Ok, so death happens in games.
That's a given. But maybe there
are fates worse than death, at least while it's happening. And maybe instead of death, your character is
tortured, whether at the hands of their enemies or even the long arm of the law...
Torture. The very word conjures up horrific images of racks, thumbscrews, and the iron maiden (not the band, we're good
with that). Humans are very good at
hurting one another, that's for sure. But as bad as we
are, most fantasy worlds are inhabited by creatures that personify evil itself. Think orcs and giants driven by cruelty and the love of violence. Short of that, there's plenty of human
villains who delight in the suffering of others, especially when they hold a
grudge and a hated nemesis falls into their hands.
But it wasn't just the bad guys.
In a medieval society, torture was a tool of local law enforcement; and those
caught stealing or instigating a barroom brawl might end up in the stocks (if
they're lucky) or maybe receive lashes (not so lucky) in the town square.
Which is to say, unlucky characters just might
find themselves tortured...
So first off, let's be clear that many tortures were really executions designed to prolong the suffering, although ultimately ending in death. Here, the goal was to kill, and the best a victim could hope for was to die quickly or somehow be rescued. And we'd be remiss in our duties if we didn't list a few here (not a complete one for sure, but a decent survey):
RAT TORTURES (gasp!) involved tying the victim flat on their back and placing
an iron basket full of live rats on their chest. Delightful, but we're not done. Next, the basket was heated, causing the
confused and panicked vermin to tunnel through the softest, most yielding surface
(i.e., the victim). Not a good way to die. And it's easy to imagine sadistic GMs
having a captured character subjected to this.
Maybe 1-2 damage per round until dead or rescued? The thought of playing this out might seem
unnecessarily cruel, but if the possibility of imminent rescue exists, why
not pull out all the stops?
And there's the additional challenge that if the victim is recovered,
they'll be injured and probably too weak to walk (or maybe reduced to 5'-10' per round
with help). For the victim, troubles
don't end with mere rescue. And assisting
an almost helpless friend through an enemy fortress teeming with alerted guards can
be a challenging experience. All of this
is gaming fodder on steroids. And the stuff of Game of Thrones and actual history...
SAW TORTURES were just
awful. Really. The victim was hung upside down
and sawed from the groin downward in hopes that blood going to their head
would keep them from losing consciousness.
Ouch. And while a daring rescue was
theoretically possible, once the saw hits the pelvis, the victim is off their
feet for weeks and, barring miracles, slowed (again, 5'-10' per
round) and permanently out of the adventuring business more likely than
not. Just for fun, let's say 1d6 per
round, with the pelvis breached after 1d6 minutes of work, which means it's definitely not for the squeamish or the faint of heart. Or anyone, really...
Of course, other tortures were meant to extract intelligence, although
the victim was often put to death once the desired information was
obtained. Standouts here include:
THUMB SCREWS were vices tightened around the thumbs (or other appendages)
and gradually tightened until the subject spilled the beans. Deliver 1-2 damage per turn of the vice (once per round as the interrogator plies their trade), with saving dice (vs. poison
or maybe a wisdom/willpower save, where applicable) each round after the third to
avoid saying too much. And assuming the character
is eventually released or somehow rescued, fine manipulation is out of the question for 2d6 days (+1 per turn of the screw).
Finally, and perhaps most relevantly, other tortures were designed to keep
the victim alive and deter future indiscretions. This was often the case with law enforcement
or in the military, especially, and most infamously, the navy. And the big winner here is:
FLOGGING (feared by all) was administered by having the victim's hands tied to a post,
baring their back, and then having at it with a whip! Typically, it was something like 20
lashes. Enough to get the point across,
but not enough to kill, although it probably did feel quite a bit like death. Assume here 1 damage per blow, and if the
victim gets to zero hit points, they fall unconscious. Barring magic, a flailed victim cannot
easily walk without some assistance, per the above, or perform any feats (fighting,
stealth, or spell casting) for 2d6 weeks, pretty much putting them out of
commission. Oh, and they cannot heal more
than 1 point per full day of rest. Period. Gives a person time to
think, doesn't it?
Now imagine a band of marauding orcs attacking a party, triumphing, and robbing
them blind. But instead of killing them,
they string up one unlucky character, administering the lash before departing
with their possessions. Now this really is the stuff
of nightmares...
Of course, all of this is just a survey. There were many methods of torture. Too
many, unfortunately. But the important takeaway here is
that (1) torture happened, (2) it had lasting physical impacts, and (3) it was
clearly traumatic. And if your game seems right for this, torture is an alternative to death, albeit a terrible one, and a source of gameplay challenge!
Very Informative Blog Post !
ReplyDeleteThanks! Just don't try this at home... ;-)
ReplyDelete