Old Friends Final
Old Friends Final
Old Friends Final
Hey, Facilitator!
Comments, suggestions and ad-
Facts
By Ole Peder Giæver and Jason Morningstar
vice for you will appear in this
column. Genre: Ghost story
Duration: 4 hours.
Breaking Down the Time
Number of participants (min-max): 4-5 (including “facilitator” who also
Preparation for play should take
plays)
about 20-30 minutes total, includ-
ing all setup and a short work- Number of organizers: 1
shop. 2-3 hours of play. Budget 30 Workload: Light
minutes or more for a post-game Possible Locations: Classroom, conference room, private home.
debrief.
Costume: Everyday clothes.
Props: : A half mask, printout of the cards, character name tags.
Playing style: Realistic but improvisatory.
Keywords: Ghosts, possession, guilt, death, friendship, trust.
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Establish Relationships
Taking turns, go around the circle of players three times.
• The first time, pick up your Problem with the Living cards and read the
text.
• The second time, establish relationships to other characters. For in-
stance, one of the cards reads:
“Decide which other living member of the team recruited you back in
1993. You have never forgiven them for drawing you into the ghost night-
mare. Ask them what lie they told you.”
If this is your card, choose a character who was your “recruiter” and ask
Problems with the Dead them about the lie. That way, you collaboratively flesh out the characters,
Note that this procedure doesn’t their relationships and their backstory. Try to ensure everyone has at least
address your Problem With the one such relationship.
Dead cards, which are common • The third time, talk briefly about the content of your Backstory cards.
knowledge but shouldn’t be illu- How has your character been? What has your character been doing for the
minated or expanded upon much past 20 years? You can add detail and give each other input, but try to keep
before the game begins. the process relatively brief.
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Rules
Explain these rules to all players after setting up the characters.
Rule: Realtime, Illusion
Everything that happens and is said in the room happens in the fiction. The
game runs realtime, without scene structure or act breaks. It’s designed for
the Fastaval 2016 convention, which took place at a school. Games there
usually run in classrooms, so that’s also the setting of the scenario. If you
run it elsewhere, you can adapt the setting of the game to fit the location
you have available. The room is the room in the game. It looks more or less
exactly the same. Ideally play in a place and time free of external noise and
distraction, ideally at night.
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Safety Rule: Possession, Mask and Keywords
Playtests have shown the game When you were ghost hunters, you used a special mask to contact the enti-
can get intense. By default, it runs ties. The mask is the gateway that opens your minds to the spirit, lets them
without “safety mechanisms” ex- enter. Possession is a fatiguing, often dangerous, process. That’s part of the
cept the open door policy. Our reason why you depend on each other in the group, and why one person can
assumption is that the players are usually only become possessed once in a single seancé. Twice is possible,
adults who share a basic, normal but pushing your limits.
trust in their fellow players. If the The possession and keyword cards are open to player interpretation, and
group or local play culture prefers serve as inspiration for them during the possession. These cards provide
safewords or safety mechanisms atmospheric but cryptic play guidance about tone, theme and motivation.
like cut/brake, x-card or similar, Some cards also include a word—fairly unusual but not necessarily bi-
feel free to agree before play and zarre—that you must utter during possession. These words are keywords
use them. for another player. Not all keywords will be triggered during the game, and
all may not be remembered. Try to listen for your keyword, though.
Remember that if you feel you need a second possession, there is one extra
possession card that you can use. This card is best used at the very end of the
game. Beyond this, you are on your own.
Every player also has a keyword card that, if a possessed character utters it,
triggers some dramatic and specific action, response, or sequence of events.
For example: A possession card instructs the player acting as the ghost of Sara,
the deceased team member, to utter the phrase oruboros at some point during
possession. Another player will have the following keyword instruction:
“When you hear the phrase oruboros, you are reminded of a specific event
involving Sara. You will start relating this event, and keep talking no matter
what else is occurring in the room, like a madman talking to himself.”
If someone forgets their keyword, it’s OK. Don’t worry you “missed a cue”,
just keep playing and improvising new content in the story.
Rule: Turn Away To Don the Mask
Ending the Game
Never allow anyone to witness you putting the mask on your face. Before
Some factors to consider:
you put on the mask, turn your back. When it is in place and you are breath-
• Have all players had the ing through the ghost’s emotions, turn and face the other players.
chance to play at least one pos-
session phase? Rule: Obey the Ghost
• Has there been some kind When a ghost gives a direct instruction or command, your character has to
of resolution with Sara? Is she obey. You can try to twist and interpret its instructions like some fairy tale
ready to depart? Has she been djinn. But in the end, you have to obey the ghost. Trust as a player that this
destroyed? is for the best!
• Have some other person- Rule: “Take Off the Mask”
al conflicts been resolved or To end a possession phase (when someone is wearing the mask and acting
brought to light? as a ghost), a character lightly touches the shoulder of the possessed char-
• Time is also a factor; total game acter and utters the command “take off the mask.” The ghost-player must
time for Old Friends at Fastaval is instantly obey this instruction, ending their possession phase.
4 hours. You could decide to fin-
ish sooner. Rule: Leaving the Classroom, Going Off-Game and Taking Breaks
Ultimately, whatever choice you A character, and thus the player, can leave and return to the room at will.
make will be the right one. Make up a fictional reason if you plan on leaving and returning.
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When you’re outside the classroom, you’re off-game. It’s Easter, the school
in the fiction is closed. You could explain yourself to the other characters,
you can ask for someone to go outside with you for a moment. It could be
Sort Of Rule: Documentation
for a breather, the restroom, anything. It could be used for dramatic effect
Some of the character roles may or whatever reason you need. Try to return to the room, and the game, as
point toward in-game documen- soon as you can. You can also do collective in-game breaks if you prefer. We
tation. This is encouraged, pro- suggest one 10 minute off-game break between warm-up and game start.
vided every player gives consent Because the game runs in realtime, coming and going is perfectly natural
to be recorded. As long as every- and should be encouraged - if you need a break, take one. This will give the
one is good with it, take photos, other players a great opportunity to gossip and speculate behind your back.
video, and record audio of your
session. If anyone doesn’t want Rule: Ending the Game
the game to be documented, or Choose two of the players to be responsible for initiating ending the game.
seems in the least uncomfortable This could happen by the group performing a Closing ritual that mirrors the
in their assent, enjoy your game Opening ritual you will all soon experience, or by some other means that
without it. seem natural given the story that has emerged. Ask two players to be alert for
a good time to bring the game to its conclusion. Knowing when to end the
game requires some sense of timing, and knowing when it “feels right”.
Warm-up/Flashback
To get acquainted with the mask and rules, you’ll play a brief flashback scene
together. The warmup introduces mask work and lets players try out the
game’s rules, using warmup-specific keyword cards and possession cards.
This is the only time you’ll use these four cards, after the warmup all cards
not assigned to players are put away to avoid confusion.
This is a guided exercise that sees a subset of the ghost-hunting team deal-
ing with a spirit. It is facilitated by you, the reader of this text. Your charac-
ter is not present. Sara, who is alive at the time of the flashback/warm-up, is
also not present. The year is 1995 in the flashback sequence.
Guide the others through the procedure of the game:
• The opening ritual
• Becoming possessed
• Dealing with keywords
• The rules (“Obey the Ghost”, “Take off the mask”)
Cut the scene when you feel the players have got the hang of it.
Show the warm-up possession and keyword cards to everyone, to let them
know how they work. Two players get example keyword cards, two players
get possession cards. Ask for a volunteer to act out the first possession.
Instruct them: You’re in a small bedroom at the house of a family in a sub-
urb. They have been haunted by strange sounds and nightmares since they
moved in last year. You are trying to help them.
Say something along these lines when a player puts on the mask for the first
time. You don’t have to interrupt if they seem to be getting into it:
“When you read the Possession card, focus on one of the first adjectives. As
you put the mask on, allow that emotion to come out of your breath. When-
ever you feel less connected during possession, come back to the breath.”
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Observe “Turn away and slowly place the mask on your face, close your eyes while
Also use the warm-up to give doing so. Focus on your breath. Breathe the emotion. Keep your hands over
some soft directions regarding the eyes of the mask. Breathe the emotion. Remove your hands. Then flick
playstyle. If you notice someone your eyes open, and the ghost is there.”
is blocking or seem unsure, offer “Notice how through the eyes of the mask, the world is different.”
friendly tips and cues based on “Follow your impulses. Let the ghost speak with your mouth.”
the principles and rules outlined
on page 5. Maybe even offer direct Try out a couple of possessions with different players. Hopefully this will
suggestions during the scenes. help you run the game together without such instructions.
If it doesn’t happen too abruptly for you to react, tell the players when they
unmask:
“Notice how you feel different when you take it off, as if you leave what was
speaking there. Your character also, when they remove the mask, may re-
member the experience but more as an observer than anything.”
Facilitating the Flashbacks Hopefully everyone will be energized and excited about what is to come at
this point. Begin the game when you are ready.
During the flashback sequence,
it’s OK for the facilitator to re-
mind the players of the Obey Playing the Game
the Ghost rule and “Take off the
Mask”. Don’t be afraid to edit The Opening Ritual
scenes tightly—this is demonstra- When everyone is ready to begin, conduct a small ritual to “Open the Room”.
tion, not performance.
• Put the mask on the floor in a central location.
• Stand in a circle around the mask and hold hands.
• Close your eyes and start humming. Listen to the others. Try to match
their rhythm and sound. Add small variations. Continue for a while. De-
cide individually when to stop, until all are silent. Then say: “Make your
presence known”.
• This ritual readies the mask and the group to interact with the spirits.
Between Possessions
It can be good to let the mask rest a bit between possessions, while keeping
the game going. Maybe three minutes, maybe fifteen. You have to give the
energy some time to gather.
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Principles
• Listen. Accept, and Add. Decline, but Offer. Reincorporate. Stay Fluid. Let the Story Emerge. Be Obvious.
Rules
• Realtime, Illusion. Stay in character. Turn Away To Don the Mask . Obey the Ghost. “Take Off the Mask”. Take
breaks.
Ritual
• Put the mask on the floor in a central location.
• Stand in a circle around the mask and hold hands.
• Close your eyes and start humming. Listen to the others. Try to match their rhythm and sound. Add small
variations. Continue for a while. Decide individually when to stop, until all are silent.
For the Opening...
Then say: “Make your presence known”.
This ritual readies the mask and the group to interact with the spirits.
For the Closing...
Then say: “You may depart”.
This cleanses the room, and closes the mask—for now.
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Thanks
...to Alex Fradera and Kristin Firth for valuable input on mask use and Lizzie Stark and Emily Care Boss for sound
advice above and beyond.
...Simon James Pettitt for the school photos.
...to the Fastaval 2016 jury, and all our Fastaval players for their energy, support and feedback.
...to our playtesters: Jenny Sara Jacobsen, Ane Marie Anderson, Katrin Førde, Frida Sofie Jansen, Erlend Eidsem
Hansen, Håken Lid, Matthijs Holter, Magnus Jakobsson, Gaute Våje, Olav Borge Bondal, Anders Gredal Berner,
Francesco Rugerfred Sedda, Busnita Alexandru, Praveen Namasivayam and Leonhard Pickny, Johannes Opper-
mann, Ciorstaidh-Muirreann Macleod, Daniel Adams, David Krommer, Christian Hansen, Helmut Schmutzer,
Barbara Ng, Hakan Seyalioglu and Lena Kikko Henriksen.
Print these cards double sided.
Leader Enforcer Scholar In printer settings, choose double
You were the leader, the group’s You were the enforcer. Some- You were the scholar of ancient sided and “flip on short edge”.
face and driving force. times the group operated in ghost lore, and a researcher of
You were bold, energetic, and legal grey zones. You were the new haunts.
arrogant. one to keep everyone safe and in You were thoughtful, strict, and
line. cruel when necessary.
You were pragmatic, tough, and
thoughtless.
What have you done over the last 20 years, What have you done over the last 20 years,
after everything fell apart? after everything fell apart?
What have you done over the last 20 years, What have you done over the last 20 years,
after everything fell apart? after everything fell apart?
Love Hate Trust
You had an intense romantic There was another living team You never trusted a person on
relationship with another living member you had a visceral ha- the team; someone who is still
member of the team. Maybe you tred for, and it was mutual. alive. You felt they were always
were married. You loved each ▶ Decide who it was. ready to go too far and tamper
other fiercely for a while. with things you were not meant
▶ Ask them why they loathed to tamper with.
▶ Decide who it was. you, and what was the real root
▶ Ask them what the last straw cause of the weirdly strong ▶ Decide who it was.
was, and why it ended so badly. enmity. ▶ Ask them to tell you about the
thing they did that scared you
into quitting.
YOU ARE
YOU ARE YOU ARE NOT
SARA
SARA SARA Let terror and flight guide you.
Let sorrow and menace guide Let spite and cunning guide you. This cannot be real. You’re
you. These people can destroy These creatures are vile. You see gone. You’re all here. Alternate
what you have left of yourself their true faces, and turn them between calm, collected pacing
forever. Don’t allow that to hap- against each other. They seek and anguished screams.
pen! another, perhaps you can pre-
▶ Go up to one of them. Whis-
▶ If you don’t yet know who tend to be that one.
per by their ear which emotion
your former lover was, demand ▶ Point to the person who seems they feel, “You feel…”
that they reveal themselves. most calm and confident. Com-
▶ Use the word BISSUS while
▶ Use the word SERAC while mand them to tell the truth.
you are possessed.
you are possessed. ▶ Use the word ACRASIA
while you are possessed.
Choose one Possession card. For your eyes only. Choose one Possession card. For your eyes only.
Your Keyword symbol must not be the one below: Your Keyword symbol must not be the one below:
Choose one Possession card. For your eyes only. Choose one Possession card. For your eyes only.
Your Keyword symbol must not be the one below: Your Keyword symbol must not be the one below:
YOU ARE NOT YOU ARE NOT YOU ARE SARA
SARA SARA Let relief and mercy guide you.
You did good. You did bad. You
Let confusion and tension guide Let apprehension and disquiet lived. It’s time.
you. You have no name. You are guide you. Someone has stirred
a fox in a live trap. If they open you from slumber. This is your ▶ Sit down on the floor, fa-
the cage door, lash out and flee! space, now. Interrogate them. tigued. Smile. Cry. Ask their
Do not reveal your name. forgiveness and help to let go.
▶ Focus your attention on two
players you choose. Set them ▶ Demonstrate your power by
against one another! If they giving minor commands.
lower their guard, escape! ▶ Use the word YISEL while
▶ Use the word HAPAX while you are possessed.
you are possessed.
Choose one Possession card. For your eyes only. Choose one Possession card. For your eyes only.
Your Keyword symbol must not be the one below: Your Keyword symbol must not be the one below:
Choose one Possession card. For your eyes only. Choose one Possession card. For your eyes only.
Your Keyword symbol must not be the one below: Your Keyword symbol must not be the one below:
When you hear the Keyword... When you hear the Keyword... When you hear the Keyword...
HAPAX BISSUS YISEL
...it is time for revelation. ...drop into a convulsive fit. ...you are overcome with a vision
▶ Reveal your inner darkness by ▶ Emerge whenever it feels right, of the exact moment the group
word, gesture or deed. shaken and exhausted. was disbanded. It lasts only a
minute but seems longer to you.
▶ Describe what you saw to the
others.
When you hear the Keyword... When you hear the Keyword...
SERAC ACRASIA
...slowly approach the greatest ...you are suddenly possessed.
monster you see in the room. ▶ Go tap the shoulder of the
▶ What do you do? currently possessed character,
say “take off the mask”. Put
the mask on and continue as
the ghost your Possession card
instructs you to play.
For your eyes only. Remember this word. For your eyes only. Remember this word.
If a ghost says this keyword, do as instructed. If a ghost says this keyword, do as instructed.
For your eyes only. Remember this word. For your eyes only. Remember this word.
If a ghost says this keyword, do as instructed. If a ghost says this keyword, do as instructed.
When you hear the Keyword... YOU ARE A THE RITUAL
DORMITION GHOST When everyone is ready to begin,
conduct a small ritual to “Open the
...you receive a vision of the dead Let sorrow and anxiety guide Room”. Put the mask on the floor in
a central location. Stand in a circle
child’s past. you. around the mask and hold hands.
You are abandoned. Your par- Close your eyes and start humming.
▶ Tell the others what you saw. Listen to the others. Try to match their
▶ What do you do? ents are gone. Where are they? rhythm and sound. Add small varia-
tions. Continue for a while. Decide
▶ You have the power to com- individually when to stop, until all are
mand these people, if you dare. silent.
For Opening, then say: “Make your
▶ Use the word DORMITION presence known”.This ritual readies
while you are possessed. the mask and the group to interact
with the spirits.
For Closing, then say: “You may
depart”.This cleanses the room, and
closes the mask - for now.