MurderousGhosts_Players-1

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 13

TRAUMA GAMES PRESENTS:

MURDEROUS GHOSTS
D. VINCENT BAKER & MEGUEY BAKER

PLAYERS’ BOOK
MURDEROUS GHOSTS
PLAYERS’ BOOK
Murderous Ghosts is the story of an urban explorer trying to To start:
escape an abandoned Victorian hotel haunted by murderous Read The Draws and The Entries in this book. Wait patiently
ghosts. Choose one player to play the MC, the master of while the MC reads Before Play in her book.
ceremonies. The MC takes the part of the ghosts and their
environment. The rest of you collectively play the urban If you haven’t played before, you can start without reading
explorer trying to survive. through the books. Just take the time to read each section
fully when you come to it.
You play your book and your wits against the MC’s book and
her twisted, bloody imagination. Both sides draw cards as you
go, to determine what happens next.
To play, you’ll need:
• One other player to play the MC.
• This book for you, and the MC Book for the MC. One of
you should volunteer to hold onto this book and lead others
through it.
• 30–60 minutes of uninterrupted time. TRAUMA GAMES PRESENTS:
• A deck of playing cards, jokers removed, shuffled. MURDEROUS GHOSTS
To win: ©2011–2017 D. Vincent Baker & Meguey Baker
You win if you survive the murderous ghosts and escape, or if PLAYERS’ BOOK
you help them to resolve their unfinished business and go on
to their eternal rest. IMAGES
© Prometeus | 123RF Stock Photo
The MC and the rules are against you. Your odds are bad, but © Mulderphoto | 123RF Stock Photo
if you play sharp you can improve them. Good luck! © Eric Basir | Dreamstime.com
The basics:
Take turns with the MC. On your turn, read an entry in your EDITING
book and do what it tells you to do. It might have you describe Evan Torner
something from your imagination, make judgments about
what the MC’s described, make decisions about things you’ve INSPIRATION & LIVE DEVELOPMENT
described already, or sometimes about things you haven’t Elliot Baker, Emily Care Boss, Epidiah Ravachol
described at all. It might have you ask the MC questions, or Evan Torner, F. Sebastian Baker, Julia Bond Ellingboe
answer questions the MC asks you. It might have you draw a
card. This is the 2017 Halloween Party edition.
In general, make your choices collectively, by consensus, by
vote, or by having someone volunteer. a lumpley game
Each entry will have you turn to a new entry, or it’ll tell you to
have the MC turn to a new entry.
Eventually you’ll come to an entry that says “the end.” That’s
the end of the game.
YOUR DRAW THE MC’S DRAW
Draw cards at turning points in the story of the game, The MC draws cards as you move toward escape, to track your
to determine whether the best possible thing happens, a progress.
middling thing happens, or the worst possible thing happens.
To start play, she draws one card face down into her hand,
Your hand is always face up and public. without looking at it.
Start play with no cards, an empty hand. Her hand starts face down. She turns it face up when she
draws her 4th card.
THE DRAW
THE DRAW
Before any draw, you may discard your entire hand, if you
choose to, by vote. Whenever you move closer to your eventual escape, the MC
draws another card into her hand, face down.
Draw the card from the top of the deck, face up, and add it
to your hand: The number of cards in her hand keeps track of your
• Aces add 1. progress toward escape. 1 card in her hand means that
• Number cards 2-10 add their value. you’re far from escape. 4–6 cards in her hand means that
you can escape soon or now.
• All face cards add 11.
The number of suits in her hand determines whether you
It’s the sum of your hand that matters:
can escape:
• 13–20: The best possible thing is a sum 13-20.
• 4 suits: you can escape now.
• 6–12: The middling thing is a sum 6-12.
• 3 suits: you can escape soon.
• Bust: The worst possible thing is a bust: a sum 1–5 or a
• 2 suits: you might be able to escape soon, but you might
sum 21 or higher.
be lost instead.
When you bust, discard your entire hand. • 1 suit: you are lost.

When the deck’s exhausted, reshuffle. For complete details, see 45 and 47 in the MC book.
Count cards if you want, but it’s bad form to look through the
discards while you’re playing.
THE ENTRIES
• In this book, all the entries have even numbers. All the
6 entries in the MC's book have odd numbers.
EXAMPLE ENTRY • Some entries tell you to say something about yourself.
Speak from your character’s point of view. You can make
Tell the MC something you wanted the chance to do before
things up, if you like, or draw on your own real experiences.
you died. Anyone can volunteer.
• Make your choices by consensus, by vote, or by having
What do you most hope you don’t do now? Choose by vote:
someone volunteer.
• Scream.
• Some entries call for you to choose from a list. Some call
• Break and run.
for you to choose the thing you want. Others, the thing you
• Beg. don’t want.
• Lash out.
• Many of the entries let you ask the MC questions. Ask them
Any of you can ask the MC questions before you choose. from the explorer’s point of view. You can say that you do
Draw. something first, like picking an object up to examine it, and
ask your question then.
13–20: You do none of them. Tell the MC what you do
instead. Anyone can volunteer. • Sometimes the MC asks you questions too. Answer them,
following your best judgment and your gut.
6–12: At least you don’t do that. Instead, choose by vote
and tell the MC: • Almost all of the entries call for you to draw.
• You edge away. • What happens next depends on what you draw and what
• You babble or whimper. you choose.
• You pray. • All of the entries tell you to turn to another entry, to have
• Choose a different one from the list above. the MC turn to an entry, or to have the MC continue from her
Bust: You do the one you hoped you wouldn’t. Tell the MC. current place in her book.

Then: Tell the MC to turn to 17 in her book.


START 2
Tell the MC your name. Anyone can volunteer. You can make it What’s the worst thing this suggests to you? Choose by vote,
the same as your real first name, if you want. and tell the MC which:
Tell the MC that you are 23, brave, athletic, and smart. Tell • Betrayal. Turn to 18.
the MC that you’re an urban explorer, and tonight you’ve been • Cruelty. Turn to 20.
exploring the old abandoned Major's Inn. You came in through • Desperation. Turn to 22.
a ground floor window and you’ve been working your way • Revenge. Turn to 24.
upward for a while. You just came up a grimy narrow staircase
• Sorrow. Turn to 26.
and you think this is finally the top. Tell the MC you’ve kept
rough track of the turns and staircases, and you’re pretty sure • A threat to me, here and now. Turn to 28.
you aren’t lost. Any of you can ask the MC questions before you choose.
Tell the MC to turn to 1 in her book. Remember your choice. Next time, choose something
If the MC is new to the game, tell her not to sweat it, you’re different.
happy to wait while she reads and thinks. Her job is harder
than yours anyway.

4
What do you most hope it doesn’t do? Choose by vote:
• Look at me.
• Reach out to me.
• Speak.
• Stop still.
Any of you can ask the MC questions before you choose.
Draw.
13–20: It does none of them. Tell the MC to turn to 13 in her
book.
6–12: it does one of the others. Choose by vote and tell the
MC which. Tell the MC to turn to 15 in her book and to take
Branch (b).
Bust: It does the one you hoped it wouldn’t. Tell the MC
which. Tell the MC to turn to 15 in her book and to take
Branch (b).

If you’ve had enough and you’re ready to stop playing, turn


to 48 instead.
6 8
Tell the MC something you wanted the chance to do before What’s the worst part? Choose by vote, and tell the MC:
you died. Anyone can volunteer. • Its body.
What do you most hope you don’t do now? Choose by vote: • Its eyes.
• Scream. • Its face.
• Break and run. • Its hands.
• Beg. • Its smell.
• Lash out. • Its voice.
Any of you can ask the MC questions before you choose. Any of you can ask the MC questions before you choose.
Draw. Draw.
13–20: You do none of them. Tell the MC what you do 13–20: Tell the MC that you’re staying pretty calm anyway.
instead. Anyone can volunteer. 6–12: Tell the MC that it’s getting worse but you’re keeping it
6–12: At least you don’t do that. Instead, choose by vote and together.
tell the MC: Bust: You panic. Choose 1 by vote…
• You edge away. • You lash out.
• You babble or whimper. • You beg.
• You pray. • You scramble back the way you came.
• Choose a different one from the list above. • You throw up.
Bust: You do the one you hoped you wouldn’t. Tell the MC. …And tell the MC which.
Then: Tell the MC to continue from her place. Then: Tell the MC to continue from her place.

If you’ve had enough and you’re ready to stop playing, turn If you’ve had enough and you’re ready to stop playing, turn
to 48 instead. to 48 instead.
10 12
Ask the MC what the ghost is capable of doing to you. Ask the MC which is most important for you to do right now:
Draw. • Keep my hands steady.
13–20: Choose 1 by vote… • Keep my breathing quiet.
• Keep my eyes on it.
6–12: Choose 2 by vote…
• Keep my eyes closed.
• Your hands won’t stop shaking.
• Keep perfectly still.
• You cover your face.
• Keep moving.
• You’re whimpering.
• Another of the MC’s choice.
• Your knees are weak.
• You’re frozen in place. Draw.
• You’re backing slowly away. 13–20: You can do it. Tell the MC.

…And tell the MC which. 6–12: You can do it, but you can’t do all of them. Choose 2
that you can’t do, by vote, and tell the MC.
Bust: Choose 1 by vote…
Bust: You can’t do it. Tell the MC.
• You scream.
• You fall down. Then: Tell the MC to continue from her place.
• You scramble back the way you came.
…And tell the MC which.
Then: Tell the MC to continue from her place.

If you’ve had enough and you’re ready to stop playing, turn If you’ve had enough and you’re ready to stop playing, turn
to 48 instead. to 48 instead.
14 16
What do you most hope it doesn’t do? Choose by vote: What about it still seems most human to you? Choose by vote,
Touch me. and tell the MC:
Corner me. • Its anger.
Call me by name. • Its eyes.
Show me what it’s hiding. • Its fear.
Follow me. • Its movements.
• Its sorrow.
Any of you can ask the MC questions before you choose.
• Its voice.
Draw.
Any of you can ask the MC questions before you choose.
13–20: It does none of them. Tell the MC.
Draw.
6–12: it does one of the others. Choose by vote and tell the
MC which. 13–20: Tell the MC that you don’t reach out to it in any way.

Bust: It does the one you hoped it wouldn’t. Tell the MC 6–12: Choose 1 by vote…
which. • You speak to it. (What do you say? Anyone can volunteer.)
Then: Tell the MC to continue from her place. • You take a step toward it.
• You reach out your hand to it.
…And tell the MC which.
Bust: You do all 3. Tell the MC.
Then: Tell the MC to continue from her place.

If you’ve had enough and you’re ready to stop playing, turn If you’ve had enough and you’re ready to stop playing, turn
to 48 instead. to 48 instead.
18 22
Betrayal. Desperation.
Tell the MC who’ll miss you if you don’t come home. Anyone Tell the MC who is your most important role model. Anyone
can volunteer. can volunteer.
Draw. Draw.
On your first draw of the game, this is a free draw: no matter On your first draw of the game, this is a free draw: no matter
what card it is, count it as a 13–20. what card it is, count it as a 13–20.
13–20: If you haven’t seen a ghost here, tell the MC to turn 13–20: If you haven’t seen a ghost here, tell the MC to turn
to 3 in her book. If there is a ghost here, tell the MC to turn to to 3 in her book. If there is a ghost here, tell the MC to turn to
13 in her book. 13 in her book.
6–12: If you haven’t seen a ghost here, tell the MC to turn to 6–12: If you haven’t seen a ghost here, tell the MC to turn to
9 in her book. If there is a ghost here, tell the MC to turn to 9 in her book. If there is a ghost here, tell the MC to turn to
19 in her book. 19 in her book.
Bust: If you haven’t seen a ghost here, tell the MC to turn to Bust: If you haven’t seen a ghost here, tell the MC to turn to
9 in her book. If there is a ghost here, tell the MC to turn to 9 in her book. If there is a ghost here, tell the MC to turn to
19 in her book. 19 in her book.

20 24
Cruelty. Revenge.
Tell the MC the closest you’ve ever been to death. Anyone can Tell the MC the newest friend you’ve made. Anyone can
volunteer. volunteer.
Draw. Draw.
On your first draw of the game, this is a free draw: no matter On your first draw of the game, this is a free draw: no matter
what card it is, count it as a 13–20. what card it is, count it as a 13–20.
13–20: If you haven’t seen a ghost here, tell the MC to turn 13–20: If you haven’t seen a ghost here, tell the MC to turn
to 3 in her book. If there is a ghost here, tell the MC to turn to to 3 in her book. If there is a ghost here, tell the MC to turn to
13 in her book. 13 in her book.
6–12: If you haven’t seen a ghost here, tell the MC to turn to 6–12: If you haven’t seen a ghost here, tell the MC to turn to
9 in her book. If there is a ghost here, tell the MC to turn to 9 in her book. If there is a ghost here, tell the MC to turn to
19 in her book. 19 in her book.
Bust: If you haven’t seen a ghost here, tell the MC to turn to Bust: If you haven’t seen a ghost here, tell the MC to turn to
9 in her book. If there is a ghost here, tell the MC to turn to 9 in her book. If there is a ghost here, tell the MC to turn to
19 in her book. 19 in her book.

If you’ve had enough and you’re ready to stop playing, turn If you’ve had enough and you’re ready to stop playing, turn
to 48 instead. to 48 instead.
26 30
Sorrow. Draw.
Tell the MC if and when you’re planning to have children. 13–20: Tell the MC that the ghost takes no notice of you. Tell
Anyone can volunteer. the MC to continue from her place.
Draw. 6–12: Choose by vote, and tell the MC which:
On your first draw of the game, this is a free draw: no matter • You stop what you were doing and stand still. Turn to 4.
what card it is, count it as a 13–20. • You press on anyway. Tell the MC that the ghost reacts to
13–20: If you haven’t seen a ghost here, tell the MC to turn you. Tell the MC to turn to 17 in her book.
to 3 in her book. If there is a ghost here, tell the MC to turn to Any of you can ask the MC questions before you choose.
13 in her book.
Bust: Tell the MC that the ghost takes direct notice of you.
6–12: If you haven’t seen a ghost here, tell the MC to turn to Tell the MC to turn to 17 in her book.
9 in her book. If there is a ghost here, tell the MC to turn to
19 in her book.
Bust: If you haven’t seen a ghost here, tell the MC to turn to
9 in her book. If there is a ghost here, tell the MC to turn to
19 in her book.

28 32
A threat to me, here and now. Draw.
Tell the MC the best thing you’ve done in your life so far. 13–20: Tell the MC that you’ve found a safe place to hide. Ask
Anyone can volunteer. the MC where it is. Tell the MC to continue from her place.
Draw. 6–12: Tell the MC that you’ve found a place to hide — ask the
MC where it is — but that the ghost might have noticed you
On your first draw of the game, this is a free draw: no matter
anyway. Turn to 4.
what card it is, count it as a 13–20.
Bust: Tell the MC that the ghost takes direct notice of you.
13–20: If you haven’t seen a ghost here, tell the MC to turn
Tell the MC to turn to 17 in her book.
to 3 in her book. If there is a ghost here, tell the MC to turn to
13 in her book.
6–12: If you haven’t seen a ghost here, tell the MC to turn to
9 in her book. If there is a ghost here, tell the MC to turn to
19 in her book.
Bust: If you haven’t seen a ghost here, tell the MC to turn to
9 in her book. If there is a ghost here, tell the MC to turn to
19 in her book.

If you’ve had enough and you’re ready to stop playing, turn If you’ve had enough and you’re ready to stop playing, turn
to 48 instead. to 48 instead.
34 38
Draw. Draw.
13–20: Tell the MC to turn to 21 in her book. 13–20: Tell the MC that the ghost lets you go. Tell the MC to
turn to 13 in her book.
6–12: Tell the MC that the ghost assaults you. Tell the MC to
turn to 29 in her book. 6–12: Tell the MC to turn to 25 in her book.
Bust: Tell the MC that the ghost assaults you and is going to Bust: Tell the MC that the ghost assaults you. Tell the MC to
murder you. Tell the MC to turn to 35 in her book. turn to 29 in her book.

36 40
Draw. Draw.
13–20: Tell the MC that the ghost investigates you. Tell the 13–20: Tell the MC what you try to do to flee and escape the
MC to turn to 27 in her book. ghost’s assault. Anyone can volunteer.
6–12: Tell the MC to turn to 23 in her book. Tell the MC to continue from her place.
Bust: Tell the MC that the ghost assaults you. Tell the MC to 6–12: You can’t escape the ghost’s assault, but tell the MC
turn to 29 in her book. what you try to do to survive it. Anyone can volunteer.
Tell the MC to continue from her place.
Bust: Tell the MC to turn to 37 in her book.

If you’ve had enough and you’re ready to stop playing, turn If you’ve had enough and you’re ready to stop playing, turn
to 48 instead. to 48 instead.
42 46
You’ve escaped the ghost’s attack, but… You’ve been murdered by ghosts.
Draw. The end.
13–20: Choose 1 by vote… Thanks for playing!
6–12: Ask the MC to choose 1…
• You’re torn and bleeding.
• You’re dragging a hurt leg.
• You’ve run back the way you came.
• You’ve abandoned your light.
…And tell the MC to turn to 31 in her book.
Bust: It’s because the ghost is toying with you. Tell the MC to
turn to 29 in her book.

44 48
You’ve survived the ghost’s attack. Eventually it goes, leaving You wake up safe in your own bed. There are no ghosts, just a
you for dead, but… nightmare. By morning you’ve forgotten the details.
Draw. Tell the MC to turn to 39 in her book.
13–20: Choose 1 by vote… The end.
6–12: Ask the MC to choose 1… Thanks for playing!
• You’re badly hurt, most likely dying.
• You can’t stand, let alone walk.
• You’re disoriented, lost.
• You’re cornered with no way out.
…And tell the MC to turn to 33 in her book.
Bust: It’s because you are dead, you just don’t realize it yet.
Tell the MC to turn to 37 in her book.

If you’ve had enough and you’re ready to stop playing, turn


to 48 instead.
50
You’ve escaped!
You’ve made it out onto the grounds of the old hotel, with the
early morning light glinting on the dew. The stone lions on the
steps are stately and solid, guiding you safely into the dawn
and keeping all ghosts blocked within. Your bike is here, and
you’ll be home safe for breakfast.
Congratulations. You’ve won the game.
The end.
Thanks for playing!

RIP

52
You’re hopelessly lost.
No one ever finds your body.
The end.
Thanks for playing!

You might also like