1990 - White Wolf - Story Paths The Path of Horror

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Storypaths Climax Cards, which always end the storypath when played and can have
powerful effects on the story. The best Climax Cards have the highest
numbers and are thus the most difficult to reach. Climax Cards have numbers
between 4and,7.
Credits: The card played is put face-up on the table, alongside the previous
Design: Mark Rein.Hagen card showing the path that the story is taking. The player describes what
Card Art: Richard Thomas happens and, if accepted by the GM, it is incorPorated into the story. The
Cover Arf Richard Thomas and Chris McDonough way a player describes the effect of the card on the story must fit the theme of
Editing: Stewart Wieck and Lisa Stevens this particular path, as determined by the Theme Card that the GM has
Produ ction: Nicole Lindroos played.
Whimsy CardgN were originally created by: Jonathan Tweet After a Storypath Card is played, the GM determines whether to
and Mark Rein.Hagen Veto the us€, Edit it, or allow it to stand. Once the GM accepts the Storypath
Card, it becomes a normal part of the story line as real as if it were a Pre-
Storypathsru offer your gaming grouP a new way to roleplan no
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planned part of the story. Veto any play of a card if it doesn't naturally and
matter which game system you use. They provide a unique way for you to completely fit within the unfolding story. When a story ends without a
crcate more dynamic and detailed stories by hamessing the player's imagina- Climax Card being playe4 the path ends as if a Climax Card had been played,
tion. The burden of always determining the who, what, when and where of and a new Theme C-ard can be played at any time.
the story can be atleviated by allowing the players and the Storypaths to work
for you. For the Players
Thcse cards allow a player to break into the action and add a new
When using a Storypath Card, you interpret how the card affects the
dctail or twist to the story. Usually, this is something which adds to the mood
or atmosphere of the story, but sometimes it can actually affect the plot. Each story. You should describe the effects of the card you have played in as much
Storypath Card suggests a different kind of intervmtion, but interpretation of detail as possible, as if you were actually the GM at that moment. Attempt to
just what a particular Storypath Card allows is up to the player and GM. build up the mood and atnosphere creating the desired effects in the other
players through your words.
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Playcrs are no longer simply pawns thrust about by the CM's schemes, but are
full participants in the unfolding story. While you have the right to describe what the characters perceive
and what they might presume, the GM has the right to make reality out of it
and the reality can sometimes be a far cry from your PreconcePtion. Whether
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Abbreviations and Terms Used
the apparition you describe was real or simply a hallucination is up to the GM.
Troupe: A group of roleplayers/storytellers
Story: The advenhre or plot, or a segment of it. You can be very creative employing Storypath Cards by looking at
GM: Gamemaster, Storyguide, Storyteller, referee only the intent and flavor of the card's title and coming up with an enttely
PC: Player character, a character roleplayed by a player new way to us€ it. Additionally, you don't need to always apply the cards to
the PC's; you can use them to affect the NPC's as well (sometimes you can get
NPC: Non-player character, character roleplayed by the GM
the best effects that way). But remember, if you go too far or get too selfish,
your card will be Vetoed and you won't get a replacement. Playing a
The Deck Storypath Card on yourself is not common, but it can iustify actions that may
This Storypath deck contains 24 cards: four are Theme Cards, seem out of character.
sixtccn are Tone Cards, and four are Climax Cards. Each of the cards has a Sometimes you will play a card that hurts the characters, instead of
titlc, a short description to guide their use, an illustration, and a number from helping them. While this may win you a reward of a replacement card, if you
onc to scven which determines when it can be played. are partictrlarly ceative, you will find yourself doing so simply because it
makes the story better and more fun. There is no better way to use StoryPath
The Cards Cards.
Different troupes will develop different rules of Storypath etiquette.
Storypath Cards allow a player to add to the story. Think of them as In playtesting. the following guidelines were found to be helpftrl:
spccial effects cards which add all the dramatic and ahnosphere-building
elcmcnts that thc movies have, but have never really been a part ofroleplaying
. Do not abuse the power of Storypaths. Using them to save your party is
(until now), such as sound effects, plot twists, new characters, sPecial saves, legitimate, but they have many other interesting uses besides thosc
and surprising successes. that benefit your characters. Often they provoke nonlethal trouble or
Thcse cards can be described as spices added to a stew for flavor; horror-filled atmosphere that leads to enjoyable roleplaying.
while only the chcf (the Gamemaster) knows the true nahre of the dish, the o If you are affecting the story in a major way, stretching the bounds of the
dincrs (the players) can add salt, pepper, cheese, etc. to the meal to flavor its use of a card or changing the orientation suggested by the card's
contcnts to their own taste and give it that added edge. explanation, it's usually best to discuss it with the CM first, so as to
Though you may be somewhat confused as to what these Storypath avoid the embarrassment of a Veto.
Cards are, you shouldn't be fooled into thinking the/re complicated.
. Avoid slowing the game down too much. If you inhoduce a plot twist just
Storypath Cards are a natural extension of the roleplaying you are doing now. before the game is about to end, you could keep the story from coming
They lct the players act a little bit like a GM from time to time. Everyone gets to a satisfactory crcnclusion in the time available.
the chance to add their ideas to the story, but because the cards create mostly
. Always remember that GM's who give you Storypaths are sharing some of
"mood and feel," the authority of the CM is never threatened. Since the GM their power voluntarily. Accept the GM's judgment on Storypaths,
has Veto power over the use of the cardq he always retains control of the even when he cancels one you have played.
game.
Often what is desoibed by the players using Storypath Cards are Forthe Gamemaster
things the characters might think they know but may not actually be true. The
As the GM, you have the primary responsibility for guiding the
charactcrs may believe they see someone watching them from the shadows,
story, so you also have final power over Storypaths. Essentialln you retain
but the CM can later decide that it was nothing. Other times, the description absolute control. Your rights are as follows:
may be of something the characters do not see, but is added only for the sake
of the players enjoyment sort of like when the camera in a movie shows you . To play Theme Cards, which determine which other cards can be playcd
what the hero missed when - he searched a room. after it and the way in which those cards are interpreted. This can be
done both at the start of the game and at any point in the story (evcn if
a previous path hasn't been concluded), in order to change its pace and
Using the Cards tone. Never give Theme Cards to players they are yours alone to
At the start of the game, the GM gives each player 2 or3 cards, use.
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keeping the remaining cards in a deck and holding all of the Theme Cards for . To give and take Storypath Cards from the players, whenever you wish and
himrlf. in whatever manner you desire. You can reward and punish your
Play starts after the CM has played a Theme Card (which is any players in this wan using the cards to keeP better contsol over unruly
card with thc #1 on it). The CM decide what kind of path he would like to players.
start and plays an appropriate Theme Card. . To Veto the use of any Storypath Card (or Edit and change them). You must
Players can then play cards from their hand. However, only cards also interpret them after they have been played, weaving them into the
that have a number equal to or one greater than the last card played can be story in an appropriate way. The player describes how thc characters
used. Thus, the first card played after the Theme Card has been placed by the see the card's effec! you determine the reality.
GM must be one of the #2 cards. The third card must be either a #3 card or
another #2 card. The idea is to use the Tone Cards to lead up to one of the
New Found Escape
Climer Card:Dwibe a Climax Card.: Someone or
potential way out of the situation, an something is taken away, kidnapped
escape which will take a character or
characters out of harm's way. It
or stolen
- or an attempt is made to
do so (perhaps just the results of such
must make sense and fit the story, could be discovered). Describe what
otherwise it's going to be Vetoed isseen,butleave theresults to theCM.
out from under you.

Something's Missing
Describe the loss of an obiect, It is hope that leads us onward
person or animal which might havebeen into the future, and sometimes it is
important to a character, and explain only hope that that keeps us going.
why it might be missing (it had better But sometimes hope proves to be mis-
make sense). Whether it's really gonc guided. How was the hope misguided
or not, or if the character is just imagin- and what is likely to result
ing things, is up to the GM.
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Sense of Foreboding
Where there was once sound, Theme Caril: The apprehen-
noise, life, now there is only stark, sion of danger foreshadows great
brutal silcnce. Inexplicable and peril. Something in the air portends
sudden, the abscnce of noise makes calamity, misfortune and death.
the heart grow cold. The clutch of What is going to happen to you, or
fear grasps all with this somehow rather -when is it? The horror of an-
sinistcr change in events ticipation should Permeate this Path.

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Yast Unknow
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Unknown Lurker
Describe to a character the
Theme Card: The universe is sensation that someone or something
broad and contains much within it is lurking near them, just oubide the
that is unknown, and ultimatcly, ur- periphery of their vision. Idenhfy how
knowable. Mysteries, se'crets, hidden evidence of this fiendish prowler was
terrors, dark honors, and all that obtained: trackq sounds or maybe a
lurks beyond our sight can be
a part of this Path.
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Hapless Victim
An innocent is harmcd,
sacrificed or oppressed. Perhaps they
are hoodwinked, duped, tortured, or
brutalized. Describe the appearances
of the situation, but leave the spccifics

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Suspicious Stranger @
Remembered Dream dden penis
Inkoduce a shanger to the A relevant &eam is recalled by
story a cloaked wanderer, a sly
Describe the frenzied
a character. Describe the specifics of a
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guttersnipe, or a brutal bounty nightmare, daydream or vision in an
emergence of dread and horror in a
hunter. Someone of sinister nature character or characters, or its residual
evocative and compelling manncr, in a effects. It could be just a false alarm,
that suggesb, rightly or wrongly, of way that relates to the character's pcr-
future peril or they might really have seen, heard
an outsider in sonality. What the character makes of
- or sensed something.
it, however, is up to him.
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Describe to a single character
a dark but uncertain vision of what
may await them if they persevere in
what they are doing. Make it as
sinister, malignant and apocalyptic as
you desire perhaps it really is only
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Ominous Omen Horrifying Discovery
Introduce an eniSmatic omen
Discrcveries are not always he-
of peril into the story- a black cat
roic, they are often horrific. Describ€
crosses the road or the characters dis-
a discovery by a character in a way
cover the moldering cnrpses of a
that will appall and frighten the play-
previous expedition. Something sug-
ers. Theclosepresenceof sudr per-
gests future evil, but the sigrrilicance
versity is startling even to the most
of an omcn is always uncertain
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_ Youhave the right topickoutnot only which Storypathsyou want moment, if you have no story prepared. It's a great way to give a little
the players to use, but which cards. In oertain situations, you wiU want to direction and organization to that type of extraneous rolepliying.
ass_igr players certainStorypath Cards, thus helping to msure that the story
will progressin a certain direction. This type of manipulation is a great way to
stay on top of things, while still allowing the players to contribute to the
overall story. Look for these PATHS
As the GM, you should try as mudl as possible to incorporate the We will be producing many different decks of Storypaths, allowing
players' imaginations, as expressed through the playing of the cards, into your you to ceate a mammoth deck of cards where you can mix and matdr cards
scenes and plots, but don't heitate to use your Veto power if it screws things
depending on what type of story you wish to tell. A targe deck allows for a
up. huge variety of events tro be played out in the story.

Vetoes and Edits . PATH of HORB,OR


Veto or Edit the use of a Storypath Card if the change in the story is The Path of Horror brings the fear and trepidation of horror into
undesirable. You know more than the players, so they might try to change the your game. [,et your players terrify themselves by using these cards; you,ll be
9!ory in an impossible way. For instance, if the story depends on a certain
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amazed at the panic they breed.
NPC befriending the party, any Storypath C-ard that would turn this character
into an enemy must be Vetoed. You don't need to explain why you are . PATHof INTR,IGUE
Editing or Vetoing a card if by doing so you might give away your secrets.
If the player was being greedy, don't give them back their card _ The Path of Intrigue brings the shadowy world of conspiracies,
when you Veto it. Instead place it in the deck and don't give them a replace- schemes, plots and political machinations into your adventule. Ii you woutd
ment. If it was an honest misunderstanding or played out of ignorance, it is like to embroil your characters in such plots, you need this path.
good to retum it to them and let them try again at a later time.
Storypaths are a radically new addition to roleplaying so most . PATH ofDANGER
troupes will not know the best way to use them at first Therefore, we suggest
that you proceed with caution the first few time you use them. At firct, pEce The Path of Danger allows the story to enter the realm of unhappy
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heavy restrictions on them. Do not allow replacements and Veto anything events which put the characters into danger in search of the ultimate rewiid.
that greatly changes the plot Set a precedent for tight crcntrol. If you let the along this Path creates a situation which must be trltimately
players go wild from the start, you will never be able to regain control later. :;Irg*"
There are several ways to restrict Storypath Cards if they are getting
out of contsol. You can set conditions under which they cannot be played, . PATIIof HOPE
such as during combat or in the same scene as a previous Storypath Card. You The Path of Hope can shed a ray of light on gloomy situations.
can also place limits on their power, such as not allowing them to cause a char- -
While you cannot always extract yourself from the unhappy situation, the
acter to be killed or healed. Restrict them however you wish in order to problem may be somewhat lessened in overall severity.
maintain conkol of your story.
. PATI{of DECEPTION
Example of Play:
The Path of Deception promotes the idea of deception, either for or
The session has iust started and all you know is that your characters against the group. This can be internal (within the group) or concern others
are about to enter the tomb of an ancient king then the GM plays the that the group is in contact with.
Animosity Theme card. You have the Veiled -Threat (3), Startling Discovery
(5) as well as the Lasting Impression (2) Intrigue cards in your hand. If you
wish, you may play the lasting Impression card immediately, as it is a # 2
. PATHof DISCO\IERY
card and the Theme Card is a # 1 card. After the party enters the tomb and The Path of Discovery explores the intricacie of the human (and
creeps into the already looted outer chamber, you decide to go ahead and perhaps nonhuman) moods and rationales. The explorers may discover their
play it. You might suy, "From underneath the pile of rubble in the comer, we true nature, but remember, the truth is sometimes painful.
see a hand poking out and we can see the glint of gold on its finger from the
reflection of our torches." The GM responds, "Well, you see a hind all right, . PATII of WTIIMSY
or at least what's left of it. It's only a skeleton and there isn,t any ring.,, You
aren't surprised, you threw in the ring expecting it to be rejected. you hope to The Path of Whimsy adds that extra tint or color to any game. The
get some clue to the dangers of the tomb by digging out the body of this Path of Whimsy can be used to lighten a sad or dangerous situation, but
previous explorer. However, the GM has decided that there is a ring but that doesn't really alter its effect. It can also be used to bring the other decks
it fell off the hand long ago and is on the floor covered with dust. Unfortu- together the tie that binds.
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nately, neither you or your companions ever find it.
Later in the adventure, you or another player could play a card
. PATIIof SUSPENSE
numbered 2 or 3. This means you could play your Veiled Threat if, for The Path of Suspense creates a mood of anticipation, as strange and
example, you found a prisoner in the tomb who warned you about not freeing sinister events unfold before the players' eyes. What will happen next, turn
him. over the card and find out....

Rewards
g the story, players should be able to gain new cards to replace Comments? Questions?
those which they have used. However, don't simply give players a card Write to us at the address below and let us know what you think of our
because they need one, but rather give cards as rewirds. 0se-them to Storypaths. Have.you found new ways to use them? Do you have good ideas
encourage the players to play the game the way you want them to. Story path for new cards? We hope to publish a number of new decks in addition to
Carrls are the gold starg pats on the head or 6rownie points of your game those listed above and ideas are welcomed (and rewarded with free product).
use them as such. New cards can be given to a player for many different - S€nd dl correspondence (and product orders) to:
reasons: exceptional roleplaying leadership of the group, inventive or
creative use of a card for paying attention, and out and out bribery.

Creating Adventures White WoIf


You can use Storypaths to create a story. They can spark your own 1298Winter Place
creativity and help aeate a consistent story line. You start by picking a Theme
Card which reflects the type of story you want to tell, and thin use this theme Anniston, AL36207
to direct your imagination so that every element of the story illuminates this
theme._ Then pick a card from whatever sort of deck you are using to guide
your ideas on what to include in the story. Think of what kind of encounter
the card suggests and what kind of roleplaying it might engender. However, SIORYPAITIS & WHMSY CARDS are trademrks of White lrrrolf.
you may need to rearrange elements and elaborate to make the resulting story 01990 White Wof. A[ rBht3 rery€d. Reproduction ln any EEdium without written
complete. This procedure can even be used to create a story on the spur of the Fmi$ton of the pubtisher is prchibited.
oo
Thepidation of Horror into your
Let your players T*ttrfy

Throt size, ornately


* Four
Climax

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Created
by
Lion
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