Now that the primary functions of the Mansion have been
established, it is time to address a lapsed requirement of Resident Evil –
narrow corridors. Corridors in the
Spencer Mansion don’t run straight, but angle around key plot and puzzle rooms,
sometimes requiring you to go through such rooms to reach corridors, and
generally restrict movement of the player while enabling them to see all (or
most) of the Mansion early. They conjure
to mind the metaphor of “rat in a maze,” a key requirement for Resident Evil.
Most other Resident Evil’s share this core facet, but it
felt downplayed in Code Veronica, where most corridors are wide and accommodating. Darkside Chronicles addresses this absence with
a new addition, as Ashford can be heard on the PA taunting Claire and Steve
while throwing random explosive packages together with zombie attacks. RE4 likewise seems to eschew this model for
wider corridors and masses of Gannados to attack the player. While it is possible to create a sense of
fear and tension for the player without narrow corridors, something has to take
its place.
This Mansion was built to hide a smuggling operation, but
the primary facets of that are already set.
The smuggled goods take a short, express path from underground harbor to
waiting overland cart through dumbwaiters, trapdoor – ladders, and big double
doors. All of these should have different
keys and should have challenges that prevent them from being picked, whether as
guards, alarms, or traps. The main
reason why is because they would all pique the curiosity of law enforcement; if
any are found, the Baron would be screwed!
But law enforcement shouldn’t have cause to draw anywhere near these
passages.
It customary for nobles to entertain their friends, so the
PCs should have access early to guest quarters, the dining hall, the sitting
room, anywhere where a guest would need to go to feel welcome in this
Mansion. Big long corridors may be
detrimental here, as they would only encourage the curious to poke their noses
where they shouldn’t. Victorian servants
generally never needed to go to the Masters’ quarters except to do specific
jobs at specific times. Assuming that
the servants were in on the smuggling ring, the Baron would do his utmost to
keep his own space apart from his servants, and make it plausible that he could
be ignorant of the massive natural harbor right under his feet. He would set them up to take the fall, at
least at the architectural stage.
These competing needs are starting to build a ground plan
for a basic polar split. No guest in a
Baron’s house would be caught dead in the servant’s quarters, so that seems a reasonable
tactic for hiding the operative rooms. The common areas, kitchen, dining room, sitting
room, would be in the middle, perhaps just off of the main hall. Guest quarters would be on the other side,
perhaps on the main floor, while the Baron would make his quarters just above
them on the second floor. Topped with a
library and a few other amenities (both areas need separate toilets) and we
have the start of a floorplan.
But where are the corridors?
The hall can have two corridors reaching off to the two poles of the
Mansion, but those are not the snakey, winding corridors that we’ve previously established
are needed.
I certainly plan to have the heavily armed Constables be
assaulted near constantly, but is that fulfilling the desire for a Resident
Evil role playing game? Seems a lot to
leave up to my wholly unoriginal Gannodos!
The only other option is the vague disguise from RE3;
Raccoon city would have been much simpler to escape, perhaps using straight
lines of egress, if not for the general ruin that the outbreak has caused. General ruin won’t work in my plan, but the
Baron Larksley could have spent lavishly, maybe all of his profits from
smuggling, in terror of the law one day coming to investigate his home. He has built his house to frustrate, or
possibly kill, but certainly to temp invaders to kill, his family and/or more
likely servants.
All of this rests on a rule little known to Americans, that commoners
cannot strike noble men. We are in an age of transition, but I would lay money that ninteenth century gentleman would still be clinging to this achaism for as long as possible. If the PCs, who
are commoners with badges and public guns, take aggressive action against a
noble man or his home, then they are liable for their actions. All of the rest is disputed, the original
he-said, she-said, where the nobleman’s word counts for more in law than
theirs.
The idea begins to germinate, that the Mansion is in fact
much more of a nut-house than the one in the Arklay mountains, as by the 1870s
the British are definitely comparing notes with the Japanese, and a western
built Koga house, with trap doors, hidden ladders, levered into place walls,
and swinging traps would be completely fair game. The PCs should be given fair warning, perhaps
with a handful of recovered notes from the guest spaces hinting at this
construction idea. But I love the idea,
as the Koga Houses of Japan were supposed to protect typically common ninja
from noble samurai, and now the Mansion in Britain protects a troubled noble
from civic (synonym for common) law enforcers.
Suffice to say that the PCs are in for the fight of their
lives in a madhouse where the enemy holds all of the cards. Except one.
Victory needs to be more than achievable, but obvious to all of them
right from the main hall. Tomorrow, if I
can, I shall endeavour to write the introductions.
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