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Sunday, 29 June 2025

Your SHIVER Slasher Starter

Summer camp is a tradition. A chance for the parents to take a break from their children and a chance for the children to meet other children, enjoy the outdoors, engage in outdoor activities and have some fun, whilst for the camp counsellors, it is a chance to get away from their parents, take some responsibility, and maybe have fun with their fellow camp counsellors after their charges are all in their bunks. Summer camp is also a tradition of blood and tragedy, terror and death, as some seemingly random, unrelenting Slasher sneaks out of the surrounding woods and stalks the occupants of the camp, stabbing them, cutting them, hacking them, and putting them to death in murderously inventive ways. That is, until there is one ‘Final Girl’, a survivor who will somehow put an end to the Slasher’s rage-fuelled rampage, and then go on to live a life of happiness and love, untroubled by the trauma inflicted upon her by the monster that pursued her and her friends that night… Or perhaps not.

Camp Blood is a summer sleep-away camp located on the shores of Camp Blood, surrounded by the woods, with a dark history. In the sixties, its attendees, children and camp counsellors, were stalked by a Slasher known as Lopsy, and of the staff and camp counsellors, only three survived. Now, a decade later, they have returned to Camp Blood and led by camp counsellor, Cindy Beyers, have opened it up again and welcomed another group of children for another summer of exciting and educational activities which will definitely make the counsellors’ young charges learn and grow into better adults. Of course, after a month of Cindy Beyers recounting the legend of Lopsy at every fireside ghost story telling session, everyone is tired of hearing about the Slasher and looking forward to going home! Just one more sleep and summer will come to an end…

This is the set-up for ‘Return to Camp Blood’, the scenario in the SHIVER Slasher Starter Set, one of two themed starter sets published by Parable Games for SHIVER – Role-playing Tales in the Strange & the Unknown. The other is the SHIVER Blockbuster Starter Set. More specifically, the SHIVER Slasher Starter Set ties in with the campaign supplement, SHIVER Slasher: Generation Murder, in which the Player Characters suffer an attack by a Slasher and the survivors and their descendants will go on to suffer further attacks by different Slashers down the decades, from the twenties to the noughties, each decade highlighting a different style of Slasher film. What this means is that the SHIVER Slasher Starter Set can be run as one-shot, a classic Summer Camp Slasher horror film in the style of Friday the 13th, Sleepaway Camp, and Cheerleader Camp, but it can also be slotted into the full SHIVER Slasher: Generation Murder campaign. This can be done as a flash forwards-style prequel to the full campaign, which then switches back to the beginning, if the Director does not have SHIVER Slasher: Generation Murder or it can be simply inserted into the campaign if she does.

The SHIVER Slasher Starter Set contains two books, the ‘SHIVER Starter Rulebook’ and the ‘Return to Camp Blood’ scenario book, a set of seven pre-generated Player Characters, and a complete set of SHIVER dice. The ‘SHIVER Starter Rulebook’ is a concise version of SHIVER – Role-playing Tales in the Strange & the Unknown rulebook and contains all of the rules necessary to run and play ‘Return to Camp Blood’. Player Characters in SHIVER can advance up to Tier Ten, but the ‘SHIVER Starter Rulebook’ only goes up as far as Tier Five. The SHIVER dice are of course, required to play, and one advantage of the SHIVER Slasher Starter Set is that once the scenario has been played through, the gaming group has another set of dice to continue playing the roleplaying game.

The seven pre-generated Player Characters in the SHIVER Slasher Starter Set match the roleplaying game’s seven Archetypes—the Warrior, the Maverick, the Scholar, the Socialite, the Fool, the Weird, and the Survivor—and each emphasises one of the six Core Skills and gives access to several Tiers of Abilities. The six Core Skills—effectively both skills and attributes—are Grit, Wit, Smarts, Heart, Luck, and Strange. Grit represents a character’s physical capabilities; Wit covers physical dexterity; Smarts is his intellect and capability with investigation and technology; Heart is his charisma and charm; Luck is his good fortune and the random of the universe; and Strange is his capacity for using magic, psychic powers, and so on. A Player Character also has a Luck Bank for storing Luck—one for all Archetypes, except for the Fool, who has space for three; a current Fear status—either Stable, Afraid, or Terrified; and a Lifeline—Weakened, Limping, Trauma, and Dead—which is the same for all Archetypes.

Mechanically, SHIVER uses a dice pool system of six-sided dice, their faces marked with the symbols for the roleplaying game’s six Core Skills—Grit, Wit, Smarts, Heart, Luck, and Strange. To these are added Talent dice, eight-sided dice marked with Luck and Strange symbols. When a player wants his character to undertake an action, he assembles a dice pool based on the action and its associated Core Skill plus Talent dice if the character has in that Core Skill. Further dice can be added or deducted depending on whether the Player Character has Advantage or Disadvantage, an Ability which applies, or the player wants to spend his character’s Luck, and on the character’s Fear status. The aim is to roll a number of symbols or successes in the appropriate Core Skill, the Challenge Rating ranging from one and Easy to five and Near Impossible. If the player rolls enough, then his character succeeds; if he rolls two Successes more than the Challenge Rating, it is a Critical Hit; and if a player rolls three or more dice and every symbol is a success, this is Full House. In combat, a Critical Hit doubles damage and a Full House triples it, but out of combat the Director can suggest other outcomes for both. If Luck symbols are rolled, one can be saved in the Player Character’s Luck Bank for later use, but if two are rolled, they can be exchanged for a single success on the current skill roll, or they can be used to turn the Doom Clock back by one minute.

A failed roll does not necessarily mean that the Player Character fails as he can use other means to succeed at the task if he rolls enough successes in another Core Skill for that task, though this requires some narrative explanation. However, a failed roll has consequences beyond simply not succeeding—each Strange symbol rolled pushes the Doom Clock up by a minute…

Combat uses the same mechanic with monsters and enemies—and the Player Characters when they are attacked—using the same Challenge Rating as skill tests. It is Turn-based, with the Director deciding whether each Player Character is acting First, in the Middle, or Last, depending upon their situation and what they want to do. Players are encouraged to be organised and know what their characters are capable of, the surroundings for the battle, and so on, in order to get the best out of their characters. With every Player Character possessing the same Lifeline (the equivalent of sixteen Health Points), combat can be simply nasty or nasty and deadly, depending upon the mode. Death is a strong possibility, no matter what the mode, and depending on the scenario, death need not be the end though. A Player Character could become a ghost and continue to provide help from the afterlife or even become an antagonist!

Fear in SHIVER uses the same Challenge Rating system and mechanics. A Fear Check is made with a Player Character’s Strange Dice, and if the player fails the check, the character becomes Afraid, and if Afraid, becomes Terrified. If Afraid, a Player Character loses one die from all Core Skills, and two if Terrified. This is temporary, and a Player Character can get rid of the effects of Fear by escaping or vanquishing the threat, steadying himself (this requires another Fear Check), or another Player Character uses an Ability to help him.

Narratively, SHIVER is played out against a Doom Clock. This is set at eleven o’clock at night and counts up minute by minute to Midnight and the Player Characters’ inevitable Doooommm! However, at ‘Quarter Past’, ‘Half Past’, ‘Quarter To’, and ‘Midnight’ certain events will happen, these being defined in the scenario or written in by the Director. Every scenario for SHIVER includes its own Doom Clock events. In general, the Doom Clock will tick up due to the actions of the Player Characters, whether that is because of a failed skill check with Strange symbols, a failed Fear Check, abilities for the Weird Archetype, Background Flaws, or simply interacting with the wrong things in game. What this means is that dice rolls become even more uncertain, their outcome having more of a negative effect potentially than just failures, but this is all in keeping with the genre. However, just as the Doom Clock can tick up to ‘Midnight’ through the Player Characters’ actions. It can also be turned back due to their actions. Rolling two Luck on skill checks, reaching Story Milestones, finding clues and important items, and certain Abilities can all turn the Doom Clock back.

‘Return to Camp Blood’ is the scenario in the SHIVER Slasher Starter Set. It casts the Player Characters as Camp Counsellors at the recently reopened, on another site (but nearby to the old one where the infamous massacre took place) Camp Blood. They have been serving as the camp lifeguard, assistant cook, and teachers of archery, nature, and crafts, and there is a camp roster of characters who can be linked back to the massacre at the original Camp Blood. There is a good explanation of its set-up and advice on how to run the scenario. It opens with the Player Characters sat round the campfire, chatting about their experiences over the summer, which sets up some nice little flashbacks that can be played through, such as stopping another counsellor picking on a young camp attendee or going in search of a missing member of staff. Not only does this allow the players to try out the mechanics of the roleplaying game before the action starts, it gives them their characters the opportunity to earn some merit badges—no matter the outcome—that can then be used by a player as a one-time bonus during the rest of the scenario.

After hearing Cindy Beyers relate the story of how Lopsy attacked the original Camp Blood one more time, the action proper begins! The Player Characters are sent to check on some missing counsellors who have sneaked off like any true teenagers in lust at summer camp must. Of course, this being a horror scenario in the Slasher genre, the missing counsellors are going to be found, in the burnt out ruins of the original camp, and of course, dead, and with signs of terror on their faces! That is when the Player Characters’ own terror begins as arrows fly out of the darkness and they are stalked back to the new camp, and back and forth, Slasher known as Lopsy seemingly having returned to wreak havoc just as he did a decade before. Initially, the Player Characters have a chance to hide, but this is a Slasher horror film and Lopsy is not going to let anyone hide for long! In keeping with the genre, the Player Characters will be flushed out and go on search of a means to stop the unrelenting stalker. Ultimately, the Player Characters will be forced to face the Slasher in a final confrontation, and that is when ‘Return to Camp Blood’ pulls its twist. It is a fitting twist, one that perceptive or knowing players might work out a little earlier as there are hints in the scenario, but ups the ante and makes for a big battle when during which the merit badges earned earlier are going to come in really handy.

In addition to the advice on the set-up and running of ‘Return to Camp Blood’, the Director is presented with a variety of endings she can use, Doom Clock events the players and their characters can trigger, and a compendium with depictions of all of the Camp Blood Badges, equipment that can be found and used in the fight against Lopsy, including Snuffles the bunny (who deserves star credit), and stats for the various enemies, which of course, includes Lopsy. There is advice too on how to portray him and what he does in combat.

Physically, the SHIVER Slasher Starter Set is a good-looking box. The inclusion of the roleplaying game’s tables on the inside lid of the cover means that the Director has an easy rules reference and screen, whilst the dice do sit in their own niche in the bottom of the box. The books themselves are well-presented with excellent artwork done in a style similar to that of Mike Mignola and his Hellboy comic. The writing is clear, but could have done with an edit in places.

The SHIVER Slasher Starter Set is a solid introduction to SHIVER – Role-playing Tales in the Strange & the Unknown, whether or not the Director wants to run the SHIVER Slasher: Generation Murder campaign. If she does, then it is a worthy addition, fitting into a decade not covered in the sourcebook and campaign. If not, the scenario is still fun and the players can enjoy the clichés of the genre and the twist that ‘Return to Camp Blood’ gives them.

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