|
Scenario
There's always been something creepy about Whately Manor--people have said
for years that it was haunted. But Fred, Daphne, Velma, Shaggy and Scooby Doo
have been contacted by tonight's Special Guest Star(s) to meet there: the gang's
got a
mystery to solve!
Logistics
Previous Whately games have been for twelve players, with a planned running
time of four hours. This year, due to the source material :), the game has only
about six characters [see the Characters page for
details] and we anticipate a running time of about three hours. In order to
accommodate roughly as many players as last year, without having our house in
Whately mode all the way to Thanksgiving, for most evenings we have scheduled
two runs with staggered starting times.
Here's how it will work:
 | 7pm: The players for the first run arrive and the first run starts. |
 | 9pm: The players for the second run need to be at our house as closely as
possible to this time. [We've planned the game to keep the runs from
interfering with each other.] |
 | ~10pm: The first run finishes. We won't have a formal game wrap for the
first run, but we encourage those players to stick around--being cryptic
here, we're planning ways for them to "participate". |
 | ~Midnight: The second run finishes, and we have game wrap for both
runs. Oh, and ice cream. |
Because we need to worry about timing for the runs, we are asking players to
try to get to our house as closely as possible to your starting time. Meeting
together somewhere close by--such as the Oberweiss on Palatine Rd (awesome ice
cream, for those not from Chicago)--so the entire run can arrive at once is
strongly encouraged. The Oberweiss on Palatine has in fact donated ten coupons for
free single-scope cones as inducement--we haven't figured out how to give those
out yet, but we'll come up with something.
Game Elements
Live-action roleplaying games, or LARPs, come in many shapes and sizes.
This particular game was conceived as a cross between a "haunted
house" environment and a murder mystery style of game; it is designed to:
 | Focus
on interaction with the environment.
As in a “typical" LARP, each player will receive a specific character to
play, with a character sheet detailing the character's pertinent knowledge
and their relationships with the other characters.
However, players will probably not spend much time resolving
character inter-relationships: 1) this is Scooby Doo, and there's not that
much to the character inter-relationships and 2) the focus of the game will be
exploring the locale and solving the various "puzzles" within it,
using the characters' combined abilities. |
 | Have
a theatrical, "horror movie" feel.
At least, a "cheesy horror movie" feel. We won't know
until the game runs whether the "scary parts" come across as
frightening or humorous. However, since Hammer Horror is one of our
inspirations, we'll be faithful to our source either way! |
 | Be
immersive.
Players will actually be exploring several different types of (simulated)
areas during the game and will discover the extent of the gamespace as they
explore. There
will be secret doorways to open, and tunnels and passages to traverse.
While we aren't planning as much crawling as there was in The Curse of
Whately's Mesa, there'll certainly be more than there was in Monster. |
 | "Continuity,
Schmontinuity" Have you ever seen the show?
Jeepers, Freddie--most of the time the solution is just plain silly. During
game wrap, we don't want any questions that start with "Why....?"
:-) |
 | Resolve
combat with "GM-Sanctioned Mayhem Only (TM)."
There will be no actual combat in this game. This is a non-contact
sport! And this is Scooby Doo, after all: the characters never
confront the monsters--they run away! With the exception of possible Special
Guest Stars (the Three Stooges come to mind), player characters should never
have a reason to duke it out in fun, much less seriously. [P.S. The
gamemasters (GMs) aren't going to approve any inter-character
homicide.] |
 | Be
mechanics-light.
Every effort has been made to keep the game as "real" as
possible--for a cartoon universe.
There will be no item cards, there will be no dice, there will be no
hit-points. The GMs would like to be as unobtrusive as possible.
Of course, there will be some effects that we will have to fudge because we
don't have either the budget or the technology to pull something off.
We will inform players of the conventions that we've devised beforehand.
As an example, we might ask players to treat hanging canvas walls as if they
were actually stone. Please note the genre conventions below. |
Axioms of the Whately/Scooby Doo Universe
 |
The Whately/Doo Universe is based on the first couple
seasons and the early movies. (I.e., those episodes that were being produced
while Hammer Horror was being produced.) |
 |
But this is the WHATELY/Doo universe--there will be puzzles
to solve and physical actions required. Most things that we think of as
"Whately elements" will be there. |
 |
Whatever spooky thing you encounter, it must be a ghost.
 |
If it looks like a vampire, it must be the ghost of a
vampire. |
 |
If it looks like a mummy or a yeti or a robot, it must
be the ghost of a mummy or a yeti or a robot. |
 |
If it looks like a flying saucer, it must be a flying
ghost saucer. |
 |
If it looks like a ship in the fog, it must be a ghost
ship. |
 |
This is despite that fact that week after week, you've
been proving that everything you suspect is a ghost can actually be
explained by projectors, mirrors, masks, and dastardly authority
figures. |
|
 |
If (ha--when) Velma loses her glasses, she not only loses 50
IQ points, she becomes incredibly trusting and thinks that every monster is
Shaggy. |
 |
"Danger Prone" is Fred's nickname for Daphne: she
seems to have an uncanny ability to find traps. |
 |
Scooby (and frequently Shaggy) can be induced to overcome
his naturally chicken nature with bribes of Scooby Snacks. [GM note: the
group is encouraged to provide their own SS.] |
 |
Whenever you see a monster, you must run away. |
 |
Once you're "off camera" (i.e., out of sight of
the monster, ducked around a wall or through a door), you may do a quick
costume change (even if you don't have the costume) and the monster won't
recognize you but will be confused. |
 |
Hypnosis works. Someone swinging something shiny on a chain,
while saying "you're getting sleepy" can give you directions which you
must follow. You can follow the directions even if it involves skills you
don't actually possess (i.e., tightrope walking, etc.). |
Rules will be updated as we formulate them!
|