A young woman walks home from her night class. The buses have stopped, but the streets are well-lit and her apartment is nearby, so she's not particularly concerned as she checks her phone for messages and email. Exhausted and distracted she doesn't notice a dark shape stalking her from the shadows; the only thing that betrays its presence is a brief, metallic glint...
In an antique shop, a man is looking for a birthday present for his daughter. After browsing the shelves of the antique store for some time, he selects a doll, carelessly knocking another one to the ground and shattering part of it's face. He looks around, and is relieved that the cashier didn't hear anything. He scoots the broken doll under a shelf with his foot, and he walks over to pay for the other one. Underneath the shelf, the doll's remaining eye opens and it's head slowly turns toward him...
The team is excited by the discovery of a cylindrical shaft that descends deep beneath the ruins they were excavating. They eagerly rig up a pulley system and begin lowering someone down, but after a few hundred feet the rope suddenly jerks to a sudden halt, causing him to fumble and drop the flashlight he was carrying. As he reaches for a spare, he hears something scuttling about on the wall before him...
...and as the clock strikes thirteen, Fright Night begins.
Fright Night is a lightweight, easy to learn and quick to play tabletop role-playing game intended to evoke the feel of b-movies, slasher flicks, horror films, and even dark comedies. The players take on the role of typical, everyday people that somehow cross paths with a variety of malevolent entities that they must either defeat, escape from, or contain.
Or die trying.
The rules are minimal and flexible, using a simple dice pool mechanic that relies entirely on six-siders: when you try to do something, you roll a number of dice equal to your stat, and each 5 or 6 is a success.
You normally only need one success to pass a check, but sometimes you'll want more (especially when it comes to attacking or evading the monster). Tools, weapons, vehicles, extras (NPCs), and environmental factors can grant you assets or impose complications, which add or remove dice to your pool.
While the players work with the Director to set the scene, and cast their characters and the extras, both the monster's nature and course of the story are randomized through a series of tables. This means that even the Director has no idea exactly what you will face or what’s going to happen next.
Not only does this provide a kind of story framework useful for new Game Masters to work with (especially those not used to winging it), it also prevents you from learning the trends and habits of the guy your group normally ropes into the job of running your games.
We're not asking for money to write the game: that part is essentially done, and it has also been playtested numerous times by several groups to make sure it gets the feel and pacing that we were looking for.
You can check out a stripped down pdf document here, just to give you a better idea of what the game is about and what to expect. You can also read a play report of Widow's Bluff and Tonight We Dine on a Highway to Hell.
But, we hear you asking, if the game is almost done why the hell are we asking for almost $3,000?
Art. We don’t have any art, and while David could draw some stuff (he did do all of the covers for his Dungeon World stuff), we’d rather get something much, much more professional, which is where Burney comes in.
He has a very "grindhouse" style that we think is perfect for Fright Night, but the "problem" is that he is, quite understandably, expensive. Since we're not going to be dealing with any of the printing or shipping costs (see the FAQ if you're interested in a print copy), the only thing we had to figure out was how much Burney wanted to illustrate the bare minimum: a front and back cover, and one illustration for each of the six chapters, for a total of eight.
After some talking we settled on a total price of $2,500, but since Kickstarter and Amazon eat up around 8-10% of what you get, we're going with $2,750 to be absolutely safe. Normally this would mean that anything over that amount would be a profit for us, except...
We want even more art, both for the book and for some Climax Tracker mats. These mats are used for one mode of the game, where the players roll their own Climax Pool and successes are tracked in plain sight.
Normally you'd just put the dice (or pennies, tokens, skulls, etc) in the middle of the table, but David had the idea to create visually appealing mats that you could use. Here's a rough idea of what we mean:
We have three in mind, so if we get $4,000 we'll have Burney whip them up.
The book is crammed with text, but for readability and layout reasons there are still some blank areas, and we'd also love to shuffled some of the content around to make room for more art: at the $6,000 mark we can commission some more pieces from Burney to help fill all of that in.
David Guyll has been gaming for over 20 years, and has a wide variety of paper-and-pencil roleplaying, board, card, miniature, and video games under his belt.
He’s maintained the roleplaying game-centric Points of Light blog for over five years, where he reviews games, posts play reports, talks about games and game design, and features homebrewed content.
In the past year he has published a collection of class powers and magic items for Dungeons & Dragons, and as well as a few adventures and some classes for Dungeon World.
Ben Hare is also new to table-top gaming, but is an avid horror movie buff and the one that got us started creating this game.
Risks and challenges
Since the game is almost complete the main risk, at this point, is that Burney could be late on delivering the art, though given how much we've asked for and the time frame that is incredibly unlikely. We factored having him do extra art into the equation, so if anything he'll get it done sooner than expected.
But if shit happens and delivery gets delayed, we'll post the pdf with what he has anyway, but disable print options until it is fully completed.Learn about accountability on Kickstarter
- (30 days)