Documente Academic
Documente Profesional
Documente Cultură
By Clint Krause
Table of Contents
Introduction
Setting
Getting Started
18
Creating a Character
18
Narrative Style
19
Conflict Resolution
19
The Cold
20
Examples of Play
21
22
24
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Introduction
Dont Walk in Winter Wood is a role-playing game thats intended
to instill the same eerie feeling that you get when telling ghost
stories around a campfire. Think back to the times youve sat
around spinning creepy yarns with your friends. Remember
how after you finished, maybe in the wee hours of the morning,
you suddenly found yourself afraid of the dark again and
everything seemed just a little more frightening? This game is
intended to evoke that same feeling.
Winter Wood is a very vague setting. This is intentional. Winter
Wood represents that place that almost everyone knew when
they were growing up: the strange old mans house up the
street, dead mans curve, the old haunted cemetery, all of the
otherwise mundane locations that grow to be very spooky
through whispered folk-lore. As a setting, Winter Wood is
intended to capture the essence of these places.
This games lite mechanics exist to provide an extra bit of tension
(through the use of random die rolls) to your narrative
experience. The rules are also designed so that you never have
to mention them during play. I find this aspect of the game very
important to maintaining the illusion that you and your friends
are simply retelling a story that happened long ago, rather than
playing a game. I feel that it is extremely important in a game
like this one that the mood not be disrupted by rules. The more
the players can remain in the realm of pure imagination, the
better.
This book is broken into two parts. The first details Winter
Wood, the Village, and the folk-legends surrounding them. This
section is intended to show you the tone of the setting and to
give you some material to work with in your own stories. The
second part of the book explains the rules of play with several
descriptive examples and provides plenty of ideas for designing
your own journeys into Winter Wood. Of course, you could also
adapt the setting to other game systems with relative ease.
1
Inspiration
The following material had some influence on the style and tone
of Dont Walk in Winter Wood.
Movies
The Blair Witch Project
The Village
Brotherhood of the Wolf
Sleepy Hollow
Fiction and Poetry
The Lottery By Shirley Jackson
Man--Sized in Marble By Edith Nesbit
The Horla By Guy de Maupassant
The Raven By Edgar Allen Poe
Young Goodman Brown By Nathaniel Hawthorn
Music
Opeth (particularly Blackwater Park, Damnation, and Ghost
Reveries)
Setting
Dont Walk in Winter Wood is set in a vague period of the 17th-18th
century in a vague region of the colonial United States in a vague
village near some vague woods. The ambiguous nature of the
setting is intended to increase the mystery of the game.
Remember, campfire stories arent about hard facts; theyre
about something that happened someplace a long time ago. The
setting is left open for you and your group to develop to your
liking. Have a specific place in mind for the Village? Great!
Want to name the Village? Fine! Anything that you can do to
individualize the setting to your groups preferences will
enhance your enjoyment of the game. You were gracious
enough to throw down your hard-earned cash; this is your game
now.
3
The Village
The Village was founded shortly before the American
Revolution. It is a small and isolated town; several days travel
from the nearest city. The Village is completely self-sufficient
and the villagers rarely have any reason to leave. The villagers
have farms, a general store, a schoolhouse, a town hall, a midwife, and pretty much anything else that a small town of this
sort would need to survive. The Village is quite small in terms
of population. Everyone knows everyone else and outsiders are
easily recognized. The place is pleasant enough, but the
villagers have a hard, work-filled life and they are very practical
people.
Winter Wood
Winter Wood borders the east side of the Village. This
overbearing forest got its name from the colonists who founded
the village because of the strange, unseasonal cold that always
seems prevalent inside its borders. By night, the woods are
steeped in a seemingly perpetual fog and by day, the dense
foliage blocks out most of the available light. In the autumn, the
woods become a sea of fallen leaves as the trees bare their pale
skeletons. Winter Wood is quite large; in fact it has never been
fully explored by those who live in the Village. Most of the
villagers have no desire to enter the woods at all. Aside from the
strange chill within its borders Winter Wood has a long history
of strange happenings and untimely deaths. This history can be
traced all the way back to the Indian tribes who have dwelt in
the region for centuries. All manner of supernatural occurrences
have been linked to Winter Wood. Seemingly every tale of
ghosts, goblins, faeries, and demons in the region has its roots in
these woods (perhaps rightfully so).
they had plenty of food to eat, and not a soul among them had
any fear.
then the winter came . . .
The worst winter that the region had ever seen set upon the
villagers, trapping them in their newly constructed houses. The
temperatures were frigid and the thick layers of snow on the
ground made travel impossible. Soon, the villagers began to run
out of food. It was not clear how or why the food had vanished
so quickly. Many villagers suspected that someone had selfishly
stolen it for themselves. It became obvious that if they were to
survive the winter they would need to find more provisions. For
a while, no one was willing to step forward. Finally, a brave
man named Anson Miller volunteered to go into the cold forest
and hunt for food.
Anson Miller was a woodsman who had lived in the Village
since its conception. Ansons wife, Kate, was a talented
seamstress and the towns music teacher. One frigid December
day Anson set off into Winter Wood carrying only what he
needed for the days hunt. Eventually, night fell and Anson had
still not returned from the forest. The villagers grew worried
both for Ansons life and for the food that they so desperately
needed. Two days passed without any sign of Anson and the
villagers began to give up hope. Ansons wife, Kate, was
distraught and blamed the other villagers for her husbands
disappearance. Cowards! she shouted at them. All of you
cowards! Now you die here!
The villagers assumed that Anson Miller had fallen victim to the
relentless winter and they began to hole up in their wooden
homes. One by one, whole families began to die, first of
starvation, and then of the influenza that had swept across the
Village. Beside themselves with fear and hopelessness, the
villagers began to speculate that Kate Miller had put them all
under a curse for sending Anson into the woods alone. Yes,
9
surely she was a witch. The villagers began harassing Kate and
she quickly became the village outcast.
By the time the weather broke, nearly half of the villagers were
dead. And so it was that when spring came there were nearly a
hundred funerals and the village cemetery swelled. Those who
could afford it left the Village that spring. The remaining
settlement was quite small, but it grew in size the following year
as new settlers moved into the area.
After Ansons disappearance, Kate Miller rarely left her cottage.
Many villagers claimed to hear the poor woman talking to
herself in the dead of night, when all else was quiet. The village
children would dare each other to knock on the Widow Millers
door and run away. They would dig up her plants and throw
rocks at her cottage. They treated her terribly, and the Widows
spite for the community grew.
Almost a year after that terrible winter, a young boy walking
home from the Villages school house claimed to see a man who
looked like Anson Miller staring at him from the edge of the
woods. He said that the man beckoned for him to come closer to
the forest. As the boy got closer he noticed that the man had no
legs. The boy claimed that the upper torso of the man was
floating in mid-air. The boy screamed and ran home.
When he told his parents what had happened they told the town
constable who searched the area where the boy had seen the
strange, floating man. The constable found nothing of any
interest and the incident was attributed to the boys imagination.
This occurrence planted seeds of fear in the minds of the
villagers and rumors of the woods being haunted began to
circulate throughout the Village. Despite their fears, there were
no further incidents involving Winter Wood for several months.
Then, one winter night, Kate Miller suddenly ran into Winter
Wood, screaming. No one knows exactly what happened. Some
10
say she went mad because of the mischief of the towns children.
Others say that she saw the ghost of her husband. The villagers
considered Kates disappearance to be good riddance and no one
attempted to search for her. Kate Miller was never seen again.
Before long, her name was all but forgotten, save in wives tales.
Many years after Kates disappearance, a friend of the Miller
family came upon Kates journal when sorting through her
property for an auction. In it, she found a strange entry written
the night before Kate disappeared:
during the day to gather kindling and herbs, most scorned the
place and stayed as far away as possible.
For nearly twenty years there were no more incidents in Winter
Wood. The horrific events that had taken place in the woods
became the subject matter for legends and ghost stories, which
were told to the village children on dark, cold nights to keep
them in line.
The Legend of the Roe Witches
One autumn, a widow by the name of Agitha Roe came to live in
the Village with her three teenage daughters: Rose, Catherine,
and Elizabeth. Agitha was a peculiar and eccentric woman and
she did not blend well with the more practically minded
villagers. Agitha and her daughters lived a quiet, reclusive life
and rarely interacted with the other villagers. At first, the
villagers simply regarded Agitha as being a bit odd, but rumors
soon spread that she was completely mad.
One night, the village preacher saw Agitha near the cemetery
talking to herself. The preacher began to suspect that Agitha
might be practicing witchcraft. Rumor quickly spread
throughout the Village that Agitha and her daughters were
witches and were sneaking off into Winter Wood at night to
consort with the dark spirits there. The women were confronted
and they denied the accusations. With no proof, the villagers
could do little to the women except to shun them from local
businesses and activities. The Roe women continued to live at
odds with the other villagers for nearly a year. Then, one night,
the town constable, Mr. Arthur Fuller, came across the four
women gutting a goat in what he believed to be a satanic ritual.
Fuller later wrote of the event:
14
I come up around the creek and it was real late. I thought I heard
some unruly noise up on Millers Hill so I loaded my musket and
headed up there with my hound Gerald. When I got up there I could
smell something strange, a real fleshy smell. I got up to the very top of
the hill and I could hear these women out there on the knob hootin and
hollerin. I snuck up there real quiet and watched them from some
bushes. It was the widow Roe and her kin. They was mad says I. They
were, all four, sitting there naked as babies rubbing that goats guts all
on themselves. When I saw that I knew that they was witches and I ran
back to the village to get some of the other boys. When we went back up
there they were gone. The next day we found them and put them under
arrest one by one.
The Roe women had a swift trial and were sentenced to hang.
Although the women furiously denied having done any evil, the
townsfolk were in no mood to argue the point. One cold and
dreary October day the villagers led the four women out into
Winter Wood and hung them from an oak tree that stood on the
bank of East Creek.
The widow and her three daughters were not given a proper
burial. Instead, they were left dangling by their necks from the
tree on East creek. Weeks later, the town constable and several
volunteers returned to the woods to check on the witches'
bodies. When they arrived, they found the bodies missing and
strange, wooden effigies hanging in their places.
Many villagers believe that the Roe witches remain in Winter
Wood to this day. Some claim that the apparition of the four
women dangling from the tree will appear if you walk around
the hanging tree three times at midnight. Others claim that they
have been the victims of ghostly activity for merely uttering the
name Roe. Because of these superstitions, the legend of the
Roe witches rarely spoken of by the villagers.
15
Village Wisdom
Over time, the villagers have developed an array of charms,
wards, and superstitions concerning the protection of oneself
from evil. Common superstitions include:
Red Thread
The women of the Village commonly tie thin pieces of red thread
around their necks. The origin of this practice is unknown, but it
is said that evil spirits cannot see a woman whose neck is
adorned with red thread. As a result of this superstition, nearly
every woman in the Village includes a necklace of red thread in
her daily wardrobe.
Door Wards
It is believed throughout the Village that a bent iron nail or
crucifix hung above the threshold of a house protects the house
from all manner of supernatural creatures. This practice is
thought to be particularly effective against the fair folk.
The Secret Sign
Some villagers believe that the dark entities that dwell in Winter
Wood can be held at bay by certain protective symbols. The
sacred sign is one such symbol. Though most of the villagers
refuse to make the secret sign in public because of its pagan
origins, most everyone in the Village knows how the sigil is
made and many practice it in the privacy of their homes. The
secret sign is often drawn onto a floor with chalk; though some
believe that tracing the pattern in the air with one hand is also
effective. Those who practice the secret sign claim that it serves
as an effective ward against all manner of supernatural entities.
Burial Traditions
The village cemetery is located along the southern border of the
Village, near the chapel and the edge of Winter Wood. The
villagers believe that some special precautions must be taken to
protect the dead from the spirits of Winter Wood. Upon the
death of a villager, the body is immediately taken to the village
16
17
Getting Started
This game is best played someplace dark and a little bit cold.
Playing around a campfire is ideal. If you dont have access to a
campfire, a table in a dimly lit room will do nicely. The game
works best with a small group of players (3-4), but can
accommodate any number that the Watcher (Gamemaster) is
comfortable with. Each player will need one six-sided die. You
will also need some way of keeping track of cold points. Glass
beads or other atmospheric trinkets are ideal for this. If no
counters are available, players can count their cold points on
their fingers.
Now that youve gathered your things, lets go for a walk in the
woods . . .
Creating a Character
Creating a character for this game is extremely easy as there are
no statistics or attributes to calculate. Simply describe your
character in narrative terms. What is his or her name? What
does he or she do? Why is he or she entering Winter Wood?
You may develop your character in more depth if youd like but
not much more is needed just to play the game. Think back to
the stories youve told around the campfire. Characters in such
stories are often little more than a name or this guy I knew.
Remember, this game is set in a hazy period of history sometime
in the 18th century: Tri-corn hats, black-powder firearms, and
horse-drawn carriages are commonplace. At night, the dark is
held at bay by moonlight and lanterns. Christianity is the only
socially acceptable religion (though many practice other faiths in
secret). Your character should fit into this setting as much as
possible. If you need help conceptualizing a character make sure
to check out the inspirational sources listed in the introduction.
18
Narrative Style
In most role-playing games the players describe their characters
actions in the present tense and the first person. In Dont Walk in
Winter Wood all actions and narrations are described by the
players and the Watcher in the past tense and the third person.
For example, rather than a player saying I walk into the fog and
listen closely for any sound he or she would say Aldous
walked into the fog and listened closely for any sound. This
method of narration is what gives the game the ambiance of a
campfire story.
Conflict Resolution
Whenever a character comes across something that frightens
them or does them harm, the Watcher gives them one cold
point. Characters automatically receive one cold point upon
entering Winter Wood. Cold points can represent anything from
fear to insanity to physical wounds. Whenever the Watcher
wants the outcome of a characters action to be left to chance, he
or she asks a yes or no question of the player. For instance, if the
player says Aldous walked into the fog and listened closely for
any sound the Watcher might say: Did he hear anything? At
this point the player would roll a six-sided die. If the players
roll is higher than the number of cold points he or she has
accumulated, he or she may answer yes to the Watchers
question. If the players roll is equal to or lower than his or her
accumulated cold points the answer to the Watchers question
must be no.
This mechanic allows the narrative of the game to proceed
without anyone having to actually mention the rules. It is
important, however, that the Watcher is careful to phrase his or
her questions so that a yes answer is always beneficial to the
character and a no answer is detrimental.
19
Example
Player: Aldous walked into the fog and listened closely for any
sound.
Watcher: Did he hear anything?
(Player rolls a die and gets a 3, which is higher than the 2 cold
points he currently has)
Player: Yes.
Watcher: He heard the sound of footsteps in the dry leaves
ahead of him.
Or alternately:
Player: Aldous walked into the fog and listened closely for any
sound.
Watcher: Did he hear anything?
(Player rolls a die and gets a 1, which is lower than the 2 cold
points he currently has)
Player: No.
Watcher: Aldous didnt hear anything. The woods seemed
completely silent.
The Cold
When a character has accumulated six or more cold points he or
she is somehow taken out of the scenario. If the character
received his or her sixth cold point from a physical wound he or
she probably dies. If the character received the sixth cold point
from a frightening event he or she probably faints or goes
insane. The effects of a sixth cold point are totally left to the
discretion of the Watcher, but should make sense given the
context of events.
20
Examples of Play
Example One
Player: Aldous walked in to the abandoned shanty.
Watcher: As he entered he saw that though the place was in
utter disarray, there was some evidence of recent inhabitation.
Breadcrumbs were scattered all about the floor and a childs doll
sat in a small chair in the center of the room. He also noticed a
mirror on the back wall of the room that seemed to be obscured
by fog.
Player: Aldous approached the mirror and carefully wiped the
fog away.
Watcher: As Aldous looked into the mirror he saw his face in
the mirror suddenly change into the ghastly face of a dead
woman. (Hands Aldous player a cold point)
Player: Aldous shrieked and ran out of the shanty as fast as he
could.
Example Two
Watcher: The murderous specter rose directly out of the grave
that Aldous was standing on. Was he able to escape the
creatures grasp?
(Aldous has already accumulated five cold points. Aldous
player rolls a die and gets a four!)
Player: No!
21
24
27
29
- The Dream
One of the characters dreamed of meeting a strange woman in
the forest. In this dream, the woman led the character to a tree
where the woman gave the character a knife, a nail, and a
hammer. The strange woman then told the character to carve
the image of one of the other characters on the tree with the knife
and hammer the nail into the figures heart. The player may be
able to make a roll to see if his or her character was able to wake
up in time. If not, the character hammered the nail into the tree
and the character who the dreaming character had chosen was
suddenly stricken with great, stabbing pain (and receives three
cold points) from a terrible, bleeding wound.
- The Bridge
The characters came across a small wooden bridge that
spanned a deep creek bed. The bridge was painted red and it
was obviously quite old. Upon closer inspection, the characters
noticed that various pieces of the bridge seem to have almost
finger-like protrusions. Even closer inspection showed that the
bridge was not made out of wood at all; it was made from the
petrified body parts of young children (each character who
investigated the bridge to this extent gains a cold point). If the
characters tried to cut the bridge or tear it down they found that
the wood bled slightly when damaged.
- The Witchs Cottage
The characters eventually came upon what appeared to be a very
old, abandoned cottage. As soon as they approached, they
noticed that the trees surrounding the cottage were filled with
large, black birds that stared at them intently. Inside the cottage
they found a most disturbing sight: a menagerie of small,
petrified limbs dangled from the ceiling (any characters who
noticed this receive a cold point). The cottage also contained a
large wooden trunk that had two dead, petrified children in it.
Evidence of witchcraft was easy to find in this unhallowed place.
The floor of the cottage was littered with melted candles and
strange herbs. From the back door of the witchs cottage the
30
characters saw a dirt path that led to a cave near the banks of
East Creek.
- The Cave and the Murder Tree
The characters came across a smallish cave set in a bluff near the
creek. Outside the cave was an old and withered oak tree. Upon
closer inspection, the characters found that the tree had a carving
in it that appeared to be a vague outline of a female figure. A
nail had been driven into the center of this strange carving. If
the characters removed the nail, Laura Ellis was suddenly
healed. As long as the nail remained in the tree, Laura Ellis
remained sick and wounded and would eventually die. Any
other sort of damage inflicted on the tree was reflected on Laura
Ellis body (if the tree was burned, for instance, Laura Ellis body
was burned as well).
After a short time the characters saw a strange, humanoid
shadow emerge from the cave. The shadow then shifted into the
form of a ghostly woman holding a foul hatchet. In a hushed
tone, the apparition asked the characters for a drink of water. If
the characters quenched her thirst by offering a drink, the
apparition faded away and stopped haunting the village. If the
characters didnt give the apparition a drink of water, the spirit
became angry at their lack of hospitality and attacked them with
a spectral hatchet.
If the characters managed to escape or defeat the witchs ghost,
they may have made it back to the Village alive.
31
Clint Krause is a freelance writer, musician, and game designer. Aside from
these activities, he enjoys reading, travel, and spending time with his wife
Cassie. Clint has a degree in Creative Writing from Central Missouri State
University. He currently lives in Knob Noster, Missouri. Visit Clint on the
web at www.clintkrause.com.