Dead of Night
First Impressions
The Little Book of Horrors
Take your game and go play somewhere else!
Scary, fun, and tension-filled campfire horror at its finest! Dead of Night is a roleplaying game which perfectly simulates most any horror movie, from B-movies to slasher flicks, to campfire tales of things that go bump in the night.

I'm easily amused and loved the pocket format of this game. At the table it might not be the handiest, but it was definitely part of the reason I bought the game to begin with. The game is a fun read, and you'll likely read it cover to cover in one sitting. Yes, I'm aware that it's a 224-page book, but the pages are small, there's a good amount of white space, several full-page pictures, and it's a good read to boot.
The layout is nice with ample white space that helps draw attention to the section headers. The quickstart boxes are helpful, and serve as great reminders if you need to reference something during the game. Eric Lofgren's art is very good, and the decision to dedicate a full page to every picture was very neat. The book looks and feels great, but count on it to quickly get a bit scuffed. Although I've been expecting the binding to break from use, it is amazingly still in good shape.
Flipping through the book, checking out headers, pictures, etc. you cannot help but want to play the game. Especially if you're a horror movie buff. The horror movie clichés distributed throughout the book really give you a good idea of the kind of experience that awaits you in Dead of Night.
Introduction
Dead of Night is a roleplaying game designed by M. Shanmugasundaram (Merwin) and Andrew Kenrick and published in 2005 by their own SteamPower Publishing label.
Rules
Read Yoki's detailed review of the Dead of Night rules.
Victim Creation
Four Attribute Pairs define all Victims, and Creatures and other things that go bump in the dark. You have Identify/Obscure, Persuade/Dissuade, Pursue/Escape, and Assault/Protect. These cover the basic concerns of horror movie roles. You divide 10 points between the two Attributes in each pair, rating each Attribute from 1-9. Then you write down your five Survival Points and your Victim is done. Yup, that's basically it, and yes, protagonist characters are called Victims in Dead of Night.
Specializations
No skills then? Not really, but you have Specializations that you can buy by reducing an Attribute Pair by 2 points. Either by 1 point per Attribute in the pair, or 2 from one of them. Then assign your selected Specialization a value equal to the highest value in the Attribute Pair prior to your reduction plus two. As you probably deduced already, it never pays to deduct 1 from each Attribute, you always get a higher value in your Specialization by making the low pair what you want it from the start, then deducting 2 points from the higher Attribute. Specializations can be anything you want, but should fit the Attribute Pair it goes with. A sample Victim:
Yoki Erdtman
Concept
Migraine-prone web developer. Driven by a passion for games, but above all the love for his family. (Yeah, yeah, cheesy but true.)
Attributes
- Identify 5 / Obscure 3 / Searching the Internet 9
- Persuade 6 / Dissuade 4
- Pursue 4 / Escape 4 / Aggressive Driving 8
- Assault 6 / Protect 2 / Fight for His Family 10
Survival Points
- 5
You can see how I started with Identify/Obscure: 7/3, and lowered the Identify by 2 to 5, making my Specialization 9. That is the highest Attribute value in the pair, prior to lowering it (7+2=9).
You can also select Deficiencies for your Victim, but as they have no impact on the game apart from pure color, you might just as well insert these on the fly into the story during game play.
Why not a sample Creature (which is what the game calls its antagonists):
Jason Vorhees
Concept
Heard of Friday the 13th?
Attributes
- Identify 3 / Obscure 7
- Persuade 1 / Dissuade 9
- Pursue 6 / Escape 2 / Steady Pace 10
- Assault 4 / Protect 2 / Mangle Victim 10 / Sequel 8
Survival Points
- 5
Resolution
The game's Attributes are all usable in various broad situations. They are not a specific quality, like in many other games. In Dead of Night they measure the Victim's general competence in a wide array of flexible situations. The player with the Initiative determines which Attribute to use for Resolution.
| Identify | Can I figure out what's going on? |
|---|---|
| Obscure | Can I conceal information? |
| Persuade | Can I convince others that there are benefits to helping me? |
| Dissuade | Can I convince others that there are penalties for resisting me? |
| Pursue | Can I catch my prey? |
| Escape | Can I evade a predator? |
| Assault | Can I inflict harm on others? |
| Protect | Can I prevent others or myself from suffering harm? |
Task Resolution
The game features both Task and Conflict Resolution mechanics. If you want to perform some action that isn't opposed by anyone else, such as library research, rummaging through the deserted house for a weapon, etc. Then you make a Task Check. Roll 2d10 plus the appropriate Attribute and try to beat 15.
Conflict Resolution
To resolve a conflict that someone is opposing, you must make a Conflict Check. The one with the initiative decides which Attribute to use for the conflict. Roll 2d10 + your Attribute or Specialization versus 10 + your opponent's relevant Attribute or Specialization. Fitting Specializations from any Attribute Pair can be used, but normally you're opposed by the other Attribute in the pair you selected to use.
The Conflict Resolution rules are interesting and different from most by how symmetric they are. You do specify your intent, that is what you want to accomplish, prior to rolling the dice, but not what's at stake. In other words, you don't determine what could go wrong until after resolution. However, the mechanics are symmetric. If you win, it's good for you and bad for your opponent, and the other way around. Losing a Conflict Check means that your opponent gets a positive outcome, and you a negative.
Combat Checks
Alright, so you think this sounds like every other game? Not so (well sure there are some others), but Dead of Night even uses this for Combat Checks (Conflict Checks using the Assault/Protect). So if you roll to shoot the Creature, and miss, that means he's instead hurt you. Combat Checks always result in the loser losing a Survival Point. Dang! An eye for an eye and all that...
There are absolutely no situational modifiers in the game, and since attacking and defending is pretty much the same thing, you can forget teaming up against the Creature. You might as well follow the horror movie cliché of splitting up. A cool rule is that the winner may always call for a an Escape versus Pursue Conflict Check with his opponent, to get out of harm's way — for now...
I feel the need to make another point about the coolness of Dead of Night combats. There are no combat rounds, nor anything that dictates that a combat goes on until one of the combatants runs out of Survival Points. Instead, if your Victim wins a Combat Check against a Creature, he might knock out the Creature. Obviously your Victim will think he's defeated the Creature, this is a good chance to earn Survival Points for the clichés "Whenever a monster seems dead, it's never dead," or "After injuring a monster with a weapon, said weapon should be dropped to hasten your escape."
Initiative
So who rolls the dice? The player that states an action first gets initiative, and it should be the players making the majority of the rolls, not the GM. However, the same player may not make consecutive rolls without paying for it with Survival Points. If a Creature enters the scene it automatically gains the Initiative, but the GM is restricted by the same rule regarding consecutive rolls.
In practice the Initiative system leads to a high-tension game full of action. Because if the players run out of ideas, they hand over the Initiative to the GM. The players have all the control they want until in direct confrontation with a Creature. Dead of Night players will learn to fear when the GM reaches for his dice. Here's a summary of how it works in play:
In practice the Initiative system leads to a high-tension game with lots of actions.
- The player to first announce an action gains the Initiative, and has committed to performing the action. No take-backs!
- The player with the Initiative states his Victim's intent and which Attribute he wants to use. All other participants must comply.
- Whenever possible the player, not the GM, rolls the dice. If both parties in a Conflict Check are players, the one with the Initiative rolls.
- A player may not roll the dice in two consecutive Checks. Unless a player pays a Survival Point to keep the Initiative.
- A Creature always wins the Initiative when it is in a scene, but even the GM may not make two consecutive Checks.
Survival Points
Your Survival Points (SP), remember you start with 5, represent how close you are to meeting your end. They are also a measure for the GM to decide whom to pressure most. If you start losing SP, be sure that you will find things going against you, and the Creature will smell you out.
SP are not just hit points, but any type of negative effect on your Victim. Yes, this of course includes injuries, but also getting tired, exasperated, equipment breaking down, running out of ammo, what-have-you. Once you're at 0 SP, the next SP loss will remove your Victim from the game.
Earning Survival Points
Now for the good news. You can earn more SP, and they're also the currency with which you as a player can affect the game. So you know that losing a Combat Check results in the loss of a SP, but how do you gain them? Let me count the ways:
- Fortune's Favor — Rolling double in a successful Check grants 1 SP.
- I Did It! — The player who most advanced the plot in the just completed scene gets 1 SP.
- Running with Clichés — Following horror movie clichés nets you 1 SP.
- Artistic License — The GM can grant 1 SP for colorful description of your actions.
- Well Rested — Resting for a full scene earns 1 SP.
- I’m Still Kicking — Surviving (yeah right!) a scenario nets 2 SP.
Spending Survival Points
Here's a list of the effects you can spend your SP to invoke:
- Inspiration — Flip an Attribute Pair for a full scene.
- That Never Happened! — Re-roll the last Check.
- Vying For Attention — Buys you the initiative, allowing you to interrupt another player.
- Hold It! — Negates another players SP expenditure.
- What’s This? — Introduce new elements into the story.
- I’ve Got Just the Thing! — Procure a useful item.
- I’m Special — Some Specializations require one SP to activate, or cost 1 SP if you fail a Check.
- Make Me Special — Buy a new Specializations for 2 SP.
Advanced Play
This chapter is very nice, even if some of the concepts could be fleshed out further. The chapter consists of tons of options for how to run Dead of Night. Such as how to evoke the kind of horror you want as a group, or if you want to scare the players or the Victims. In all this is a great chapter, if somewhat half-baked. Unfortunately not even the book's authors use all the ideas to the fullest in the rest of the book (see my comments on Scenarios). The chapter also introduces Tension.
Tension Rating
The Tension Rating is a measure of the suspense level of your story. Tension 1 is relatively tame, while the maximum rating of 15 is Lovecraftian to the extreme! As the GM you use the Tension Rating to color your descriptions. When a Creature enters the scene the current Tension Rating is increased by its Survival Points, boosting the horror-level until it exits stage left.
Tension Points
Tension Points (TP) are the GM's currency to affect the game. Every time a Victim uses or loses a Survival Point, it is converted into a Tension Point and increases the game's Tension Rating. When you begin a game of Dead of Night you decide upon the Starting Tension; how many Tension Points the GM has available at the start of the game. You must also set the Mood, or how freely SP are awarded by the GM. Lastly Circumstances and Intensity determine how TP may be used by the GM, and an explanation of the desired impact on actual play
TP can be used to modify Checks on a 1-for-1 basis up or down, but exactly how many TP can or must be used, how and when is what those Circumstances and the Intensity decide. The game gives you lots of cool suggestions, but you can come up with lots more ideas of your own — trust me.
The authors also point out how the same scenario with different Starting Tension, Mood, Circumstances, and Intensity will play out completely differently; giving Dead of Night scenarios replay value. They are right, but unfortunately miss the ball, and provide no such commentary in the included scenarios.
Creatures
The Creatures chapter is full of cool antagonists and monsters straight out of horror movies, but with the license numbers filed down. There are also rules for Advanced and Creature Specializations, and Creature Vulnerabilities. All very fitting. The Creatures are very inspiring, making it simple to just pick one of them and winging the rest of the game session.
Rules Summary
Dead of Night does not have the same story focus as most of the games I review in Holken. It is however easily drifted this way, or better yet enjoyed for what it is. An awesome horror movie simulation! Its rules perfectly emulate the horror movie genre.
Task Resolution is 2d10 plus an Attribute rated 1-9 vs target number 15. Conflict Resolution has Victims (and Creatures) roll 2d10 plus an Attribute versus 10 + the opponent's opposing Attribute. The system is symmetric, so losing is the same as your opponent winning, and vice versa. So if you attack your story's Creature and fail, it means he has succeeded in attacking you. So what do you think happens if you track the Creature and fail? Yup, gruesome huh?
The Initiative system is what really sets the game apart from most other horror games. It actually creates a sense of dread amongst the players, as they strive to remain in control.
How spent or lost Survival Points convert into Tension Points, and Creatures entering the scene increase the game's Tension Rating also lend well to high-paced horror flicks action.
Prep
The game itself instructs you to prepare plots and scenarios pre-game, but if you've even seen a handful of horror movies this isn't the case. As the GM you can easily wing the necessary bits in a few minutes time, while the other players create their Victims. Even better, as a group decide on the horror movie that you want to emulate, select a fitting Creature out of the ones included, brainstorm up a cool setting and starting scene, then just wing it.
Dead of Night is definitely a pick-up roleplaying game.
Scenarios
In the Rule Book
The scenarios in the book left me disappointed. Not from a creativity or plot standpoint, they are typical horror fare and perfectly fit the game's theme, but they don't use the full power of the system and that's a crime (well it should be)!
In a Forge post by Merwin Shanmugasundaram, co-designer of the game, he points out how Managing Tension by clever use of Tension Point Circumstance, can shape the flow of a scenario. The movie he is referring to is John Carpenter's 1982 remake of The Thing:
[The Thing is] all about the chase/hunt on both sides. You WANT the players to be able to catch up to the creature. You want to foil their attempts to get away from the Thing. Whether or not they Identify it is a secondary concern, and the creature's Assault and Persuade skills are so specialized there's very little hope for the PCs in the constrained scenario. If you focus Tension on Pursue and Escape, the others should take care of themselves.
Choosing which stat grouping (or even more specifically, which individual stats you modify with Tension will definitely allow you to predetermine (to some extent) the flow of a particular scenario.
Now that is darn elegant, but unfortunately there's no attempt to do something like this with the scenarios in the book. Each scenario could've used such a breakdown, or perhaps even a few to give you more options. I was hoping that this was perhaps something to look forward to in the published Dead of Night scenarios.
Night of the Santa Claws
Night of the Santa Claws is a free PDF scenario for the game. The setup is right out of a b-horror movie, so right on for the game, and should be a fun one-shot for a Christmas game night. I would probably run it as Schlock or Slapstick Horror, but here starts my critique.
Just like the scenarios in the rules, they only touch upon Managing Tension by listing the Starting, Middle, and End Tension levels and outlining what might be occurring at each level. All other great Dead of Night scenario design aspects are sadly missing.
What am I talking about? Well for starters, how about a few suggestions for different Tension Points Circumstances and how they would influence the game? Or a few lines on how the scenario might play out differently under the various Types of Horror discussed in the rules? Tips on how the frequency of Survival Point awards might affect the scenario, along with a short list of fitting clichés, would let you know how to manage the Mood. A summary of how to scare Players vs Victims, and how the different Styles of Play impact actual play would also have been great.
Design Guidelines
I think Steampower Publishing keeps overlooking the very best aspects of Dead of Night in the published scenarios. I recommend that anyone creating a Dead of Night scenario include the following details:
-
Managing Tension (p. 69-73); broken down as follows:
- Starting Tension (p. 69-71): Along with Middle and End levels, and outline of possible events for each, as in currently published scenarios should remain. (Refer to pages 64-67 as well.)
- Mood (p. 71): How freely the GM awards Survival Points. A short list of fitting clichés for the scenario, if Running with Clichés is used, should also be included.
- Tension Points Circumstances and Intensity (p. 72-73): How Tension Points may be used by the GM, and an explanation of the desired impact on actual play. (Refer to pages 67-69 as well.)
- Types of Horror (p. 73-79): Details on how the scenario would play out under the various themes and styles discussed in the game.
- Players vs Victims (p. 81-82): Tips on how to immerse the Victims in the story. Details on why the scenario might be scary to some players, and how to play up or avoid that.
- Styles of Play (p. 82-95): Suggested variants that work well with the scenario.
Page references refer to the Dead of Night rules, to quickly let you refer to each topic.
Nobody has trouble coming up with basic horror plots. If you've seen at least a handful of horror movies you can come up with a dozen plots without trouble. Does this mean that Steampower Publishing should stop publishing Dead of Night scenarios? No, the value add of the above Scenario Elements would give Dead of Night scenarios great replay value! By simply changing a couple of the scenario design elements you would end up with a completely different play experience.
If these details were included in all published Dead of Night scenarios, I would buy them all!
Actual Play Reflections
Playing the game only confirmed what I had surmised in reading it, that it's a very good pick-up game. They sort of miss this in the rules as written however, as they keep referring to "scenario development," "introduction of the plot," etc. throughout. Personally I prefer to have the plot develop through play, rather than being predefined. Give me a nice juicy situation loaded for conflict, insert some Victims and other characters knee-deep in the mess and I'm ready to go!
The system is very easy to master and does what it's supposed to. You find a few weird things through play, such as how "That Never Happened!" is generally not worth using, as you must pay a Survival Point to activate it, and earn a re-roll, but in certain situations I guess... (Read as: only against specific Creature Specializations causing more than 1 SP of damage.)
What are you waiting for?
Take your game and go play somewhere else,
Yoki Erdtman
P.S. The "Take your game and go play somewhere else!" slogan is weak in my opinion, but I'm going with the provided material. It gets prime billing on the game's back cover.