Glimpse The Beyond - Guidebook

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Tips for crafting stories of Cosmic Horror

Written and Developed by Travis Legge Layout and Design by Travis Legge Interior Art

Michael Koal and the team of Sphere Productions. Some art courtesy Art Fantasies, used with permission. Some artwork copyright Octavirate Entertainment, used with permission. Some artwork copyright Sade, used with permission. Some artwork courtesy www.imageafter.com

The Myriad RPG System was designed, written & illustrated by Ashok Desai Glimpse the Beyond Guidebook Setting elements, characters, layout and trade dress are all Copyright 2012 Aegis Studios http://www.aegisstudios.com

A Role-Playing Game of Cosmic Horror Like most role-playing games (RPG’s) Glimpse the Beyond is a game about imaginary characters created by the players, and the adventures that they have under the guidance of the Guide. Each player speaks for his or her character, while the Guide takes control of the bit parts, the villains, and other people who are essential to the story being told. Characters controlled by the players are frequently called Player Characters (PC’s) and those controlled by the Guide are logically Non-Player Characters (NPC’s). Welcome to the Glimpse the Beyond Guidebook. This book will give insight into the world of Glimpse the Beyond and assist the Guide in creating stories within the setting presented in the Glimpse the Beyond corebook (available at http://rpg.drivethrustuff.com/product/109234/Glimpse-the-Beyond). In these pages, we will examine the world inhabited by Magi and the dangers they face, ranging from encounters with Things That Should Not Be to run-ins with mundane authorities to rivalries with other Magi. We will expand upon and refine the concept of Cosmic Horror as a genre and offer some tips on crafting stories within that genre. While the corebook and future supplements for Glimpse the Beyond focus heavily on rules of the game, the Guidebook places its attention on the art of storytelling. It bears mentioning that the material in this book is designed to enrich your gaming experience, not detract from it. It is a collection of insights, tips and tricks, but is not in any way mandatory for inclusion in your Glimpse the Beyond game. Use what you like and discard the rest. The Glimpse the Beyond corebook paints the setting in deliberately broad strokes, as the developer’s intent is to leave the setting as open as possible for the Guide to craft stories as he sees fit. While this book is intended for use by the Guide, the material herein can be of great value to players as well. The ideas presented here can be used as springboards for a character’s backstory or as a roadmap for the conflicts a player would like to explore. Hopefully there is something for everyone here. Now please allow us to draw back the veil of perception and introduce you to sights that cannot be unseen. Let us explore the expanses of Cosmic Horror!

What IS Cosmic Horror?

Cosmic Horror is a term we use to describe stories in which the protagonists face incomprehensible forces from beyond the experience of man. Prime examples of Cosmic Horror are the works of H.P. Lovecraft and those authors who have explored the Cthulu Mythos in their writing. Stories in Glimpse the Beyond deal with the forbidden arts of Ritual Magick and with supernatural creatures that defy the laws of science and nature. While the Magi study the occult arts and learn the ways of Ritual Magick, they are most definitely playing with forces they do not fully comprehend. Many Magi face these forces with a foolhardy overconfidence in their magicks, whether from a misunderstanding of the true nature of the supernatural or from simple hubris regarding the extent and power of magick. The wisest Magi understand that they are grossly outmatched in any conflict with the supernatural and behave accordingly.

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One of the conceits of the Cosmic Horror genre is that the forces and beings encountered are so far beyond human experience as to evoke madness with their mere presence. This element of the genre is certainly a central focus of Glimpse the Beyond and is represented through the system with the Sanity resilience value, Horror Rating and the development of Madness. Magi often tend to have high traits in Will, Spirit and Sanity, which can offer some protection against the damaging effects of dealing with the supernatural. Certain spells can also be of assistance, shielding the Magus’s all too fragile psyche from the horrors of the beyond. Despite these advantages, the Guide is well served to remember that while a Magus is better equipped than most people to face down a Deep One or the Slender Man, he is ultimately vulnerable and weak. Even the most potent Magi are still only human. There are a number of ways to effectively weave elements of Cosmic Horror into your game. We will examine a few of the tropes of the genre below.

The Mad Scholar

Many stories of Cosmic Horror begin with a scholarly sort such as an anthropologist, historian or theology scholar who has stumbled upon some blasphemous secret that has damaged his mind. While this is often evidence of some kind of otherworldly creature, there are numerous catalysts that can just as easily cause the scholar’s descent into madness. Perhaps an expedition unearths ritual texts that contain bizarre and disturbing lore granting the scholar who reads them expanded and horrifying perceptions. It is also possible that studying the more esoteric applications of quantum physics can open the mind to facets of reality best not contemplated. Or it is possible that the explorer comes across a remote and isolated cult that worships some dark god and demands unholy and inhuman rites in its service. Any of these (and numerous other) scenarios can create rich and ripe fodder to craft a story in which the players must locate, confront and contain or destroy the catalyst for the scholar’s madness.

Forbidden Lands

Another common story element is that of the forbidden land. This can be an ancient set of cyclopean ruins that was once home to creatures from beyond the stars or a backwater section of the swamp that

bears a horrible curse. Sometimes these places are focal points for magickal energies that can be tapped into by brave or foolish Magi. Others are cosmic nexus points where creatures can be summoned from the great void. Haunted houses, faerie rings and dark urban blight can all also serve a similar purpose by providing a setting that challenges the Magi and imperils any who dare enter the region.

Monstrous Cultists

While humanity, on the whole, is ill-equipped to deal with the supernatural, some people relish in the revelation that there are potent inhuman creatures in the cosmos and dedicate themselves as servants to these dark forces. Cultists often serve in the hopes of gaining a share of their patron’s power, though sometimes their service is simply rooted in a desire to survive their master’s eventual wrath. Cultists make extremely dangerous antagonists as they are often fanatical in their servitude and willing to die to further their master’s goals. Though not necessarily common, many cults do count Magi among their number, adding another level of peril to stories involving cults. Some cultists, while not Magi in the truest sense, are able to channel limited forms of magick through the rites and religious practices of their cult.

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Things That Should Not Be

Many stories in Glimpse the Beyond will focus on the Magi interacting with, hunting and fighting against supernatural creatures. The vast majority of creatures that Magi encounter are inhuman and disturbing, but lacking in true cosmic power. Some of these creatures are simple servants of higher powers that are thankfully absent from the earthly realm. Others are independent anomalies and cryptids with no clear explanation of their origins. It is vitally important when dealing with stories involving supernatural creatures that the Guide make an effort to maintain a level of mystery to the creatures he introduces. Familiarity breeds boredom, especially in horror stories. While there is certainly enjoyment in the concept of the recurring villain, this should be the exception, not the rule. It is also best if recurring villains are presented as slowly unfolding mysteries or as more comprehensible foes (rival Magi, relatively weak and humanoid supernatural creatures), leaving the majority of the player’s antagonists to be fresh, new, mysterious and terrifying.

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Setting – The Foundation of Story

Glimpse The Beyond is set in the modern world. Though there are evil things that prowl the darkness, the majority of humanity goes about their daily business, blissfully unaware of the horrors that surround them. The Magi are few and represent a secretive subset of society with their arcane studies and strange practices. When crafting the setting for your story, there are numerous points of view you can take on this broadly defined setting. Your approach to the setting can color the choices people make for their characters as well as the choices you will want to make when selecting antagonists for your game. A few ideas are provided below, but these are a mere fraction of the possibilities. We recommend having a discussion with the players when you begin planning your game to determine what sort of setting they would like to play in.

Community Based

A group of Magi in the same metropolitan area collect lore, engage in social and political struggles with rival Magi and defend their homes and neighborhoods from incursions by the supernatural. This is the basic, default setting for Glimpse the Beyond. In a game that takes this approach, the Magi will have routines, somewhat stable homes and a cast of NPCs that they interact with on a regular basis. This basic premise can be approached in a number of permutations. Perhaps you’d like to set your story in a gritty urban setting where the Magi live in violent neighborhoods with ample mundane threats, Or, you could place the Magi in a rural community with a small population where everybody knows everybody’s business and keeping the supernatural under wraps is a constant challenge. Maybe you’d like to set your tale in a suburban community where the Magi fill their days with hauling kids to soccer practice and

attending PTA meetings, while at night they meet in secret to study the magickal arts. All these and more are possibilities for community-based games.

Wandering Sages

Another possibility is to keep the Magi on the road. Perhaps they are on some sort of long-term quest that keeps them on the move. Maybe they simply go where they feel they are needed and move on once they have dealt with whatever supernatural threat brought them to a location. The Magi could be hunting a single, elusive antagonist while facing smaller threats along the way, or perhaps they are chasing after some magickal MacGuffin, a tome of potent magick, an enchanted stature that could summon or destroy an Old One, something along those lines. Stories like this offer endless opportunity for new conflicts, new NPCs and new situations for the players. It is more challenging to create an ongoing supporting cast in a traveling campaign, but crafty Guides can overcome such obstacles.

Halls of Academe

The Magi in this style of game are professional academics, such as professors, archaeologists and scientists. Their mundane studies parallel their magickal research. Given the conventions of the genre, this type of campaign lends itself well to having the supernatural permeate everything, lurking just under the surface. Perhaps the Magi are students, slowly uncovering the connections between the natural and the supernatural, or they could be established members of the scientific community who find their beliefs and preconceptions rattled and challenged by Things That Should Not Be.

Running the Game

The Glimpse the Beyond corebook is filled with rules and numbers that describe the mechanical systems that the Guide will need to run a game. However, as anyone who has sat at a table with some friends and some dice can tell you, the game system is only a small fraction of what a Guide needs to run a successful game. While there are thousands of books out there that tackle the art of storytelling and we could never hope to condense all that knowledge into a few hundred words here. We can give you a few tips to help you craft your stories though.

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Tip #1: Story Before System

Perhaps the most important rule to remember as the Guide is that there are no immutable rules. The needs of the story outweigh the needs of the system every time. If a certain rule contradicts what you want to have happen in the story, then ignore it or fudge it. Maybe a monster scored a particularly nasty result on an attack roll and by all rights the poor Magus facing it should be dead. If you don’t want the character to die, change the result. Leave them wounded, but alive. It’s your story. On the other hand, it is best to invoke this sparingly. Players expect a game to follow its rules. If you plan to ignore the rules routinely, or use a set of house rules, make sure the players are aware. It’s also advisable to fudge the rules in favor of the players more often than you do in favor of the antagonists. If your players feel like they are being railroaded or their characters can’t do anything they won’t have any fun. If your players don’t have fun, you will quickly lose them.

Tip #2: Know Your Material In preparing to run a Cosmic Horror story it is advisable to look at other examples of Cosmic Horror to draw inspiration from. Read some H.P. Lovecraft and Lovecraft inspired stories. Look to films, books and video games that encompass the feel and mood you want to set up in

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your game for inspiration. Examine these with a critical eye and try to identify what you feel draws your interest. What elements of the story speak to you? Feel free to utilize those elements in crafting your story. If there is a particular creature in a horror video game (or another roleplaying game) that strikes your fancy: adapt it. Talk to your players and find out what they think of as horror and incorporate those elements as well. However you must never lose sight of the fact that the game is meant to be fun. It is very important to understand the boundaries of each player present. Some elements of certain horror stories may disturb or upset players in a not-fun-at-all kind of way. It is best to find out through conversation

beforehand what these elements are and avoid them. If you happen to stumble onto subject matter that is upsetting a player, never be afraid to pull the plug on the game and take a breather. Let people collect themselves and eliminate the disturbing matter from the story before starting back up. Everyone should be comfortable at the gaming table.

Tip #3: If It’s Broke, Fix It Perhaps you’ve invested a long time preparing for tonight’s game session. You are certain that you

have everything in order and that you have created the perfect horror story. Then you get to the table and twenty minutes in nothing seems to be working. The players just are not into the story, or they have already solved the entire plot. Don’t be afraid to shift gears if a certain plot or story is not landing. Also, be sure to talk to your players at the end of each session to get their feedback. Accept any constructive criticism as a tool to help make your game better and don’t be afraid top have players tell you that something didn’t work for them. The idea here is to make sure that everyone has as good a time as possible. Communication between the Guide and players can only help.

Tip #4: Keep the Conflict In-Game

Roleplaying games are social. Sometimes players will have interpersonal conflicts that have little or no bearing on the game itself. If these crop up, encourage your players to resolve them outside of game. The gaming table is not the place for airing personal grievances. Roleplaying games are also meant to be a good time. If a player creates difficulties with other players, pull him aside and talk to him privately about it. If the disruptive behavior continues, politely ask him to leave. No one should have to tolerate someone being offensive or upsetting.

Tip #5: It’s Only a Game

Glimpse the Beyond (and for that matter, ALL, RPG’s) is only a game. There are no occult secrets hidden here. The game is meant to entertain you and a few of your friends through the art of telling a story. If any member of your group has difficulty dealing with that, whether through an inability to enjoy the game unless things go a certain way, or because they develop a difficulty separating the fantasy of the game from reality, it is probably time to excuse that member from the group. If the game isn’t fun, stop playing. If you or one of your players starts to believe that the game is going to give

them mystical powers or offer some insight into the secret inner workings of the universe, stop playing immediately and get that person psychological help.

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BONUS TIP:

Tip #6: Have fun.

Because that’s what it’s all about, boys and girls: the point of the game is to have fun.

Sample Non-Player Characters

Not every character in Glimpse the Beyond is a supernatural creature or a powerful Magus. In fact, the vast majority of people are just that: people. The following collection of NPC’s is presented to give the Guide access to mundane, normal folks to populate his game with. These characters are broadly defined and easily customizable.

Activist

The Activist represents any number of people who champion a cause. From prolife protesters to anti-war organizers to volunteer workers at the local homeless shelter, any of these can fit the Activist archetype. Statistics: Power: 2, Intellect: 3, Charisma: 3, Grace: 2, Spirit: 6, Will: 4 Skills: Arts & Crafts: 2, Computer: 3, Deceit: 2, Drive: 1, History: 2, Linguistics: 1, Medic: 1, Perception: 2, Persuasion: 3, Science: 2, Theology: 1 Resilience Values: Wounds: 2, Critical Wounds: 1, Resolve: 6, Sanity: 4, Critical Sanity: 2 Boons: None Flaws: None General Point Total: 60

Bumpkin

These traits represent any number of rural types, ranging from farmers to reclusive hill-folk to isolated hunters who live in swamps or forests.

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Statistics: Power: 2, Intellect: 2, Charisma: 2, Grace: 2, Spirit: 2, Will: 2 Skills: Arts & Crafts: 2, Athletics: 2, Close Combat: 3, Deceit: 2, Drive: 3, Electronics: 3, History: 2, Medic: 2, Occult: 2, Perception: 4, Persuasion: 1, Pilot: 2, Ranged Combat: 3, Stealth: 2, Science: 1, Theology: 2 Resilience Values: Wounds: 2, Critical Wounds: 1, Resolve: 2, Sanity: 2, Critical Sanity: 1 Boons: Flaws: General Point Total: 60

Child

These traits represent the average child between the ages of six and fourteen Statistics: Power: 1, Intellect: 2, Charisma: 2, Grace: 2, Spirit: 4, Will: 4 Skills: Arts & Crafts: 1, Athletics: 2, Computer: 2, Deceit: 2, Occult: 1, Perception: 1, Persuasion: 2, Stealth: 2 Resilience Values: Wounds: 3, Critical Wounds: 1, Resolve: 4, Sanity: 4, Critical Sanity: 2 Boons: None Flaws: None General Point Total: 45

College Student

This collection of traits represents the average undergraduate American college student. Guides may wish to move points around in the Skills section to reflect certain areas of study. Upperclassmen and post-graduate students should be assigned additional points to reflect their increased experience.

Statistics: Power: 2, Intellect: 4, Charisma: 3, Grace: 2, Spirit: 3, Will: 3 Skills: Athletics: 1, Computer: 3, Drive: 2, History: 3, Linguistics: 2, Medic: 1, Occult: 1, Perception: 2, Persuasion: 2, Psychology: 1, Science: 2, Theology: 1 Resilience Values: Wounds: 4, Critical Wounds: 3, Resolve: 4, Sanity: 3, Critical Sanity: 2 Boons: Flaws: General Point Total: 60

Cultist

This represents the typical cult member that Magi may encounter. For cult leaders, the Guide may wish to add some supernatural Boons and Flaws or possibly even grant access to the Ritual Magick skill. Statistics: Power: 3, Intellect: 2, Charisma: 2, Grace: 3, Spirit: 6, Will: 2 Skills: Arts & Crafts: 3, Athletics: 2, Close Combat: 3, Computer: 1, Deceit: 1, Drive: 2, History: 1, Linguistics: 1, Occult: 4, Perception: 2, Persuasion: 3, Ranged Combat: 1, Stealth: 2, Theology: 1 Resilience Values: Wounds: 6, Critical Wounds: 4, Resolve: 6, Sanity: 3, Critical Sanity: 2 Boons: Flaws: General Point Total: 70

Clergyman

Statistics: Power: 2, Intellect: 4, Charisma: 4, Grace: 2, Spirit: 6, Will: 5 Skills: Arts & Crafts: 1, Computer: 2, Deceit: 2, Drive: 2, Electronics: 2, History: 4, Linguistics: 2, Medic: 2, Occult: 1, Perception: 4, Persuasion: 4, Psychology: 3, Theology: 4 Resilience Values: Wounds: 5, Critical Wounds: 3, Resolve: 8, Sanity: 6, Critical Sanity: 6 Boons: Flaws: General Point Total: 90

EMT

These traits represent an Emergency Medical Technician or other type of Emergency Services worker. With little tweaking they can just as easily be a search and rescue specialist, firefighter or stormchaser. Statistics: Power: 4, Intellect: 4, Charisma: 3, Grace: 3, Spirit: 5, Will: 6 Skills: Athletics: 4, Close Combat: 1, Computer: 2, Deceit: 2, Drive: 4, Electronics: 3, Linguistics: 2, Medic: 4, Perception: 3, Persuasion: 2, Pilot: 2, Psychology: 1, Science: 2, Resilience Values: Wounds: 5, Critical Wounds: 4, Resolve: 5, Sanity: 9, Critical Sanity: 5 Boons: Flaws: General Point Total: 90

These statistics represent any faithful church leader. Whether a Catholic priest, a Muslim cleric, a Rabbi or a Buddhist monk, these traits apply. Points may be shifted to reflect areas of specialization or a particular philosophical difference, but for the most part any spiritual leader could be represented with these traits.

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Mechanic

These traits represent any sort of handyman, repairman or auto mechanic. this is the guy you go to when things aren’t working right to fix them for you. Statistics: Power: 4, Intellect: 3, Charisma: 2, Grace: 3, Spirit: 3, Will: 4 Skills: Athletics: 2, Close Combat: 2, Computer: 1, Deceit: 2, Drive: 4, Electronics: 4, Perception: 3, Persuasion: 3, Pilot: 3, Ranged Combat: 3, Stealth: 1, Science: 2 Resilience Values: Wounds: 4, Critical Wounds: 4, Resolve: 3, Sanity: 4, Critical Sanity: 2 Boons: Flaws: General Point Total: 70

Police Officer

These traits represent a typical beat cop or detective. Federal law enforcement officers, SWAT officers and Military Police should have additional points assigned to reflect their advanced training. Statistics: Power: 4, Intellect: 3, Charisma: 4, Grace: 3, Spirit: 5, Will: 5 Skills: Athletics: 3, Close Combat: 3, Computer: 3, Deceit: 3, Drive: 4, Electronics: 2, History: 1, Linguistics: 1, Medic: 2, Perception: 3, Persuasion: 2, Pilot: 2, Psychology: 1, Ranged Combat: 4, Stealth: 2, Resilience Values: Wounds: 6, Critical Wounds: 3, Resolve: 6, Sanity: 6, Critical Sanity: 4 Boons: Flaws: General Point Total: 90

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Scholar

These traits represent someone who has dedicated their lives to academia. Statistics: Power: 1, Intellect: 5, Charisma: 3, Grace: 2, Spirit: 5, Will: 6 Skills: Arts & Crafts: 2, Computer: 4, Deceit: 3, Drive: 1, Electronics: 3, History: 4, Linguistics: 5, Medic: 1, Occult: 3, Perception: 2, Persuasion: 3, Psychology: 2, Science: 4, Theology: 3 Resilience Values: Wounds: 3, Critical Wounds: 3, Resolve: 7, Sanity: 6, Critical Sanity: 4 Boons: Flaws: General Point Total: 90

Suburbanite

These traits represent the typical suburban American. Statistics: Power: 3, Intellect: 3, Charisma: 3, Grace: 3, Spirit: 3, Will: 3 Skills: Arts & Crafts: 3, Athletics: 2, Close Combat: 1, Computer: 2, Deceit: 2, Drive: 2, Electronics: 1, History: 1, Medic: 1, Perception: 2, Persuasion: 1, Science: 1, Theology: 1 Resilience Values: Wounds: 3, Critical Wounds: 2, Resolve: 4, Sanity: 4, Critical Sanity: 4 Boons: Flaws: General Point Total: 60

Thug

These traits represent the average streetlevel criminal. Higher-level criminals will have higher traits. Statistics: Power: 4, Intellect: 2, Charisma: 3, Grace: 3, Spirit: 3, Will: 2 Skills: Athletics: 3, Close Combat: 4, Computer: 1, Deceit: 4, Drive: 2, Electronics: 3, Linguistics: 1, Occult: 1, Perception: 4, Persuasion: 2, Ranged Combat: 4, Stealth: 4, Theology: 2 Resilience Values: Wounds: 6, Critical Wounds: 4, Resolve: 5, Sanity: 4, Critical Sanity: 4 Boons: Flaws: General Point Total: 70

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The Myriad RPG system is published under a Creative Commons License (Attribution 2.0 UK: England & Wales)

You are free: · to copy, distribute, display, and perform the work. · to make derivative works. · to make commercial use of the work. Under the following conditions: · Attribution. You must give the original author credit. · For any reuse or distribution, you must make clear to others the licence terms of this work. · Any of these conditions can be waived if you get permission from the copyright holder. In addition to this, you are requested but not required to: · Place the website address www.sanestudios.co.uk on the product’s credit page · Print the Myriad System logo on the book’s cover (images available at the website) · Tell us about your product on the website forums Your fair use and other rights are in no way affected by the above. This is a simplified, human-readable version of the full license text. For the legalese version, visit www.sanestudios.co.uk The Myriad RPG System was designed, written and illustrated by Ashok Desai

PLEASE NOTE:

The above license applies ONLY to the Myriad RPG System. All specific trade dress, layout, story elements and system modifications are Copyright 2012 Aegis Studios. http://www.aegisstudios.com To obtain the original Myriad RPG system book for FREE, please visit http://rpg.drivethrustuff.com/product/29196/Myriad-RPG-System If you are interested in licensing this or any Aegis Studios product please contact us by email at raymonddidit at gmail dot com and include “Licensing” in the subject line of the e-mail. Thank you for purchasing the Glimpse the Beyond Guidebook!

http://rpg.drivethrustuff.com/product/109234/Glimpse-the-Beyond

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