The DNA of Sleepy Hollow

There is something in the writing of the new series Sleepy Hollow that makes me think someone on the team is a life-long table-top RPG gamer.

In the decades of table-top RPG gaming I have done, there is a thing, a thing, that players do. They behave as if the plot is out to get them. If an explanation must be given, it’s given quickly. If there is necessary exposition in a tome or on a phylactery, the objects are taken and stashed safely in a bag and hauled away for later perusal. If weapons are needed, they are improvised.

In modern-era gaming, characters go to the supermarket or home improvement store to load the hell up on the parts needed for traps. Characters call each other, they text, they check in. Gamers try to stack the deck in their favor however they can, in character.

The characters on Sleepy Hollow act in this manner. They are constantly filling each other in on needed backstory and plot. They stock up on goods and weapons. They make COPIES of important texts. They stay in touch constantly. They talk about their feelings briefly, then move on to the next action item on their agenda to stop the end of the world.

In the most recent episode, an elaborate trap was built out of pars purchased at Home Depot, in accordance with centuries-old plans they had printed off the internet, while the characters aired their feelings about Thomas Jefferson and Sally Hemmings.

I like these people. I could go on a GURPS campaign with these people. They are familiar to me, and I appreciate it.


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