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Griffin Tung (Order #26100580)

WE ARE ALL
MAD HERE

Griffin Tung (Order #26100580)


TABLE OF CONTENTS
The Woods Are Real and Dark and Full of Wolves 4

PART 1: Once Upon a Time 7


Chapter 1: Upon Fairy Tales 8
Chapter 2: Building Fairy Tale Settings 13
Chapter 3: Building Fairy Tale Campaigns 29
Chapter 4: Running Fairy Tale Games 46
Chapter 5: Playing in Fairy Tale Games 56
Chapter 6: Creating Your Character 60
Chapter 7: Equipment 69
Chapter 8: Cyphers and Artifacts 73
Chapter 9: Beasts and Beings 100

PART 2: Adventures Three 141


Chapter 10: Cypher Short: The Apple-Pip Witch 142
Chapter 11: Cypher Short: I’ll Gnaw Your Bones 144
Chapter 12: Full Adventure: Between Worlds 146

PART 3: Lost in the Heartwood 157


Chapter 13: Welcome to the Heartwood 158
Chapter 14: Mental Health in Games 159
Chapter 15: Running Games in the Heartwood 163
Chapter 16: Creating Heartwood Characters 166
Chapter 17: Heartwood Atlas 179
Chapter 18: What the Moon Dreamt 203
Chapter 19: The Prince Who Would Seek Death 210

BACK MATTER: Happily Ever After 217


Inspirations and Resources 218
Story Index 220
Index 223
Fairy Tale Game Consent Checklist 224

Griffin Tung (Order #26100580)


WE ARE ALL MAD HERE

THE WOODS ARE REAL AND


DARK AND FULL OF WOLVES

W
hen I was little, fairy tales scared When I think about many of the
me. Little girls like me were choices I’ve made in my life, I realize
Acknowledgments always in danger. There were that at nearly every fork in the path, I
During the making hungry wolves and evil stepmothers took the one that I thought would lead
of this book, I
received invaluable and evil regular mothers and curses and me not to the wolf, but to becoming the
assistance—directly dead sisters, and horses that seemed wolf. I wanted to know that I was in
or indirectly—from
the following people, nice but really just wanted to drown you control, that I had the autonomy to save
places, and things: in the river. Your brothers depended myself. This is the great value of fairy
on your silence and knitting skills (I tales (and truly, all kinds of stories):
Ampersand, the sucked at both) to save their lives. Your they can help us make sense of the
Best Black Dog
grandmother was sometimes your dangerous parts of the world, work
Brown-butter chocolate
chip cookies grandmother and sometimes a wolf and through deep internal conflicts, and give
Bullet journals sometimes just missing forever. You us the power to change our own lives
Carrie Fisher, the never knew what hungry maw you’d find for the better.
Original Princess at the end of the path. The first section of this book, Once
Danny Elfman And yet, scared as I was, I could not Upon a Time, is all about fairy tale
Days Gone stop reading them. I sensed that there games in general. You’ll find notes
Dermot Kennedy was something deep beneath the skins for running and playing in fairy tale
High King Margo of the little girl, of the wolf, even of the games, tips for creating your own fairy
Looking Glass Coffee grandmother, that I deeply needed to tale settings, and myriad creatures and
Lost in the Trees understand. Also, I wanted to befriend characters to put into your game.
Mumford and Sons animals, find the magic ring, talk to the The second section, Adventures
Sera Gamble west wind. Three, offers three starter adventures,
Thrive Fitness including two Cypher Shorts, which are
Woods Coffee
The entire Monte Cook Using We Are All Mad Here
Games team. And a We Are All Mad Here is designed to work For ease of use, this book uses the
special shout-out to our
Kickstarter backers, as a companion to the Cypher System term “fairy tales” to encompass a much
playtesters, and Rulebook. While We Are All Mad Here larger set of story types, including fables,
sensitivity readers. focuses specifically on using fairy tale parables, folklore, legends, myths, urban
Thank you for helping
elements and settings in a Cypher System legends, and so on. There’s a short
me believe at least six
impossible things before game, it doesn’t go into details on description of these types in the section
breakfast. character creation, rules, or other related called Fairy Tales and More, as well as
concepts. For that, you’ll need a copy of notes on how to use them in a game.
Fairy Tales and the Cypher System Rulebook.
More, page 11

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THE WOODS ARE REAL AND DARK AND FULL OF WOLVES

easy ways to dip your toes into fairy a stranger in the eye, howl a song of
tale games while doing almost no prep strength or need to my pack. I can’t give
work. fairy tales all the credit for that, but they
And the third section (because you certainly started me on this path toward
can’t have a fairy tale book without power.
invoking the rule of threes), called As fairy tale author Kate Forsyth
Lost in the Heartwood, is something writes, “Fairy tales . . . give us hope that
completely different. Lost in the we can somehow be saved, rescued,
Heartwood is a setting that gives healed. Transformed in some way for “Life itself is the most
wonderful fairy tale.”
players the opportunity to explore fairy the better. As we travel with the fairy ~Hans Christian
tales from the perspective of mental tale protagonist through the dark and Andersen

health and illness. dangerous forest, as we suffer with


Lost in the Heartwood invites them and triumph with them, we
characters whose lives have been follow them back into the brightness
touched by mental health issues of a world renewed. Fairy tales are an
and mental illness to explore those instruction manual for psychological
experiences with magic, pain, empathy, healing.”
and power. You can read more about This is the idea behind the Heartwood
how this works in Chapter 13: Welcome setting—that each of us has both Chapter 13: Welcome to
the Heartwood, page 158
to the Heartwood and Chapter 14: weaknesses and strengths due to our
Mental Health in Games. experiences with mental health issues Chapter 14: Mental
Health in Games,
Mental health issues manifest in and illnesses. And it is this combination
page 159
different ways for each of us. For me, that makes us who we are.
depression and anxiety still make me However you use We Are All Mad
feel like I am the scared little girl again, Here, I hope you find yourself immersed This book refers to
wandering in the dark, dangerous in a wondrous world of magic and many fairy tales that
appear in different forms
woods alone. I hear wolves around whimsy, where your unique story helps (including books, films,
every corner, see the poison in every you survive and thrive on the dark and musicals, and cartoons).
For example, there are
apple half, worry about the well-dressed dangerous paths of the world. many versions of the
stranger coming to the door. But Alice in Wonderland
story. Titles used in this
living with depression and anxiety for book are often general
so long has also given me survival references to the source
material, not necessarily
skills, strengths that are mine alone. I any one specific version.
have learned how to heft an axe, look

Throughout this book, you’ll see page Whenever you see this symbol, it means
references to various items accompanied that the accompanying text offers a bit
by this symbol. These are page references of fairy tale lore or background. These
to the Cypher System Rulebook, where you notes are designed to provide you
can find additional details about that rule, with additional interesting thoughts,
ability, creature, or concept. comments, and details about fairy tales
to enhance and deepen your games.

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Chapter 1

UPON FAIRY TALES

In the old times, when wishing was still stories and lists the creatures, characters,
effective . . .  cyphers, equipment and more that come
from each of these stories. That way, if you

W
Fairy tales are also want to run something in a specific story
sometimes called hat do you think of when you think or setting, you have a handy list of options
wonder tales, from of fairy tales? Maybe it’s one of the at your fingertips. In addition, if you’re
the German word
Wundermärchen. oldies but goodies—Cinderella or wondering where a particular character or
The Little Mermaid or Peter Pan. Maybe cypher comes from, you can find it there and
it’s one of the more obscure ones that you then read the story from which it is drawn.
love for deeply personal reasons: The Little
Match Girl, Tatterhood, or The Magic Lotus
Fairy Tales and More, Lantern. Or maybe it’s something newer Preparing For a
page 11 like the comic book Fables, which combines Fairy Tale Game
fairy tales, myths, and legends into a single Preparing for a fairy tale game is similar to
setting. Or movies like Frozen or Brave, TV preparing for any other game, with a few
shows like Grimm or The Magicians, or video exceptions. Because “fairy tales” is such a
games like American McGee’s Alice or The broad category, you’ll likely want to spend
Wolf Among Us. Or perhaps it’s a mishmash some time homing in on exactly what kind
of your own making, a setting that takes fairy of setting, mood, and experience you want.
Chapter 2: Building Fairy tales in an entirely new direction. The chapters Building Fairy Tale Settings
Tale Settings, page 13 Whatever your fairy tale jam, this book and Building Fairy Tale Campaigns go into
Chapter 3: Building Fairy is designed to help you turn it into a more details on these ideas, but here is a
Tale Campaigns, page 29 full-fledged roleplaying game. You’ll find basic step-by-step plan for getting ready to
rules and guidelines for making all kinds of run a fairy tale game.
characters, from Pinocchio and Thumbelina
to a fairy princess and a magic-wielding Step One: Decide Your
mermaid. Creatures and characters from Setting and Mood
a wide variety of fairy tales make an One of the hallmarks of fairy tales is that
appearance, along with common archetypes they change and morph over time. With
(like witch) that you can alter to fit any every retelling, something new is added and
number of settings and stories. something is taken away. The early versions
The Story Index in the back of the book of Grimms’ tales are almost nothing like the
includes common (and not-so-common) Disney versions of those same-named tales.

“The wisest thing—so the fairy tale taught mankind in olden times, and teaches
children to this day—is to meet the forces of the mythical world with cunning
and with high spirits.”
~Walter Benjamin, “The Storyteller”

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UPON FAIRY TALES

“Faërie contains many things besides elves and fays, and besides
dwarfs, witches, trolls, giants, or dragons; it holds the seas, the sun,
the moon, the sky; and the earth, and all things that are in it: tree and
bird, water and stone, wine and bread, and ourselves, mortal men,
when we are enchanted.”
~J.R.R. Tolkien, “On Fairy-Stories”

And myriad modern writers have taken The battle of good versus evil is a
stories a step further, putting their own spin common element of fairy tales and one that
on the ancient tales. So you would be one of often helps answer the question of what
many to jump on board with creating your characters do in a setting. Are they hunters
own setting. of some kind, authorized to track down and
Stay traditional or mash everything kill creatures or witches (Grimm, Hansel Creating original settings,
together that seems like it fits, and run & Gretel: Witch Hunters, The Witcher)? Or page 15
with it. Want to make Snow White a perhaps they’re tasked with protecting the Using existing settings,
down-on-her-luck detective in New Orleans creatures, the kingdom, or even magic page 13
for your dark and dangerous noir fairy tale itself from a curse or other threat (Frozen, On Fairy Tale Magic,
game? Go for it. Have a vision for putting Moana). Maybe there’s a magic object that page 27
the Three Little Pigs on a space station for a will save the world and only the characters
comedic romp? Perfect. can find it and use it.
Throughout this chapter and the ones
that follow, you’ll find lots of suggestions,
tips, and tables that will help you create a
setting and mood to suit your desired game
perfectly. There are additional suggestions
for creating original settings and for using
existing settings in your game in Chapter 2:
Building Fairy Tale Settings.

Step Two: Make Magic Awesome


The section On Fairy Tale Magic goes into
this concept in more detail, but in general,
remember that in fairy tales, magic is big.
It’s bold. It’s unexpected and wondrous
and weird and has no rules. Don’t constrict
magic—use it to its fullest. Get wild with
it. Let players get in there and mess things
up with magic that is too powerful for their
own good.

Step Three: Decide


What Characters Do
When creating a new setting or game (or
even playing in an existing one), one of the
most important things to ask yourself is:
what do the characters do? You can make a
beautiful world, full of magic and wonder,
but if the characters don’t have anything to
do, it will likely be a boring game.

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WE ARE ALL MAD HERE
Urban Legends Urban Legends Common Tropes
Inspiration Overview: Urban legends and fairy tales • Recurring patterns and numbers,
Candyman (1992 movie) have a lot in common. In fact, many people particularly three and seven
Freeway (1996 movie) feel that urban legends are the modern-day • Colors, particularly red, white, and black
Slender Man fairy tales due to how they’re transmitted • Haven or civilization vs. wilderness
The Black-Eyed Kids and shared, the fact that they often have a • Poverty vs. royalty
Goatman warning attached (don’t go in the woods, • Rituals
don’t talk to strangers, don’t go off the • Breaking the rules
“Fear isn’t so difficult to path), and the types of creatures that lurk • Bargains and rash promises
understand. After all, inside them. • Wishes
weren’t we all frightened
as children? Nothing
• Good and evil, or light and dark
has changed since Little Elements and Motifs: Origin stories, getting • Getting lost and found
Red Riding Hood faced lost and found, deep dark forests, breaking • Deep, dark forests
the big bad wolf. What the rules. • Going off the path, or straying
frightens us today is
exactly the same sort • Magic and enchantments
of thing that frightened Risks: Urban legends can easily shift into • Talking, sentient animals and objects
us yesterday. It’s just the realm of creepy and scary, losing their • Keys and passwords
a different wolf. This
fairy tale sense. Using well-known fairy tale • Glass and mirrors
fright complex is rooted
in every individual.” characters in a modern urban legend game • Magic words and phrases
~Alfred Hitchcock or putting an urban legend in a particular • Origin stories
setting (such as Oz or Wonderland) are • Shapeshifting or transformation
good ways to combine the two without • Tricksters, guardians, monsters, or
losing one or the other. helpers
• Youngest vs. oldest
Magic and Wonder: Much of the magic and • Loathly women
wonder of urban legends comes from the • Knights who battle monsters
breathless retelling of the tales—the “This • Impossible tasks or quests
actually happened to someone I know” • Blessings and curses
mythos. And, of course, the creatures that • Animals stealing children
seem both possible and impossible at • Calumniated or cast-adrift characters
the same time. Magic might come from (especially wives, queens, and youngest
technology in an urban legend/fairy tale children)
crossover, or it might be old magic from • Debasement of the hero(es)
long ago that can be used against modern • Death by burning
monsters. • Weddings, marriage, and children
• Journeys to discover identity

Fairy Tale Clichés, Example: the Rule of Threes


Themes, and Motifs Almost every fairy tale has at least one use
Using clichés, themes, and motifs is an of the rule of threes (and sometimes many).
important part of fairy tale games. While In The Three Little Pigs, there are three pigs,
you probably don’t want to present the exact three houses, and three huffs-and-puffs.
setting and story that everyone already knows, Three wishes, three siblings, three tasks.
you can use the expected elements to settle Part of the reason for this is that having
players into the world that you’re creating. three of something made the original oral
This is particularly true if you’re planning stories more memorable. It also has to do
to break away from traditional fairy tales— with how we anticipate and understand
keeping just one or two common tropes is stories, which typically have three parts: a
usually enough to make any game feel “fairy beginning, a middle, and an end.
tale-ish” even if everything else is set in In fairy tales, the rule of threes typically
space or takes place in the modern world. includes an escalation of some kind. The
first of three fights or encounters is tough,

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BUILDING FAIRY TALE SETTINGS

the second is tougher, and the third is • Three riddles


nearly impossible. This is also true of tasks, • Three gifts
riddles, and even siblings—the third sibling • Three curses Just the place for a Snark!
is always the most beautiful, the strongest, • Three siblings, daughters, or sons I have said it twice:
the wickedest, and so on. • Songs with three rounds That alone should
Alternatively, the last one is almost the • Creatures with three heads encourage the crew.
complete opposite of the first two—perhaps • Ask your players to give their characters Just the place for a Snark!
two evil fairies dole out curses to a young something in their backstory having to I have said it thrice:
child, but the third fairy gives her a blessing do with three What I tell you three
instead. Someone is given three wishes and times is true.
asks for such dumb things with the first two Individual Story Touchstones ~Lewis Carroll,
that the final wish must undo that damage. Each fairy tale also has key elements, parts The Hunting of the Snark
When creating fairy tale settings, here are of the story that are essential to that story. If
some ways you can use the rule of threes to you’re planning to run a game that’s based
your advantage. around one or more existing stories, be
• Three tasks to complete sure to include the important elements that
• Three attempts to accomplish symbolize that story to your players.
something Start by listing the key elements. Let’s
• Three days to complete a task or until a look at one of the most commonly retold
big event happens stories: Little Red Riding Hood. When you
• Three encounters with the same being, think of that story, what are the three or four
or encounters with three different beings main elements that come to mind? For me,
in a row it’s a girl in red, a wolf, a path through the
• Three wishes woods, and a grandmother. If you tell me a
• Three tries at a thing, only the third of story that doesn’t have any of those things
which is just right and try to convince me that it’s Little Red
• Three objects Riding Hood, I’ll be very confused. What if

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WE ARE ALL MAD HERE
who is skilled in curse removal to do the Curse intrusions. Curse intrusions work
deed. like regular GM intrusions, and the cursed
Curse Removal table, See the Curse Removal table for some character gets XP. However, they only get
page 52 ways that curses can be removed. 1 XP instead of the usual 2, and they must
decide whether to keep it or give it to
Curse Intrusions and Curse Mode another player. Introduce additional curse
In addition to dealing with the original effect intrusions from the Curse Intrusions table
of the curse, a cursed character is more when it feels appropriate. This might be
likely to have bad things happen to them. anytime the character has a big success,
There are two ways for the GM to work this when they’re in a particularly risky position,
into the game: curse intrusions and Curse or when they start to feel like they’ve
Mode. Ideally, you’ll want to use both of forgotten about the curse.
Horror Mode, page 283 these, as they each add something unique
to the experience of being cursed. Curse Intrusions
d6 Curse
1 An insect stings or bites the
character at just the wrong
moment.
2 Something in the area makes
the character sneeze loudly and
repeatedly.
3 The character shimmers in and
out of view.
4 A deep sense of despair comes
over the character.
5 The character feels an
overwhelming urge to start
dancing.
6 The character’s clothes are
suddenly much too large.

Curse Mode. When using this rule, the GM


increases the range of numbers that trigger
a GM intrusion. As soon as a character
is cursed, every time they roll a 1 or a 2
(instead of just a 1), they trigger a GM
intrusion. As time passes, GM intrusions
happen on a roll of 1 to 3, then a roll of 1 to
4, and so on. This potentially means that a
die roll in Curse Mode can indicate success
in a task and still trigger a GM intrusion.
Curse Mode is similar to the Horror
Mode optional rule in the Cypher System
Rulebook, with one exception: the escalation
works at a much slower pace. This is
because Curse Mode is not designed to
heighten immediate tension, but rather to
create a long-term sense of being saddled
with an unwanted and unpredictable
negative effect.

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RUNNING FAIRY TALE GAMES

Typically, the intrusion range is increased d20 Effect


by 1 when:
1 Turned into an animal (bear,
• The character is cursed.
toad, hedgehog, swan, dog, etc.)
• The character starts a new day (or makes
their ten-hour recovery roll). 2 Becomes invisible
• The character actively takes an action to 3 Turned into a living object
remove the curse (curses like wreaking 4 Turned into a great beast
havoc, which is part of the reason they’re 5 Turned into someone much older
so hard to get rid of). 6 Forced to dance all night
• The character attempts to resist an
7 When speaking, bugs and toads
additional curse being cast upon them. While not all regular
fall from mouth GM intrusions are
8 Enchanted sleep necessarily bad for the
Once all curses are removed, Curse Mode character, curse intrusions
is no longer in effect. 9 Forced to wear iron shoes always make the cursed
(hinders all Speed actions) PC’s situation worse.
Curse Table 10 Turned into a flower
Roll 1d20 on the Curse table to determine 11 Voice taken away
the effect of the curse, or choose one that
12 Unable to remember their true
feels appropriate to the situation and the
love
characters. Feel free to combine one or
13 Nose grows every time they tell
more options from the table to create
a lie
unique curses, particularly when they seem
to go together. For example, someone 14 Positive social interactions are
could be cursed to have bugs and toads fall hindered
from their mouth when they speak, which 15 Number of points regained by a
would likely hinder their positive social recovery roll is decreased by 1
interactions. 16 Grows weak (Effort on Might
Typically, curses that have simple tasks costs +1 Might)
roleplaying effects (such as the character’s 17 Brain is in a fog (Effort on
inability to speak their own name) are Intellect tasks costs +1 Intellect)
lower-level curses, while those that affect
18 Moves slowly (Effort on Speed
gameplay (such as decreasing recovery roll
tasks costs +1 Speed)
points) are higher level. Curses that have
multiple effects are likely the highest level 19 Can no longer say, write, or spell
of all. However, sometimes an incredibly their own name
simple curse is still very high level because 20 No one else remembers or
the caster wants to make it very hard to get recognizes the character
rid of. The GM should feel free to use their
discretion and creativity when deciding the
level and effect(s) of a curse.

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Anywhere Door Beloved’s Kiss
Level: 1d6 + 3 Level: 1d6 + 3
Form: Chalk, pen, pencil, lipstick, or marker Form: Ruby red ring
Effect: Creates a door to anywhere. The Effect: When pressed to the lips of a
door remains for one day, and then character, beloved’s kiss prevents the
disappears. While the door exists, occurrence of one specific condition of
anyone or anything that can discern the the cypher level or lower. Additionally,
door can use it. Erasing the drawn line it ends any such ongoing effect, if
erases the door. any, in the user’s system. Roll a d6 to
determine the result.
Apple of Discord
Level: 1d6 + 1 d6 Condition
Form: Beautiful golden apple that catches 1–2 Renders the character immune to
the eye of all who see it poisons for one hour per cypher
Effect: When tossed up to a long distance level (and ends any ongoing
away, it affects all foes in short range effects)
of the apple, causing them to attempt
3–4 Renders the character immune
to take it for themselves. Foes spend
to curses for one hour per cypher
their next two actions doing nothing
level (and ends any ongoing
but fighting among themselves for
effects)
possession of the apple.
5–6 Renders the character immune
Azure Dust to mental effects for one hour
Level: 1d6 + 1 per cypher level (and ends any
Form: Handful of dust from the Fairy with ongoing effects)
Sing a song of sixpence, the Turquoise Hair
A pocket full of rye; Effect: Sprinkling the dust on someone’s Bird’s Nest Coronet
Four-and-twenty hair, skin, outfit, or other object Level: 1d6 + 3
blackbirds permanently dyes it bright blue. Form: Beautifully woven bird’s nest
Baked in a pie. Effect: When worn like a crown, the bird’s
When the pie was opened Baba Yaga’s Spiced Cookie nest creates an illusion over the wearer,
The birds began to sing; Level: 1d6 making them appear like royalty.
Wasn’t that a dainty dish Form: Rye cookie flavored with spices and Others are more likely to follow their
To set before the king? honey suggestions, defer to their wishes, and
Effect: Eating the cookie increases the user’s treat them well. All social interactions
Intellect Edge by 1 for one hour. are eased by two steps for one day.
Seeing through the disguise is an
Bellman’s Map of the Ocean Intellect task equal to the cypher’s level.
Level: 1d6 + 2
“Other maps are such Form: Blank sheet of paper rolled and tied Blackbird Pie
shapes, with their with a hair tie Level: 1d6
islands and capes!
Effect: When unrolled, convinces everyone Form: Four-and-twenty blackbirds baked in
But we’ve got our brave within short range that the character a pie
Captain to thank holding the map knows far more than Effect: When the pie is cut open, the
(So the crew would they do. For the next ten minutes, blackbirds begin to sing a haunting
protest) “that he’s affected beings look upon the map- dirge of pain and sorrow. All foes within
bought us the best—
holder as their leader or guide, will not long range who hear the song are
A perfect and attack them, and generally will do as hindered on all tasks for ten minutes.
absolute blank!” they ask (all social interactions with
~Lewis Carroll, those affected are eased by two steps).
The Hunting of the Snark

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CYPHERS AND ARTIFACTS

Blood Pearl Blossom Cheshire Smile


Level: 1d6 + 4 Level: 1d6
Form: Rare blood-red flower with a beautiful Form: Mischievous grin
pearl in its center Effect: When hung in the air, the grin slowly
Effect: When ingested, removes one curse (of transforms into a grey Cheshire Cat that
the cypher level or lower) from the user. seems to be made mostly of smoke
The curse-removal process can take from and shadow. It has huge blue eyes and
one round to one day, depending on the an enormous grin. The cat acts as a
level, severity, and type of curse. creature (level equal to the cypher’s RIDDLE: What kind
level) with a mind of its own, although it of a cat can grin?
Bone Key likely helps the person who activated the ANSWER: A catenary.
Level: 1d6 + 2 cypher. It sticks around for ten minutes,
Form: Human finger bone carved into a and then fades away slowly, until even
skeleton key the original smile has disappeared.
Effect: Unlocks one lock of the cypher level
or lower, or provides an asset to open a Coalheart’s Beard Balm
lock of higher level. Level: 1d6
Form: Jar of balm
Bones of the Beloved Effect: When rubbed on the face, the balm
Level: 1d6 + 3 grows into a long, golden beard in
Form: Handful of ground bones about ten minutes. When the user Many dwarfs have
Effect: When eaten, the bones begin a tugs on their beard, it points them beards with magical
powers. It’s possible to
process of lowering the eater’s apparent in the direction of valuable treasure, find other beard balm
age. Over the next three days, the user the location of which was previously cyphers out in the world.
begins to look younger and younger, until unknown to the user. If someone else
they reach the appearance of someone cuts the beard before the treasure
no younger than their mid-twenties. is found, it loses its power. After the
Their hair shines, their teeth glow, their treasure is found, the beard remains.
wrinkles disappear, their back unstoops. But once it is shaved or cut, it does not
The effect lasts for three days (five days grow back.
if the cypher is level 6 or higher). This
does not change the actual health or age
of the character.

Bowl of Porridge
Level: 1d6 + 3
Form: Just-right bowl of porridge
Effect: Restores a number of points equal to
the cypher level to the user’s Might Pool.
Also protects the user from the effects
of cold for ten minutes.

Cat Sidhe Medallion


Level: 1d6 + 2
Form: Medallion in the shape of the white
symbol on a cat sidhe’s chest Cat sidhe, page 108
Effect: When activated, the medallion
protects the wearer from the next curse
(of the cypher level or lower) that is
cast upon them. The curse goes into
the medallion, which shatters into
thousands of tiny pieces.

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ENCHANTER 5 (15)
Enchanters include magic-users of all genders. They may choose to call themselves
Enchanters can use wizards, sorcerers, mages, or diviners, depending on their strengths, abilities, and desired
long-lasting or even reputations.
permanent versions of
their magical abilities,
Enchanters usually take great pride in their appearance, including their outfits,
but doing so usually accoutrements, and equipment. They often incorporate living or dead elements of
requires minutes or dangerous creatures, such as spiders, snakes, crocodiles, and dragons, into the objects
hours of time. that matter to them. Additionally, they may imbue objects with powerful magic.

Most enchanters have


one or more apprentices
or helpers, typically
animals that have
been made human
temporarily or humans
who are in the service of
the enchanter until some
debt of theirs or their
family’s has been paid.

Sorcerer’s apprentice:
level 3

If an archetype doesn’t
include certain elements,
such as Interaction or
Combat, it typically
means those are listed
for individual creatures
within the archetype.
Feel free to mix and
match to create unique
combinations.

Alternatively, if an
individual creature
doesn’t have an element
(such as Armor),
use the one listed
in the archetype.

A creature’s health
is always equal to its
target number unless
otherwise stated. So a
level 3 creature has a
target number of 9 and
thus 9 health, unless its
Health stat line states
something different.

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Motive: Control magic, power


Environment: Everywhere, particularly in places where magic is present and powerful
Health: 20
Damage Inflicted: 5 points
Armor: 2
Movement: Short
Modifications: Using and controlling magic as level 7
Combat: Magical weapons and artifacts (such as a whip made of living snakes, a staff with a
biting wolf’s head on top, or a sword that acts of its own accord) do 5 points of damage.
Additionally, an enchanter may employ a number of magical abilities, including the
following:
Animate: Takes any material (such as wood or stone) and turns it into an animate level
4 creature. The creature has a mind and will of its own, and acts just as that type of
creature would act if it were born instead of created.
Blood to Stone: Turns living creatures into stone, or immobilizes them in their current form.
Breaking free is a level 6 Might task.
Enchant: Imbues a normal object with a magical power. The object works under the
enchanter’s command, and does as the enchanter asks of it. For example, an enchanter
might imbue a foe’s weapon and force it to attack the foe, or they might imbue a door
and have it close tight against incoming dangers. Witch, page 132
Endless Passage: Creates an endless series of thick spiderwebs, invisible barriers, rings of Faerie, page 121
flame, or other hurdles across an entrance, exit, tunnel, or
passage. Every time one of the hurdles is broken, another
forms. Characters’ movement is halved while going
through the endless passage, and they take 2 points of
Intellect damage each round.
Invisible: Turns anything (including themselves, others, and
entire areas up to 30 feet by 30 feet [9 m by 9 m]) invisible
for ten minutes. It’s a level 6 Intellect task to be able to
see something that has been made invisible.
Persuasion: Convinces all victims in long range that what they
believe is not real or that what is false is real. Sometimes
this ability just affects others’ minds, creating a mental
dissonance. Other times, the enchanter creates an
illusion or other visible, auditory, and tactile element
that persuades a character to believe everything they are
experiencing. The effect lasts for ten minutes.
Additionally, an enchanter may have one or more of the same
abilities as a witch or a faerie.
Interaction: For the characters, an enchanter may be a
terrifying foe or a powerful ally. Enchanters are fickle,
perhaps due to their close relationship with magic, and
may change their loyalties on a whim or an imagined
slight.
Use: The characters need to have an object imbued, a person
returned to life, or a curse undone, and they turn to the
enchanter for help. The characters accidentally insulted
the enchanter in some way, and now the enchanter is hunting
them down to get revenge.
Loot: Enchanters often protect their precious items with spells and
magical locks (level 8). Behind those wards are 1d6 cyphers, an
artifact, and an elegant or interesting outfit.

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Chapter 13

WELCOME TO THE HEARTWOOD

P
Although the Heartwood art 3 of this book is all about the Chapter 14: Mental Health in Games
setting is designed with a Heartwood, a fairy tale setting where includes suggestions for managing mental
focus on mental illness,
it isn’t necessary to keep
the player characters are drawn out health topics at the gaming table. This
that focus to use the of the modern world into one that’s very chapter is for both GMs and players, and is
setting. The world is full different from their own. The Heartwood is recommended reading for everyone who’s
of interesting places, a mystical fairy tale world filled with magic going to set off into the Heartwood.
characters, and creatures
that work in a traditional and wonder, and when characters enter it, Chapter 15: Running Games in the
fairy tale game as well. they too are filled with magic and wonder. Heartwood is specifically for the GM,
But there’s one caveat to entering and talks about ways in which to use the
the Heartwood. In order to do so, the setting and adventures to create unique and
character’s life must be touched (or have complex roleplaying opportunities for the
been touched) in some way by a mental group.
health issue, disorder, or illness. This Chapter 16: Creating Heartwood
covers a broad range, and the way in which Characters walks players through the
people’s lives are touched can be large process of creating characters with
or small. Perhaps they live with a mental Heartwood foci, descriptors, and character
illness or disorder themselves, or perhaps arcs.
a loved one does. Possibly they are grieving Chapter 17: Heartwood Atlas is mostly for
the loss of a loved one, overcoming a past GMs, as it details the Heartwood setting—
trauma, or dealing with overwhelming social including places, people, and situations—
anxiety. and offers suggestions for how to best use
This experience—however it may elements of it in games.
manifest or touch a character’s life—is what Chapter 18: What the Moon Dreamt is an
creates their connection to the Heartwood adventure about finding and rescuing the
and to the magic within it (and within moon to keep the darkness at bay. It covers
themselves). It doesn’t mean that the topics of insomnia, depression, grief, and
characters are superheroes with powers, discovering our true selves.
because that isn’t how mental illness works. Chapter 19: The Prince Who Would Seek
Instead, they bring their own strengths and Death is an adventure in which an undying
weaknesses, their complexities, their very prince asks the characters to help him find
humanity, and it is this combination that his death. It deals with issues of death and
guides their magic. dying, autonomy, love, and friendship.

If you’re thinking of ways to make fun of mental illness or those


who deal with mental illness in their lives, this setting is
definitely not for you.

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Chapter 14

MENTAL HEALTH IN GAMES

T
alking about mental health problems It’s important to remember that mental
and illnesses can be hard—there illness is complex, as are those who live
is a lot of misinformation and no with it. Characters who live with mental
shortage of stigmas about the topic. Those illness are not superheroes with powers,
who live with a mental illness may feel because that isn’t how mental illness
shame or anxiety when talking about it, works. Instead, these characters bring Forests are sublime
and those who don’t may not have a good their own strengths and weaknesses, their and dangerous, full
of mystery, magic,
understanding of mental illness concerns complexities, their very humanity, and it is terror, and monstrosity;
and experiences. In fact, reading this this combination that guides their magic. an enchanted place
section may make you feel overwhelmed or where anything can
anxious, and that’s okay. It’s fine to close happen. On one hand,
[the forest] is a site of
this book, go take a walk, and return to it Why Fairy Tales? threats, the precinct
when you’re able. Fairy tales have a long precedent for of monsters—the wolf
We’ve known for a long time that including characters with what we recognize waiting for Red Riding
Hood, the witch for
storytelling is a form of healing—whether today as mental health issues and
Hansel and Gretel, the
we’re talking through our problems or neurodivergences, such as Attention Deficit briars covering Sleeping
making up stories about the things that (Hyperactivity) Disorder, dyspraxia, autism Beauty’s castle—but
scare us. They provide us with ways to deal spectrum disorder, and so on. In fairy tales, it’s also a place where
abandoned children can
with illness, disasters, trauma, and loss. postpartum depression can cause parents take refuge: Snow White
We all have our own dark woods, where we to endanger their children. Those labeled flees to safety in the
find ourselves easily lost—grief, depression, “witches” often exhibited syndromes of forest because it’s home
anxiety. Being able to talk about and explore mental or physical ailments. To someone that is full of monsters.
~Maria Tatar, German
these dark woods through the remove with obsessive-compulsive behavior, a key folklore and children’s
of player characters is one of the great may appear bloodstained or dirty no matter literature scholar at
advantages of roleplaying games. When how many times they scrub it. And many Harvard University
sensitive, marginalized, or stigmatized a stepmother might have been suffering
topics are approached in-game with respect, from a narcissistic personality disorder. It’s
sensitivity, and compassion, they can possible that the idea of changelings could
benefit everyone (and create a unique game have come about because children were
experience as well). changing (either mentally or physically) in

If reading this book makes you uneasy or brings up feelings that you feel
unable to handle, please seek the advice of your mental health professional
or other qualified health provider. If you’re having suicidal thoughts,
call 1-800-273-TALK (8255) to talk to a skilled, trained counselor
at a crisis center in your area at any time (National Suicide Prevention
Lifeline). If you are located outside the United States, call your local
emergency line immediately.

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“Is [the Nothing] very a way that no one could explain, and thus issues. Today we talk about Little Red Riding
painful?” Atreyu asked. they were clearly a malicious spirit and not Hood syndrome (in which the person
“No,” said the second the “real child.” The young man in “The experiences cognitive dissonance and feels
bark troll, the one with Story of the Youth Who Went Forth to Learn as though nothing bad could happen to
the hole in his chest.
“You don’t feel a thing.
What Fear Was” goes out into the world to them). Dorian Gray syndrome (named
There’s just something try to feel something—anything—because after Oscar Wilde’s novel The Picture of
missing. And once it gets he’s numb, which is exactly how many of us Dorian Gray) describes being obsessed
hold of you, something feel when dealing with depression. There with appearance and unwilling to age, while
more is missing every
day. Soon there won’t are coping mechanisms, too, that many Peter Pan syndrome is typically ascribed to
be anything left of us.” of us might find familiar. In stories like people (mainly men) who seem to be stuck
~Michael Ende, The Tattercoats and the She-Bear, for example, in adolescence and are unable to make
Neverending Story the characters disguise themselves, often decisions.
You might remember after traumatic experiences, in an attempt to Not surprisingly, in the time that fairy
that one of the characters make themselves feel safe and inaccessible tales arose, those with mental illness were
Alice meets in Alice
in Wonderland is the
to those who might harm them. often labeled as wicked, evil, and so on.
Mad Hatter. It is likely Fairy tale characters can provide Fairy tales are fraught with ableist language,
that he was so named invaluable metaphors to explore and in no small part because people didn’t have
because of the symptoms express the experiences of mental health the understanding of mental illness that we
that hatters (also called
milliners) suffered due
to the use of mercury
in hat-making. Chronic
mercurial poisoning It’s important to remember that while roleplaying games have been
led to hallucinations,
anxiety, memory successfully used as therapy for mental health issues, this book is not
loss, and tremors.
designed for that purpose. There are programs and resources available
See Problematic
if that’s something you’d like to pursue, ideally with someone who is
Elements (page 42) for specialized or trained in that type of therapy.
additional information.

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The Heartwood is a setting based on fairy tales, so while it is


whimsical at times, at other times it’s mature, adult, nuanced,
and sometimes quite dark.

do now. Thankfully, as our understanding or don’t think you can handle, perhaps it’s Fairy tales since the
of mental illness has changed, so have our best to go a different route. Some people beginning of recorded
time, and perhaps
labels and our way of talking about and have difficulty knowing where they end and earlier, have been “a
thinking about people living with it. where their character begins (this is called means to conquer the
“bleed”); if that happens to you, this might terrors of mankind
not be a good choice for you. through metaphor.”
~Jack Zipes, The
Issues to Consider Alternatively, you could play a character Brothers Grimm: From
Before joining a game with a mental health who is the exact opposite of you. If you find Enchanted Forests to
focus, consider the following questions. yourself clamming up with social anxiety in the Modern World
real life, consider playing a talky character.
Do I trust my GM and group to tackle this On the other hand, if you feel comfortable
in a way that works for me? creating a character whose mental health It is not too much of a
stretch to imagine that
Trust is paramount to all games, but even is similar to yours, it could be a great many characters in
more so when you expect to cover topics opportunity to explore some of what you’re fairy tales had physical
dealing with mental health. Do you feel that going through, to share that experience with ailments that caused
your GM or group will be able to handle this others, and even to use the skills you’ve their personalities
as well. Perhaps the
well? Sometimes, such as at a convention learned to your advantage. main character in
or a one-shot, it’s impossible to know the The Princess and the
answer ahead of time. In that case, do you Should I play a character whose mental Pea had fibromyalgia,
making it hard for her
have an exit strategy for getting out if you health is different than my own?
to get comfortable.
need to? The answer to this, as it is to similar An older woman
Alternatively, if you are the GM, ask questions about race, gender, sexual with chronic arthritis
yourself if you truly feel ready to run a game orientation, and so on, is: it depends. If you or other ailment
might go off and live
like this. Do you feel comfortable that you do so, be sure to follow basic guidelines alone, because she’s
and your group can do your best to handle about how to do it in a respectful and so often in pain.
any issues that come up? Is there more you informed matter. Do some research (but
could learn or do to help your group create don’t expect another player to be your
a great experience? source, as it may not be comfortable for If you know a person in
them to do so). your group is dealing
with mental illness,
Should I play a character whose mental A good practice is not to think about how you shouldn’t attempt
health mirrors my own? to accurately portray a diagnosis, but to to use the game as a
This is a tricky question that only you can figure out what elements you are drawn to therapy session without
answer, and ideally after spending some time when creating your character, and then delve their knowledge,
permission, and consent.
considering the repercussions. If it’s likely to into what those behaviors mean, as both a
bring up issues for you that you don’t want boon and hindrance for the character.
The mental health issue
or neurodivergence
that you choose to play
should never be the only
No matter what kind of character you choose to play, there’s defining feature of your
nothing wrong with starting small. Creating a character who is dealing character. Go deeper.

with very mild anxiety or occasional bouts of depression rather than


someone with symptoms of greater intensity and severity
is an absolutely valid choice, particularly if you’re just getting
your feet wet.

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“No need for a bunch of trees.
You can lose your way anywhere.”
~Christine Heppermann,
Poisoned Apples: Poems for You, My Pretty

As a general rule of thumb, do everything game begins about their boundaries and
with respect and knowledge. This won’t safety needs, as some players may find
make you perfect, but it will likely keep you checklists difficult.
out of the worst pitfalls. • Do research on the topic. If you
have people in your life who are
knowledgeable about mental health and
Tips for Talking About Mental you sense that they would be interested
Health Issues In-Game in helping, you might ask if you can
talk with them about it. However, be
• Living with a mental health issue or aware that they have the right to say
mental illness does not mean that no (it’s possible that they get asked
someone is broken or “less than.” It often to be someone else’s source of
also does not mean they are perfect information, which can be exhausting
or “more than.” It makes them, as we and frustrating).
all are, human. Characters living with • There is no perfect set of terms or
mental health issues and illnesses have phrases to use when talking about
both benefits and drawbacks due to their people living with a mental illness, as
symptoms. everyone has different ideas of what
• Remember that while many people works best for them. Many people prefer
deal with difficult emotional spaces to use person-first language to make
and mental health concerns in their it clear that they are not defined by a
lives—such as bouts of depression or diagnosis (such as “Lisa has bipolar
social anxiety—a diagnosis of mental disorder” rather than “Lisa is bipolar”).
illness typically requires extensive Others disagree, feeling that person-first
testing and conversation with a qualified language has a reductive impact. It’s
professional. always good to have the table discuss
• The topic of mental health and illness what feels most comfortable to them.
can be difficult for many people. • Most of all, respect each person’s
Consent and Before you start a game with these preference for how they wish to refer
Boundaries, page 55 themes, be sure to have everyone’s to their own mental health status, and
Fairy Tale Game Consent consent regarding topics, language, understand that those preferences
Checklist, page 224 and boundaries. You can download the may change over time. Respect and a
For additional Consent in Gaming PDF for free, and the willingness to hear other people are vital
information about back of this book has a consent checklist parts of a good gaming experience, and
consent in gaming,
download the free
specifically designed for this topic. that’s even more important when talking
Consent in Gaming PDF Alternatively, offer players the chance to about mental health and illness.
at myMCG.info/consent have a private conversation before the

Remember that the player and the player character are not the same. Be
sure not to conflate the two, particularly when it comes to assumptions
about the player or character’s mental health status.

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Chapter 15

RUNNING GAMES IN THE HEARTWOOD

“But I don’t want to go among mad health, and that every character is likely
people,” Alice remarked. going to be touched by some type of mental
health concern or illness. Explain how the
“Oh, you can’t help that,” said the Heartwood works—that in order to enter
Cat: “we’re all mad here. I’m mad. it, their characters will need to be touched
You’re mad.” by mental illness in some way, and that the
“How do you know I’m mad?” said Heartwood is also a place where mental
Alice. illness and magic work hand in hand.
Do not try to surprise your players with
“You must be,” said the Cat, “or you this information. It’s not clever, and it’s
wouldn’t have come here.” not likely to be appreciated. Respect your
~Lewis Carroll, players, tell them everything they need
Alice’s Adventures in Wonderland to know, and give them time to consider
whether this setting and experience is right

T
for them.
he sample campaign setting is called
the Heartwood because it is designed Use the Heart of the Heartwood
to emulate the heartwood of a tree. If you haven’t already, read the Heart of Heart of the Heartwood,
In a tree, the heartwood is the central wood. the Heartwood section in chapter 16. The page 180
It is often darker, denser, and more resistant Heart is a location that is designed to
to attacks by insects and decay. And its main be a grounding point for the characters.
function is to support the tree. This is one Additionally, at any time, one or more
of many metaphors for the way that mental characters can retreat to the Heart to allow
health issues can affect us: the things we them (or the player) to take a break, gather
learn by dealing with our mental health their thoughts, or just step away from the
challenges are similar to the heartwood. We experience. This is similar to an X-card or The X-card is a game
might become more resilient, stronger, and other gameplay device that allows a player safety tool. The Consent
in Gaming PDF
better able to support ourselves (or ask for to call a timeout.
summarizes how to
support from others). Be sure to explain this to the players at use it and provides a
the start of a game, and don’t be afraid link to more detailed
to remind them of it throughout. Putting information.
Tips for Game Masters it out there often helps normalize it and myMCG.info/consent
Running a game in a setting where the encourages players to use it whenever they
characters (and the setting itself) deal with may need it.
mental health issues can be tricky and
challenging, but very rewarding as well. Know Your Limits
The following suggestions can help GMs Do you as the GM have a way to give
prepare to run games in the Heartwood. yourself a few minutes of respite if you
need it? Do you have a support system in
Be Upfront About the Setting place? A way to handle difficult or emotional
Right out of the gate, it’s important to tell situations should they arise? Note that
players what they can expect. They need this is not all on you; the group should
to know that this setting involves mental be able and willing to help you out with

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these things. Ask someone else to be your Don’t Try to Teach or Heal
lookout—if they see you struggling, they can As the GM, don’t try to teach lessons about
call a timeout for you. mental illness or play the role of a therapist.
Also, consider the difference between Instead, allow and encourage any revelations
running a Heartwood game for your friends to come from emergent play. Provide the
and running one for a group of strangers. characters with challenges and interesting
While every type of game is valuable and things and places, and allow the group to
has the opportunity to be amazing, let’s create the story. Because it is within the story
be honest: playing a game with issues where any inspirations, lessons, or healing
of mental illness front and center can be will occur for the characters. For example, if a
tricky. It can be even trickier with a group character in the group is dealing with anxiety,
of strangers, such as in a one-shot at a provide them with ample opportunities to use
convention. And if this is your first time their anxiety to accomplish something. They
GMing in the Heartwood? Even more so. may choose not to do it, they may try and
Running a game in the Heartwood for fail, or they may try and succeed. Either way,
a bunch of people who don’t know each the character has learned something about
other has the potential to go south, so be their abilities and can use that information
aware of possible pitfalls. All it takes is one in the future, in any way they choose.
person to start making fun of the concept,
the characters, or (worst of all) the other Provide Campfire Moments
players, and things can quickly take a turn Campfire moments are times when the
for the worse. Of course, this doesn’t mean characters sit around the proverbial
it can’t be done well. Just that it’s difficult, campfire to reflect, catch up, rest, and share
and might be best reserved for experienced their experiences. In most games, they’re a
GMs and those who feel comfortable nice touch, but they’re not necessary.
managing people and their expectations. In games set in the Heartwood, campfire
moments are an important component
of the experience. It’s the kind of setting

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and game where you really want to leave a sense of safety for the actions that take
time for self-reflection and conversation place during the game.
about issues that are deeper than stats
and damage. Provide a bit of time between
important encounters—sharing a meal, What the Characters Know
traveling through the countryside, sitting About the Heartwood
around a campfire, having a drink at the It doesn’t matter if the players have played
tavern, or pretty much anything else that in the Heartwood before. The question
gives the characters an opportunity to is whether their characters have been
breathe and feel some catharsis and respite here previously. It’s really a matter of
after the challenges they’ve faced. preference—how much time do you want
Not all characters in the Heartwood might to spend at the start of the game with the
be chatty about their experiences—a PC characters exploring this new world and
with social anxiety, for example, might take a asking questions? If you have the time and
long time before they trust even their friends want to make that part of the adventure,
with important things—so encourage the great. If you don’t, you can handwave all of
players to have their characters find other that by giving the players a brief overview of
alternatives. Perhaps they sing a song, write the setting and sharing the information that
in a journal, draw a sketch, or pen a letter to their characters would know from previous
another PC or NPC. The characters or the visits to the Heartwood.
players can choose whether or not to share Alternatively, you can have the characters
these items with others. simply know about the Heartwood already.
You can also encourage the players to Most characters dream of it long before
have their characters take these types of they get there, so when they arrive, it seems
actions between games. This might be done familiar. Here are two ways to handle that:
via email, Slack, Discord, or some other
messenger service with the GM or the group. • If the characters haven’t been to the
Heartwood before, or if the characters
Make Time for have been there but the players haven’t
Character Summaries (meaning that this is everyone’s first
Plan on taking a few minutes after every game using the Heartwood), give
session to chat with the group. Let the them an overview of the setting. They
players know that this is coming ahead of should have a general sense of its fairy
time so they can look forward to it. During tale nature, the shifting landscape,
the chat time, the group makes a safe space the connection to mental health, and
for everyone to talk about how the session anything else that might be useful for
went, any issues that came up, and hopes that particular adventure. Also be sure
or concerns for what’s next. Sometimes a to tell them about the Heart of the Heart of the Heartwood,
player will feel the need to say they’re sorry Heartwood and how it works, both page 180
for something their character did, and check in-game and out of game.
For more on aftercare,
in with the other players. Sometimes the
download the free
session might be as simple as saying, “Wow, • If the characters have been to the Consent in Gaming PDF
that was intense. Is everyone doing okay?” Heartwood during a previous game at myMCG.info/consent
This is also a great opportunity to do session, just remind the players of
character summaries and check in on anything their characters did and saw
character arcs to see if anyone has made that was of import (or, even better, have
progress. Asking questions like “Does the players remind you of what they did
anyone want to talk about their character and saw, which makes the story more
arcs?” and “Do you want to share any alive for them).
struggles that your character had during this
session?” invites participation but doesn’t Either way, if you start the story with the
make it required. characters being drawn into the Heartwood,
Having a chance to connect as players have them arrive at the Heart. Read over the
(away from the PCs) at the end of a session description of the Heart for suggestions on
helps open communication and creates how to describe it to the players.

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3. Choose Your Equipment
Chapter 7: Equipment, and Other Items
page 69 Heartwood Character Examples Choose weapons, armor, and equipment
from the lists in chapter 7, unless your
An Appealing or Charming Princess GM specifies otherwise. Consider whether
Appealing, page 38
who Befriends the Black Dog could be you want the equipment to represent an
Charming, page 41 a character who lives with depression, internal aspect of your character, or if you
grief, anxiety, or sadness, but puts on just want to swing a big sword. Some
Creative, page 42
a happy face in order to perform the characters might feel particularly attached
Chaotic, page 40 expected duties of their role and station to various pieces of equipment—perhaps
(or as a way to cope with or hide their their loved one gave them that cloak, or
Virtuous, page 58 they’ve named their bow Eliza and carry it
feelings).
Doesn’t Do everywhere because it gives them comfort.
Much, page 67 A Creative, Chaotic, or Bewitched It’s an opportunity to roleplay your character
Entertainer who Lived Among the by using the things they carry in deeply
Grows to Towering
Fey might be someone who uses art, emotional ways.
Heights, page 69
storytelling, music or some other Your GM will give you cyphers and
creative outlet to help them manage anything else you need to get started.
Befriends the Black post-traumatic stress, manic depression,
Dog, page 174 hyperactivity, or hallucinations and 4. Have a Conversation
Lived Among the delusions. With Your Group
Fey, page 175 Because you’ll all be playing characters
Bewitched, page 169 A Virtuous or Fragmented Knight who touched by mental health issues or
Fragmented, page 171 Made a Deal With Death might be a illnesses, it’s good to start the game with
Made a Death With character with obsessive thoughts and a short conversation where you discuss
Death, page 175 compulsions, difficulty focusing, or any concerns you have about the character
Lost, page 172 dissociative identities. They might also be you’ve created, the experience you’re
Haunted, page 172 a parent dealing with the death of a child, about to have, and any topics or issues
Feigns No Fear, page 175 a child dealing with the loss of a parent, that you don’t want to cover or deal with.
Sheds Their Skin, or an adult grieving the loss of a lover. Ideally, you’ll have already filled out and
page 176 talked about the Fairy Tale Game Consent
A Lost or Haunted Dreamer who Doesn’t Checklist at this point, so this conversation
As part of building your Do Much or who Feigns No Fear could will be a reiteration of things you’ve already
character, consider doing be a character who lives with depression, discussed. If you haven’t done so, now is a
some reading on the
various types of mental chronic illness, or anxiety. They could good time for the group to fill those out and
illnesses and what it’s also be someone who is dealing with talk about their choices.
like to live with a mental overwhelming grief, loss, or addiction.
illness. Also check out the
section of this book on
playing a character living A Bewitched Woodcutter who Grows to Heartwood Descriptors
with a mental illness. Towering Heights or who Sheds Their In the Heartwood, as elsewhere, descriptors
Skin might be a character with symptoms are designed to provide additional
Chapter 14: Mental of body dysmorphia, obsessive- information about how and why characters
Health in Games, compulsive thoughts about their take actions. Descriptors provide motivation
page 159
appearance, or concerns about showing and incentive, and place characters in the
Fairy Tale Game Consent others their true self. starting adventure. As with other elements
Checklist, page 224 of Heartwood characters, descriptors
combine the idea of magic and mental
health. So a Bewitched character might have
been cursed or enchanted by someone in
the world, or they might be experiencing
auditory and visual hallucinations, or
a combination of the two. How you

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choose to portray the character, and their


understanding of their situation, is up to
you. Heartwood Descriptors
• Bewitched • Frumious
Inabilities • Changeling • Haunted
Typically, Heartwood descriptors include • Fragmented • Lost
at least one inability. This is because living Inability, page 207
with magic and mental illness often comes
with both benefits and costs. For example,
a character who takes the Frumious Heartwood Descriptors
descriptor isn’t good at holding back their
anger, and that can make it hard for them to Bewitched
interact with others in a positive way. You’re not sure that your thoughts are
Characters can typically cancel out or always your own. You often hear a voice or
overcome inabilities by becoming trained in voices, guiding you and attempting to force
that skill. In the real world, someone might your hand. Sometimes these voices are
see a therapist, meditate, take medication, helpful and kind. Other times, not so much.
or use another tool to help them manage Where do they come from, and are you
their mental health. In the Heartwood, cursed or blessed by them?
characters are more likely to use magic in
some way—perhaps they have a magical
potion or object, perhaps they teach
themselves a magic spell, perhaps they
have a fairy godmother who is a great ally
and support.

Descriptors From Elsewhere


When playing in the Heartwood, you don’t
have to choose a Heartwood descriptor—
you can choose any of the descriptors
in the Cypher System Rulebook. Some of
the descriptors, such as Chaotic, Craven,
Doomed, and Mad, might seem like a
perfect fit based on their names, but they’re
a little more exaggerated and less nuanced
in their take on mental health than the
Heartwood descriptors. However, you can
roleplay those descriptors into something
that better fits the Heartwood setting. Mad
is a good example—it was originally created
to fit the “mad scientist” type of character,
but by toning the language down just a bit,
you could use Mad to create a character
living with post-traumatic stress disorder or
obsessive-compulsive characteristics.
Feel free to work with your GM to adjust
descriptors to better suit the setting and
the character you want to create.

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The Cave of the Lost
Lost ones: level 3; Armor This cave is home to those who’ve lost,
1; carry bows and spears Jack’s Back destroyed, or otherwise become parted from
Oh, Jack. You giant killer. their islands. These lost ones have become
Beanstalk climber. Well-faller. unmoored in time, some days appearing
House builder. You’re nimble older than they are, other times seeming to
and stingy, you’re lean and be a child again. They barely remember the
green, frosty and naughty. Heartwood—it is as if a dream of a dream
You’re half of Jill. Master of of their child selves. Most have nicknames,
none. You win as much by luck such as Tootles, Nibs, and Thrice, but they
and give-a-fuck as by ruck and can’t remember where they got them, or
pluck. You’re a fool and a tool, what their real names are, if they have any.
and ever so cool.
Jack, oh Jack. May you
always come back. Catchfools
~ Anonymous, Deep inside the belly of the Terrible
Tales of the Heartwood Dogfish—a great and monstrous sea
creature—is the city of Catchfools. Despite
being in the belly of a beast, the city always
Angry Roger seems warm and sunny, with just a hint of a
The Angry Roger is the largest pirate fishy breeze.
brig sailing the sea. Once helmed by the Run by an emperor known only by his
The Piper: level 7; notorious Captain Hook, the ship is now nickname, the Piper, Catchfools is a city
plays a magic flute that run (some might say overrun) by a crew of where every vice is for sale, every sin is kept
causes those who hear
it (within long range)
foxes, wolves, and other misaligned beasts. secret, and every living thing is one criminal
to act as if they’re A tiny fairy called Bluebell does her best to act away from being turned into a donkey.
hypnotized (resisting a captain the crew—she has enough sense of Gambling, prostitution, drugs, horse and
persuasion attempt is mischief from her grandmother, Tinker Bell, dog and chicken racing—if it’s a sin or a
hindered by three steps)
to keep them all in line, mostly. vice, you can find it here. The hardest part
Bluebell: level 2, The Angry Roger has a fierce reputation for about Catchfools is knowing what’s a sin
command and taking defending the nonexistent borders of the Sea (and thus not just acceptable, but condoned
charge as level 3
of Innumerable Echoes from those who wish and encouraged) and what’s a crime (and
to steal things that do not belong to them, as punishable by being turned into a donkey).
well as for hosting the annual But a Dream Crimes include (but are not limited to):
party, where everyone dresses as the person • Being idle and lying about all day
The Coachman: level 6 their child self thought they would become. • Not having any obvious vices or sins
(particularly ones that cost money)
• Attempting to proselytize to others
about why they should deny or give up
their sins

Crimes are subject to change from day


to day. Sometimes the Piper changes them
just to suit his outfit.

The Coachman
As the Piper’s hired henchman, the Coachman
takes great pride in tracking down and
prosecuting (read: turning them into donkeys)
those who’ve just committed their third crime
within the city limits. He drives a coach
pulled by two dozen donkeys, all of which

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wear white shoes, and makes extra money


on the side by selling donkeys to farmers,
circus owners, and dog-food factories. Getting to Catchfools is easier than one
might think. Load a seafaring vessel
Undertaker Rabbits with preserved meat in tins, biscuits,
In addition to the Coachman, undertaker bottles of wine, dried raisins, cheese, Undertaker rabbits: level
rabbits work to keep the peace and safety coffee, sugar, candles, and boxes of wax 8; if a character’s name
is on their coffin and
(relatively speaking) of the city. They walk matches and set sail in any direction, and that character doesn’t
the streets in pairs, wearing dark hoods, after one day and one wish, you will find indulge in a vice or sin in
humming minor-chord mantras, and yourself at the gate to Catchfools. Or you the next few rounds, the
carrying small ornate coffins with people’s character is teleported
can allow yourself to be swallowed by the
into the coffin, where
names on them. Anyone who sees their Terrible Dogfish, in which case you will they move one step
name on one of the coffins must commit a flow through the beast’s digestive system down the damage track
sin or indulge in a vice as soon as possible into its belly, and there you will land in for each round they’re
trapped inside, until
to keep the undertaker rabbits and their the city. they’re dead. It’s a level 8
death coffins at bay. Might task to break free.

Billy Goats Gruff


The best-known gambling parlor in all Wild Hunt
of Catchfools, and perhaps all of the Allowing only six participants per hunt,
Heartwood, Billy Goats Gruff features every and even then only by invitation, the Wild “Feeling that Peter was
type of game imaginable, and some that Hunt takes place along the tail-end of the on his way back, the
Neverland had again
aren’t. The building is set up so that the city once each year. Led by the hunters woke into life. We ought
majority of the gambling takes place on the extraordinaire—Bright Day, Radiant Sun, to use the pluperfect
ground floor. Only those with special access and Dark Knight—the chosen participants and say wakened, but
are invited to the Bridge, where high-end must hunt down, capture, and kill the ones woke is better and was
always used by Peter.”
games take place. who are being hunted. ~J.M. Barrie, Peter Pan

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STORY INDEX

T
The Death of Koschei the Deathless
his index is designed to gather all of the Deathless (cypher) 80
disparate elements of a fairy tale story or Kozel the Immortal Prince (NPC) 216
setting in a single place to make it easier to “The Prince Who Would Seek Death” (adventure) 210
create and run a game using that story or setting.
This index includes characters, equipment, places, Famous Flower of Serving Men
abilities, magic, cyphers, artifacts, and more. Sweet William’s (location) 200
Alternatively, it can be used to learn more about the
story that a particular item, place, character, and so The Frog Prince
on originally comes from. Iron bands of three (cypher) 84
Note that not all of the included elements are the
same as they were in their original stories or setting. Goldilocks and the Three Bears
Many have been altered in significant ways, so you Bowl of porridge (cypher) 79
may need to adjust some items if you’re hoping to
run a game that is true to the original. Hansel and Gretel
Blind Witch (NPC) 134
Father’s betrayal (cypher) 82
Traditional Fairy Tales Gretel (as the Kitchen Witch, NPC) 186
Iron stove (artifact) 95
Aladdin Neverlost (cypher) 85
Genie’s lamp (artifact) 95 Pebbled path (place) 212

Baba Yaga Jack and the Beanstalk


Baba Yaga’s spiced cookie (cypher) 78 Magic beans (cypher) 85
Welkin Barrier (location) 201
Beauty and the Beast
Beast (NPC) 106 The Juniper Tree
Rose of red (cypher) 88 Song of the dead (cypher) 89

Bluebeard Little Match Girl


Aristocrat (NPC) 137 Memory’s match (cypher) 85

The Buried Moon The Little Mermaid


“What the Moon Dreamt” (adventure) 203 Sea Witch (NPC) 135

Cinderella Little Red Riding Hood


Dressmaking nut (cypher) 81 False grandmother (cypher) 82
Fairy godmother (NPC) 123 Flowers for grandmother (cypher) 82
Silver slippers (cypher) 89 Huntsman/woodcutter (NPC) 139
Path of Pins and Needles (location) 192
Red riding hood (artifact) 97

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