses much of its impact. The players would be instantly aware of the nature of the creatures their heroes face and would take appropriate steps to battle them. If the Dungeon Master refers the army as apparitions in one sentence and ghosts the next, the players will not know exactly what their heroes are facing.

From Scratch

An alternative to using the Monstrous Manual tome series as a source for ghost "kits" is to create a spirit from scratch. This takes longer, but the Dungeon Master has much more control in creating a spirit that matches perfectly with his or her vision for thr adventure.

The guidelines presented in the first few chapters here regarding powers and vulnerabilities are intended to give examples of the sorts of things that should be considered when designing a ghost. These are simpy guidelines and are not intended to be used as a rigid system of categorically defining ghosts. Because of the unique nature of these spirits, Dungeon Masters should not classify ghosts as "third magnitude" or describe them to players in the analytical terms Dr. Van Richten employs. Rather, these guidelines should be used to create entries in the style of the Monstrous Manual tom for all ghosts that are being designed. The Dungeon Master might think about keeping files on ghosts created for past adventures, because they can be used as "kits" from which new apparitions can be created.

Previous   Next   Up

Hosted by uCoz