TEXT:  
  EPISTOLARY 
  A game of Letters 
  and Monsters 
   
  EXTRA DOCUMENTS AND  
  GAME MASTER’S INFORMATION 
   
   
   
   
  From Thought Check Games 
  http://thoughtcheck.wordpress.com 
  ©2012 Ed Turner 
  Created for the 2012 Game Chef 
   
   
  
   
   
  Thank you for taking a look at Epistolary! This document contains a few news reports which the 
  GM may want to use to set the scene, and which she may wish to convey to the players in advance, along 
  with some loose advice regarding the running of the game and, of course, the Archetype cards to be 
  printed out or copied before play. 
  This information is intended for the GM only. Part of the game is paranoia... you don't know the 
  nature of the Monster, and you hardly know the other Hunters, and you can't trust anyone at all, for the 
  beast can look like a man. In order to enjoy the game as a player, please do not look any further. Thank 
  you. 
   
  -Ed 
   
   
  
  Some Useful Articles: 
   
  Front page of the Whitchester Lantern, September the 21st, 1912. 
   
  TRAGEDY AT SEA! 
   
  Dateline: Inlet Beach—Beachgoers were shocked this morning as a Ruritanian 
  merchant vessel, arriving seemingly out of nowhere on a calm, windless sea, abruptly ran 
  aground, burying itself fifty feet ashore on a popular stretch of Inlet Beach at 9:35 this 
  morning. Witnesses described the event as “shocking, unprecedented,” and claimed that “the 
  d---ed  thing showed up out of nowhere.” 
  Officials reported to the scene within minutes. Officer Thomas Quincy had this to 
  say: “It was pandemonium, pure pandemonium. People were running, screaming, the boat 
  had caught fire where a lamp had hit the deck… the only thing what was calm was the water, 
  which didn’t even have a wake behind it. Took us an hour to see that nobody was hurt, calm 
  down the men and comfort the women, before we could even see to the vessel itself.” 
  No Whitchester residents were injured in the crash, though eight have been admitted 
  to the hospital, citing “shock” and “distress.” 
  The ship, the Var Brasto, had been reported missing after departing Kolayoh two 
  months earlier, and had been assumed sunk or stolen. No crew or corpses were found 
  aboard, and the log made no indication of what cause the crew to abandon, bar a cryptic 
  final entry: “September 2: IT WAS ZEMINOV, ZEMINOV THE ENTIRE TIME. IT 
  LOOKS LIKE A MAN, BUT IT’S A BEAST. IT IS AT MY DOOR. MY THOUGHTS 
  FOREVER WITH YOU, KATRINA.” 
  Officials have declined to comment on the potential causes of this incident. 
   
   
  
   
   
  Front Page of the Whitchester Lantern, October the fifth, 2012: 
   
   
  ANOTHER MURDER: WHEN WILL IT END? 
   
  Dateline: City Hall—For the eighth time in two weeks, a Whitchester resident has 
  been found dead, body mutilated nearly beyond recognition. Harold Webster, 67, a 
  Whitchester native since birth and shoemaker, was discovered in the yard behind his house, 
  by a concerned neighbor who had not seen him in several days. 
  “He’s getting on in years,” said the neighbor, who asked not to be identified, “and 
  with his wife gone and no children around, I like to stop by every so often to make sure he’s 
  getting on. I mean, I knew that at some point he’d be… but I didn’t expect it would be like 
  this.” 
  Medical officials were unable to determine the precise cause of death, due to the state 
  of the body, but speculate severe blood loss, owing to lacerations about the chest and neck. 
  When asked whether the attack was caused by a human or animal, officials stated that there 
  was no way to be sure.  
  Officer Thomas Quincy made this announcement this morning: “Ladies and 
  gentlemen, please stay calm. Our condolences go out to the friends and family of Mr. 
  Webster, and the other victims of these attacks, and we would like to remind everyone that 
  we do not intend to stop investigating until the cause has been discovered and Whitchester is 
  safe again. Until that point, please do everything in your power to remain safe: all of the 
  attacks have occurred in the evening or at night, all of them outside, and most of them near 
  the outskirts of town. The victims were almost all alone, and those that weren’t were an 
  older couple. Stay inside when it is dark, avoid the woods at all costs, and if you must travel 
  at night, do so in groups of three or more, paying careful attention to your surroundings. 
  Thank you.” 
  Mayor Ronald Twain has announced a city hall meeting tomorrow night to discuss the 
  situation at length; at the time of printing, he could not be reached for comment. 
  
   
  Confidential to the GM. 
   
  What is the Monster? 
  In due time, I would like to create multiple choices for monster, each with different powers and 
  purposes, each unique and intriguing. At the moment, however, I've got one monster. 
  It's a werewolf... one that feels the need to kill and consume humans, and the desire to spread its 
  curse and form a mighty pack. It arrived on the boat, and, during the panic, snuck away, into the forests, to 
  resume its killing. Every few days, it will attack a local, either one travelling alone or, if they look weak or 
  slow, in pairs. As a wolf, the beast is not so intelligent as a human, but it IS cunning, and knows enough to 
  find the easy prey, usually at night, usually near the trees. Whitchester is far enough from civilization that 
  travelling to and from it is not simple, and it sees no reason to leave easy prey just yet. 
  That said, when it learned a hunting party was to be formed, it decided to join them, by killing 
  someone and taking their place. He can't change his human form, but he did select someone that the 
  people wouldn't easily recognize, who happened to resemble him reasonably well. He's aware of the 
  Monster Hunters, and he realizes that, as they are the best of the residents, they would make an admirable 
  pack which he might be the head of. It's a delicious thought, and now his goal is to spread his curse 
  without being discovered.  
   
  Controlling the Players. 
   
  Get things started with some casual chat. Have everyone share their names, have them decide what 
  they look like, have them talk about their motivations a bit. They won’t have met formally prior to the 
  game, but they may have seen one another around town at a distance, or been briefly introduced years 
  ago… that said, don’t let them forge complex relationships with one another. They’re meant to be 
  strangers. 
   
  One of the biggest tools at your disposal is Prop cards… you can make them at will and offer them 
  up, and a clever player will grab them quickly. Don’t abuse this power; if you make more than two or so 
  per player the economy becomes bloated and drawing fresh cards becomes cumbersome. 
  Do, also, make and pass notes to the players; interrupt them with Lantern articles and diary entries 
  when necessary, but that should be sparing. By passing them a note which reads something like “you’re 
  going to find a broken locket, photo missing,” you get what you need out there, and allow the player to still 
  wield control over the narrative by determining the specifics of the find and the item. 
  Avoid taking control away from players… specifically, don’t have the Lantern report on actions 
  they haven’t already declared an intent to do; their investment in the narrative relies on their sense of 
  control over their own character. 
   
  Playing the monster. 
  
  Two basic options. First, you may pick one of the players, give him the Archetype card that allows 
  him to arrive on the scene, and the unique Prop card, and replace the remaining Archetype cards with the 
  Monster cards. In this case, you will primarily be acting his role when he is in monster form. Make a habit 
  of handing cards to all players, even when there is no cause to, because your communication with the 
  monster will otherwise seem quite suspicious. 
  Alternately, you may elect to have all the players be humans. This makes the job of 
  communication slightly easier, as you need not keep the grand secret, and the players, not aware that this is 
  an option, should still feel some paranoia. That said, if the game is run in this method, you are on your 
  honor to play the beast more conservatively, and not run all over the Hunters with ease.  
   
  Clues and investigation. 
  As the Monster narrates and passes you notes, consider the clues which could point him or his 
  plans out to the Hunters. The should not be able to spot him instantly, but nor should things grow 
  interminable. Consider the following aspects of the monster: 
  His motive. 
  His residence (as a human). 
  His appearance (as a human). 
  His appearance as a monster. 
  His powers. 
  His hunting strategies. 
  His allies, if any. 
  His potential victims. 
  His weaknesses 
   
  If two or three letters pass without a hint toward one of these, players will grow restless! Clues need 
  not be major... a stray hair, an unreliable witness, even a howling from afar (albeit one which occurs in an 
  NPC letter, so as not to suggest that one of the players cannot be the one doing the howling), anything 
  which can be discussed among the players and used to form a plan... that is to say, anything that can keep 
  the story moving.  
   
  The archetype and monster cards follow, as well as a few common happenings which you may 
  need to convey to your players, and should serve as a guide for further communication. 
  
   
   
  Aristocrat: 
  "Suddenly, I heard the tap, tap, tap of a 
  mahogany walking-stick on the pavement." 
  Present to the Narrator to arrive in the 
  current scene. 
   
  Doctor: 
  "I smelt the reek of chemicals, unguents, and 
  burned air on the breeze." 
  Present to the Narrator to arrive on the 
  current scene. 
   
  Aristocrat: 
  "But fortunately, I've an estate more than 
  large enough to carry influence." 
  Acts as a clubs Skill card when you are 
  present in the scene. 
   
  Doctor: 
  "I had seen something like this before, though 
  never quite so severe..." 
  Acts as a spades Skill card when you are 
  present in the scene. 
   
  Aristocrat: 
  "'We can always send Baxter,' I suggested. 
  'Baxter, will you be a dear?'" 
  You gain the Prop card: The Aristocrat's 
  valet. 
   
  Doctor: 
  "'I believe only one thing,' I declared, "that 
  truth may be found only in investigation." 
  You gain the Prop card: The Doctor's 
  microscope. 
   
  Aristocrat: 
  "I removed from my hand a ring of gold, in 
  which a multifacited ruby was set." 
  While Narrating: if an item might be had for 
  any price, you have the means to purchase it. 
   
  Doctor: 
  "I was on the scene, thank goodness, to inject 
  him with an energetic compound of my own 
  devising." 
  While Narrating: prevent another player (or 
  yourself) from being injured. 
   
  Aristocrat: 
  "'I say,' I screamed, 'when you tangle with my 
  companions, you tangle with me! Is that your intent, 
  sir?'" 
  While you are present in the scene: Burn any 
  card to allow all players to immediately draw three 
  Skill cards. 
   
  Doctor: 
  "'The answer is blood,' I whispered. 'Yours is 
  poisoned, but mine has life left. I must prepare a 
  transfusion.'" 
  While you are present in the scene: Burn any 
  card to allow one other player to un-Burn up to two 
  cards. 
   
  
   
   
   
  Constable:  
  "A figure appeared in the fog, striding with 
  the slow assurance of an oncoming barge." 
   Present to the Narrator to arrive on the 
  current scene. 
  Servant: 
  "I nearly shouted when I heard the polite 
  cough just behind my ear."  
  Present to the Narrator to arrive on the 
  current scene. 
  Constable: 
  "I felt the wind go out of me, but that only 
  made me rally harder!" 
  Acts as a diamonds Skill card when you are 
  present in the scene. 
   
  Servant: 
  "I presented myself with deference, and 
  bowed. That seemed to satisfy the blighter." 
  Acts as a clubs Skill card when you are 
  present in the scene. 
   
  Constable: 
  "'Keep struggling,' I said, 'and all you'll break 
  are your wrists. Not that I wouldn't want to see that." 
  You gain the Prop card: the Constable's 
  handcuffs. 
   
  Servant: 
  "'I return every night,' I admitted. 'It may be 
  cinders, but it's the only home I've known.'" 
  You gain the Prop card: the remains of the 
  Servant's home. 
   
  Constable: 
  "I yelled something about warrants and 
  jurisdictions and rights of search and seizure. They 
  seemed to buy it." 
  While Narrating: you cannot be denied entry 
  into any building. 
   
  Servant: 
  "Wordlessly I stepped back, melding into the 
  background. A veritable ghost." 
  While Narrating: move without being seen. 
   
  Constable: 
  "'Men, stop for a second,' I said. Something in 
  my gut, I can't say what, told me there was trouble." 
  While you are present in the scene: Burn any 
  card, and the GM will suggest where a clue may be 
  found. 
   
  Servant: 
  "'If someone asks,' I pleaded, 'tell them the 
  door was ajar when we arrived." 
  While you are present in the scene: Burn any 
  card to instantly pick the most complex of locks. 
   
  
   
   
   
  Scholar: 
  "I'd never seen a figure so still. Had he not 
  been turning pages I'd have thought him a statue." 
  Present to the Narrator to arrive on the 
  current scene. 
   
  Soldier: 
  "I saw the uniform before I saw the man. I 
  suppose most did, if gleamed even in the dim light." 
  Present to the Narrator to arrive on the 
  current scene. 
   
  Scholar: 
  "I recalled one of my professors, who'd 
  rambled at length on this very subject more than 
  once." 
  Acts as a Spades Skill card when you are 
  present in the scene. 
   
  Soldier: 
  "I'd never been trained for quite this situation, 
  but some experience is quite universal." 
  Acts as a hearts Skill card when you are 
  present in the scene. 
  Scholar: 
  "'If only I'd been home, they'd be...' I 
  hesitated, unable, unwilling to complete the thought." 
  You gain the Prop card: the graveyard where 
  the Scholar's parent's lie. 
   
  Soldier: 
  "'Easy now, Justice,' I said soothingly. 'Save 
  your strength for the final furlong." 
  You gain the Prop card: the Soldier's horse. 
   
  Scholar: 
  "I hadn't been studying my companions, but 
  they were, in their way, predictable." 
  While Narrating: you may deduce where any 
  one of your companions is. 
   
  Soldier: 
  "The modern soldier must cross any border 
  in an instant, even the one between sleep and 
  wakefulness." 
  While Narrating: you are aware and prepared 
  for any approaching danger. 
   
  Scholar: 
  "'No,' I protested. 'You think me mad, mad as 
  a hatter, but I've seen it studied, confirmed, tested!" 
  While you are present in the scene: Burn a 
  card to declare an improbably scientific fact to be 
  true. 
  (Note, the GM may exercise discretion with 
  this ability.) 
   
  Soldier: 
  "D--- you," I said, my finger on the trigger. "I'll 
  not miss you this time." 
  While you are present in the scene: Burn a 
  card to shoot with unerring accuracy. 
   
  
   
   
  Monster: werewolf 
  You were once a man, but now the blood of 
  the beast flows within you, driving you with its 
  insatiable hunger. You seek a victim every few days… 
  sometimes more often. 
  When you are NOT present in the scene, 
  this card causes a wolf (you) to appear and attack the 
  Narrator viciously. 
  Monster: werewolf 
  Even when human, you are not human. The 
  Beast lends you strength and perception beyond 
  mortal understanding. 
  When you are present in a scene, this card 
  provides a Benefaction for any challenge you are 
  involved in. 
  Monster: werewolf 
  You desire a pack. It is the nature of wolves 
  to want to congregate, and you wish to spread your 
  curse to those who might lend the pack strength. 
  Burn a card when you physically attack a 
  Hunter (in wolf or human form) to spread the curse 
  to them. They will know they are infected but 
  transform involuntarily at the full moon. 
  Monster: werewolf 
  Your condition is a curse, it is a strength as 
  well, for the flesh that calls to you also sustains you. 
  Play immediately after you kill somebody 
  (NPC or hunter) to consume their corpse; you may 
  un-Burn or un-Lock a card. 
  EVENT: 
  A wolf appears from the underbrush, 
  growling. It is about to attack you. 
   
  EVENT: 
  The smell of death is unmistakable. There is 
  a body somewhere near. 
   
  EVENT: 
  You have been writing for some time, and 
  feel your hand is beginning to cramp. 
  Please begin concluding the letter. 
  MONSTER EVENT: 
  I feel you wish to attack a player, but am not 
  sure which. Please hand this card back to me, and 
  somehow indicate your target subtly. 
  EVENT: 
  As night comes in, you feel strange, then sick. 
  You don’t recall going to bed, and when you wake up 
  you feel exhausted and sicker than ever. 
   
  EVENT: 
  A messenger runs up to you, out of breath, 
  and announces that the mayor wishes to see you. 
   
  
SOURCE: textdata/thevault/Collections/Duet/RPGS/Indie & Odd Themes/Game Chef Finalists for 2 players/Game Chef 2012 - Epistolary- Gmguide.pdf