Don't Rest Your Head: The Bad Man

From DoctorCthulhupunk
Revision as of 18:15, 2 May 2009 by Lisa (talk | contribs) (New page: DON'T REST YOUR HEAD: The Bad Man Fred Hicks: GM and author of the game Players: David Berg, Phillip Walton, Lisa Padol, Gil Hova Fred noted as a tangent that there was a piece on NPR a...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

DON'T REST YOUR HEAD: The Bad Man

Fred Hicks: GM and author of the game

Players: David Berg, Phillip Walton, Lisa Padol, Gil Hova

Fred noted as a tangent that there was a piece on NPR about soldiers allowed to go without sleep under such conditions -- I don't remember whether there was a drug involved or not -- where there were no deleterious effects -- for a while. After a few days without sleep, the soldiers died. Fred said that Don't Rest Your Head (DRYH) was, in some ways, an answer to "What happens to the ones who don't die?"

"The Bad Man" started the PCs off with an Exhaustion of 2. When Exhaustion hits 6, the character Crashes, which is the worst thing that can happen.

An Exhaustion of 2 means that the players roll 2 Exhaustion dice, in addition to their 3 Discipline dice, and however many Madness or extra Exhaustion dice they want to roll. The GM rolls a varying number of Pain dice. Dice showing 1, 2, or 3 are successes. But, what dominates the scene is determined by the high dice. When Discipline dominates, a player can reduce Exhaustion or remove other Bad Stuff he or she might have acquired. When Madness dominates, a character gets closer to Snapping, which causes a gradual loss of Discipline dice. When Exhaustion dominates, a character gains an Exhaustion die and comes closer to Crashing.

Fred explained that an Exhaustion of 2 put about the right amount of pressure for the four hour scenario he had in mind. Exhaustion 3 would be too much, setting Exhaustion equal to Discipline. Exhaustion of 1 seemed too little. Exhaustion 2 worked well in play.

Fred also had some new helping rules that he wanted to test in play. These also seemed to work well.

We were playing four kids in grade school. I think we decided that they were in first grade. Each of us had to answer some questions about our PCs and to describe one aspect of the Bad Man who had been tormenting them all at night. The aspects listed were: his EYES, his MOUTH, his VOICE, his HANDS, his CLOTHES, and his FEET. As there were only four players, we crossed off mouth and clothes.

David Berg: his EYES are black tunnels, and the lids move like lips when he speaks.

Fred: Ah, eyelips.

Me: his VOICE is screetchey and gravelly at the same time.

Phillip Walton: his HANDS are aged with skin like wet paper hanging over bone, the fingers dripping with green nasty fungus from the clogged fingernails.

Gil Hova: his FEET are six spindly spider legs, prickly and black.

Gil had considered deciding there were eight legs, but he figured that two were the arms ending in his HANDS.

Next, we filled out our character sheets, which had slightly different questions than the default setting:

My Name Is... And I Am... Why can't you sleep? (The bad man will get you! What does the bad man look or sound like?) What just happened to you? (What did the bad man say to you?) (And so he beckoned you inside...) What do the other kids think of you? (How do others see you?) (Recess is over, kids) What is home really like? (Mommy's all right, Daddy's all right) (They just seem a little weird) Why do you deserve to be punished? (Everybody's been a little bad...)(...What's your story?) (What do you wish upon a star for? (How would you change your life... if you could?) What are you bestest at? (Exhaustion talent) What magical power do you have? (Madness talent) What did you bring with you into the Mad City?

David Berg (described the eyes): Mickey Swanson, the know-it-all. Brought my magnifying glass with me. I was told if I followed the Bad Man, I would learn The Truth. My parents PhDs, and very demanding. I stole my parents' research to make them work as hard as I have to. Wish: Cure younger brother's autism so I can be a hero to him -- so he can appreciate how cool I am. Exhaustion talent: lying, sounding like I really know what I'm talking about. Madness talent tied to the magnifying glass: Shows the truth of what I see.

Phillip Walton (described the hands): Tim, loner, sneaky, weird kid. My name is Tim, and I am In Big Trouble. If the Bad Man's fingers touch me, feet'll turn to lead. If I don't go when the Bad Man calls, he'll tell my parents that I stole from grandma, and I don't know what she'll do to Sparky then! Daddy watches tv, and Mommy cries. I deserve to be punished because when I steal cheese, Mom punishes my dog, Sparky. I wish I could be big so I could camp in the backyard forever. I brought Sparky. Exhaustion power: Inconspicuous. Madness: Sparky as Werewolf. He gets really big.

Gil Hova (described the feet): Freddie, borderline bully. My name is Freddie, and I am -- I dunno. When the Bad Man visits, I hide under the covers and can only see his feed. He said he brought my dead sister. She said she's my age now. She has an inside outside out face. The Bad Man said he had message from sister: I'll see you soon.

Fred: Ah, now I see who my junior villain is.

Freddie is the weird kid, with a jacket, quiet. I'm the new kid. My brother beats me, and our parents punish both of us. Wish: That my sister were alive, normal, and healthy. Exhaustion power: Getting my way. Madness power: Focused on jacket, which belongs to big brother. I get big and strong.

Me (described the voice): Sally. I am Not. A. Singer. The Bad Man keeps me awake with his talking. He says that there are people inside the closet who can Really sing. Sally is The Girl. My parents are musicians. Mommy sings, and Daddy plays the piano, and they wish I could sing on key. I deserve to be punished because I fake not being able to sing so that my parents won't be disappointed that I really can't sing on key. (Yes, this is as convoluted as it sounds. Kid logic.) I wish for a Golden Voice. I brought my kazoo. Exhaustion talent: Singing really loud. Madness talent: Focused on kazoo. When I play it, I can make things move, ala The Sorcerer's Apprentice.

Fred started with a series of post-it notes in front of him. He started with Tim, having the Bad Man telling him it was time to go into the closet.

Bad Man: Or maybe it's time to tell your mom what happened to grandma's money!

Tim: I... I'm coming!

Tim's Mom: Timothy!

Bad Man: Oops!

Tim and Sparky went into the closet fast. At this point, Fred crumpled one of his post-it, and tossed it over his shoulder. He did this at intervals during the game.

Freddie cowered under his blankets, trying to hide from the Bad Man.

Bad Man: Not going to go willingly? That's okay!

Freddie: I don't hear you I don't hear you I don't hear you....

Since he wouldn't go into the closet, the Bad Man dragged him, blanket and all. Tim tried to grab onto his desk, but only succeeded in grabbing his brother's old jacket as he was pulled into the closet.

Meanwhile, Sally heard the gravelly-squeaky sound of the Bad Man's voice.

Bad Man: You must be tired of my voice -- almost as tired as everyone is of your voice.

He told her that there were voices inside the closet that were very nice.

Sally: Nicer than your voice?

Bad Man: Oh, much nicer! Golden voices! Pennies on the dollar!

Sally: I don't know what that means, but it sure sounds nice!

So, she went into her closet, bringing her kazoo. And Mickey was lured in with the promise of finding the Truth, and he brought his magnifying glass.

Everyone arrived at the same place.

Fred: It looks like the school play yard -- if it were a hundred years old, with refuse scattered around.

There was a creaky noise. This turned out to be the noise of a wheel, though I don't remember whether it was a decrepit merry-go-round or one of those wheels that some kids sit on while other kids push. There was a girl sitting on it, with her hair falling over her head.

Freddie pushed the wheel around, much to the girl's surprise and apparent dismay. The others made him stop.

Freddie: What? She's on a wheel -- it turns around.

Sally put a sympathetic hand on the girl's shoulder. Again surprised, the girl looked up, revealing what she had been trying to hide, her lack of a mouth.

Tim: She doesn't have a mouth.

Freddie: Thank you, Captain Obvious.

The kids asked if there were others around and she nodded. Mickey took a look under the carousel.

David: How about it's black, so I can't see anything until I use the magnifying glass?

And so it was, just like in Spiderwick. Underneath were lots of tiny mouthless girls running around. But only Mickey could see this.

I think Freddie laughed at the mouthless girl, and she ran away, with the PCs in pursuit, but I'm not quite sure. Everyone wound up inside a creepy locker corridor. Freddie's sister burst out, and the mouthless girl cowered. There was a big fight, where Freddie got big, Sparky turned into a wolf, and I think Sally either screamed or used her kazoo.

Fred: Okay, so how big does Freddy get?

Someone: I think he's as big as a man.

Someone: Cuz grown ups are really big.

Someone about Sparky as wolf: That's a big basset hound.

Freddie had a series of realizations about now.

  1. 1 That's my sister.
  2. 2 She's fuckin' ugly.
  3. 3 So's that dog, but it's on my side.
  4. 4 I'm getting a Thing for that girl on the floor.

The sister was tackled, falling back the way her brother had earlier, according to my notes, although I no longer remember what that means. The PCs won the fight. But, Tim was glum with a dawning realization of "How am I ever gong to grow up if all I can do is to cower and let my dog take over?"

Sally: So, is this like the Wizard of Oz, and he's Dorothy, and that's Toto?

Tim: I'm _not_ a girl, Sally!

Sally: I know that -- I'm the girl!

Freddie: You're Dorothy.

Tim: Shut up!

Out of context quote: No, no, your sister -- the one with the face -- she's a looker!

I'm not sure who said that, or how it came about, since, if I recall correctly, Freddie disavowed all knowledge of who the inside out girl was, and no one else had any way of finding out.

Mickey (magnifying glass in hand): The Truth is That Way!

Freddie: Your Mom is the truth!

"That Way" proved to lead to the library, where the kids discussed their odd situation.

Tim: Are you a monster, too?

Freddie: I'm me!

Sally: Is Sparky a monster?

Tim: Sparky's magic.

Sally (comprehending): Ooh!

By now, the kids had some idea of what each other could do, and the boys thought that this might make them superheroes. Sally asked what the rules for that were, as she didn't read superhero comics.

Mickey: Well, we all have super powers. Yours is cooler. Can we trade?

Sally was willing, but her kazoo wouldn't work for him, and his magnifier wouldn't work for her.

Freddie: I'm not giving my leather jacket to a girl!

Sally: I don't want your stupid leather jacket!

Freddie: Well good!

Tim: I'm building a fortress out of encyclopedias.

Fred: Cuz what else are they good for?

Meanwhile, Mickey searched an atlas with his magnifier, flipping past boring maps showing the way to buried treasure, fountains of youth, holy grails, and so on. Finally, he found a promising map. He moved his glass closer and closer, waiting for the magnification to resolve.

He saw a large X, and further down, a small asterisk: "*Truth found here"

Sally (nodding at the mouthless girl): Can you find her mouth?

Fred (not missing a beat): You move the magnifying glass down further and see an even smaller asterisk with a note: "Mouths also."

But then, there was the sound of someone moving through the stacks, angrily hushing everything. Wherever the woman directed her "Shhh!", everything was silent.

Fred: Remember Ghostbusters? The Chicago Library? Got nothing on this one.

As he expected, the PCs let loose on the librarian ghost with everything they had, Sally making bookcases dance, and when the librarian shushed them, screaming as loudly as she could. The poor librarian ghost could not stand up to the PCs' power. Horrified at what she'd done, Sally ran away, the other PCs taking off after her. This and Sally's decision to go into the closet were things I filed under "Playing a 6-year-old means I don't have to worry if she's making suboptimal decisions."

There was the school, and then the schoolyard. Beyond that, the geography was very hazy, with fog rendering any landmarks invisible. Fortunately, Mickey led the way with his magnifying glass.

The children came to an auditorium where beautiful music was being played on many odd instruments. The conductor was also quite odd, being made of batons.

Sally: So, not my father.

Fred: No, your father is a tuba. Your mother's a violin.

Sally screamed to disrupt the music, undoing the conductor's great masterpiece: The conductor playing people who play their instruments -- the show that never ends. Exhausted, Sally stood in front of the furious conductor.

Fred: The conductor raises his baton and -- That's when your friends come over the hill.

Mickey: I take a close look at conductor to find out where he comes from and how he got this way.

Fred: You have an idea of where he came from?

David did. He suggested that the Conductor was an unfinished song filled with rage. The show that never ends because he never does.

Fred: Also, he's made of sticks. (indicating Tim) _He_ has a dog. I'm just saying. You're the know it all.

Mickey: Sparky, get him!

Phil: He does nothing.

Tim: Sparky, get him!

Now, Sparky leapt at the Conductor, making short work of him. But, the Bad Man still remained and announced a new entertainment, known as Family Soup. The stage turned into a spiraling pit, sucking the people who used to be instruments into it. This included the relatives of all of the PCs. Sally was able to save her parents. Tim's mother was saved as well, as were a couple of other people. Mickey jumped down the hole with those who did not escape, loudly proclaiming that the Truth was down there. I think that the hole sealed itself up somehow after that, maybe with a giant cork.

Meanwhile, Tim and Sparky were afraid of Tim's mother, who seemed to be able to neutralize Sparky's power. Well, Tim's power, I suppose. Freddie interposed, telling off the woman. She scolded him, but he refused to back down.

Freddie: You're still a bully and you're just like my brother!

She drew herself up, but found no adequate rejoinder to this. However, when everyone went outside, trying to find Mickey and the Bad Man's other victims, the Truth, or simply a way home, Tim's mother got lost in the fog, which Fred described as a mental fog. I think we all knew that couldn't end well for her.

I forget exactly how everyone managed to stumble onto the tunnel leading to the Bad Man, Mickey, and the others. But, once they did, Mickey was able to help them. He had found a cage full of mouths in the Bad Man's lair and released them. They flew out the tunnel.

Mouths: This way. This way.

They fluttered off like butterflies to find their owners -- the mouthless girl, who had remained behind, and all of her fellow victims underneath the carousel.

I think Sally was playing her kazoo at this point, though I forget what it was doing. Her parents followed, not entirely sure what was going on.

Fred: What are you playing?

Sally: My parents' song.

And, as the climactic battle broke out, and we all did various things to fight or to help each other, and coins of despair and hope flew across the table, the PCs began to feel the strain.

Fred (to Sally / me): You have unreasoning rage Fred (to Freddie / Gil): You have unreasoning rage Fred (to Tim / Phil): You have -- Me: -- an option.

Unlike Gil and I, Phil hadn't just checked off a Fight response.

Fred (to Mickey / David, as his friends come over the hill, er, down the tunnel): The Bad Man just found you after you opened his butterfly cage. He's attacking with more truth than you want.

Mickey started attacking the Bad Man's truth with his ability to lie.

David: Hit me with one of the truths.

Fred (glancing at a post-it prepared for just such an occasion): There's no cure for autism.

I'm not sure exactly what it says about us, but we were all delighted at this utterly horrifying truth that was shredding Mickey's psyche.

Now, monsters in Don't Rest Your Head have one stat, Pain. This is the number of Pain dice the GM rolls, while everyone else rolls some combination of Discipline, Exhaustion, and Madness dice. The Bad Man started with 21 dice, but was now down to 18.

Me (remembering past games and previous rolls in this one): 18's Really Bad.

Fred: It's fucking huge -- but it's also three times six, which feels right.

He explained that he often started out with a couple of smaller creatures, and then rolled 5 Pain dice at a time for bigger ones. He added that he figured a big bad villain with 20 Pain dice would take about 4 hits, because everyone would be hitting it will all of their big guns.

Sparky attacked the Bad Man, getting Really, Really, Frigging Huge. Mickey used the magnifying glass to augment this.

Mickey: I hold it up and look right down Sparky's gaping jaw in which _worlds_ go to die! And, right now, he's scarier than the Bad Man.

Phil: You're a really smart kid, and you've studied star charts, so you recognize one of the systems in there.

Fred: Oh, that's _that_ constellation.

After all, the magnifying glass could be really helpful. As the map said, *Truth here.

Freddie got really big, though not quite as big as Sparky, and he also attacked the Bad Man. By now, the Pain rating was 13, which is still pretty impressive.

Meanwhile, the captive family members were swirling around in a giant mixer. Sally wanted to help rescue them, I decided. Everyone else explained that this didn't mean she couldn't participate in the Big Fight. After all, there were these Helping rules, and exactly what one did as chrome was completely up to the player.

Fred: So, do it as a helping thing. Hit Bad Man with the mixer.

Sally (to her parents): Um... cover your ears.

Freddie punched the Bad Man. The Bad Man's head spun around 360 degrees from the punch. Then, he was hit with the mixer, courtesy of Sally.

Mickey: Spider Soup!

Sally: See how _you_ like it!

By now, the Bad Man was down to 8 pain dice.

David / Mickey: More truth! That's what I was looking for -- this goes in the journal!

Fred: You're mainlining the truth here.

Meanwhile, Sally was stretched to her limit. I was at 5 Exhaustion dice, expecting her to crash on the next roll. At first, it looked like she had, but then, we realized that Madness, not Exhaustion, dominated. This meant that I had to cross off one of Sally's fight or flight reflexes. Unfortunately, she didn't have any. This meant that Sally Snapped, which was still better than Crashing.

Someone: She heard her own music.

Fred: You're just animating stuff for the heck of it. It's almost a kazoo rave.

The Bad Man was now down to 4 pain dice. Freddie attacked.

Fred: His face fits into your palm. You slam him into the mixer.

Mickey decided to change tactics.

Mickey: It's all a _dream_!

Fred: You're getting a lot of truth, so I'll let you use your Madness -- because a lie is always better with a bit of truth.

David: The Bad Man is bringing the truths, but I'm killing him with lies.

Mickey: There's new treatments for autism every day!

Fred: You lie him into becoming only a dream.

Phil picked up one of the Coins of Hope to help out.

Tim: Yeah, Mickey, you tell him! We'll find a cure for your brother. If my dog's a superhero...

Mickey: There _are_ unicorns!

Fred said that there were tears running down Mickey's face as he pounded on the now doll-sized Bad Man, pounding on the doll, pounding on concrete --

Fred: Any you're in your bedroom, pounding on the wall. Maybe it was all a dream.

Mickey wrote everything down, then said, "No," and tore it up.

Fred: Sally's not in school for 2 weeks, and she's in therapy well into her adult years. On the other hand, her parents also had this weird dream, so the upside is that things are a little calmer around your music.

Sally was quite lucky, as she only snapped a little. Each time one snaps, the psyche resets so that the PC now has one more permanent Madness die, but one fewer Discipline die. PCs losing their last Discipline die become Nightmares.

Tim's mother, who had gotten lost in a mental fog, woke up catatonic, as I had expected.

Fred: Sparky lives till 17. Right before you go off to college, you take him to the vet to be put to sleep. It's a little sad, but part of being an adult.

As for Freddie:

Fred: You have anger issues, but the fights you get into are always to protect loved ones --

Gil / Freddie: -- and then I start winning them.

Fred: You become a cop.

David / Mickey: I become a fiction writer, and I put my magnifying glass away.

Fred: And Sally is like a perpetual outsider, a little cracked.

We agreed that she was an art major in college, the stereotypical high strung type that everyone knows is a little crazy. I asked how long term campaigns of Don't Rest Your Head could work.

Fred reminded me that in a campaign, we would each get a Scar of Experience. Players can draw on these to make rerolls, or burn them completely to change Madness or Exhaustion Talent or to use up to five Coins of Hope at one time.