Running Horror Games: C&C Tricks of the Trade #65...
M'Lords. Haven't been able to keep up as intended with these "Ticks of the Trade" from the Den of yon Trolls, but this one definitely got me stoked in the spirit of the season (no pun intended). Already have an adventure in mind that would make for a perfect Samhain/Halloween gaming session, if I had the time and mental resources...
Thusly, submitted for your consideration...
Running Horror Games
This is the 65th in our ongoing tips and tricks for GMs. Periodically we will send out these little nuggets written by Master GM Stephen Chenault.
Being a GM, DM, or CK is a tricky business. You must be able to think on the fly, keep people engaged and lead them down the path to adventure. Bogged down in the minutiae? Stuck in a dungeon? It's important to lead the players to the best game they can have. That's why our CEO and founder, Stephen Chenault -- a gamer for over 40 years and CK that can keep a game of 20 plus moving smoothly -- has put together another 5 gems guaranteed to give you your best game.
The trailer for the movie Gretel and Hansel was an eye grabber, the movie itself a visual extravaganza. The colors, the simple characters made complex by superb acting and a story that was just deep enough to plunge the viewer into the weird, drove my game table full on into the horror genre. It's something we've never really done at the table, and something I as a GM, have never done full on. Tomb of Horrors of course and Ravenloft, are classic horror adventures. Tomb of Horrors is a trap filled mad house where death lies in every step. And though scary in the sense that you don't know what random occurrence next is going to kill you, it's not mind fog inducing scary. Ravenloft has some great "Poe-esque" sense to it, unrequited love and the powers of darkness, and it still relies on malevolent forces beyond the character's control. These are good and crazy fun, but the mood captured in Gretel and Hansel and other movies like The Witch, is something entirely different. It seems, upon reflection, that true horror lies in the mundane.
It lies in our visual fields, when something that is, becomes something it should never be. The horror comes not in your ability to control it, but in your inability to understand it. Bringing this to table is fun and a bit challenging. Here are some of the things I did to run my horror game.
#1: Ease Into It. Make the first part, or several parts, of the game a normal encounter with just elements of the strange to it. Whatever it is, whether it is an orc band or manticore, bleed some small weird elements into it. They have plundered the manticore's lair but find the bones of what appears to be 7 dead birds around the lair entrance. This may or may not be connected to your overarching theme (haunted village, house, witch, whatever it is). Do this a few times. The purpose here is lay the groundwork for the unknown. You are seeding the field. After a few such encounters most of our players will begin to suspect that something is happening or going to happen. They don’t know what. Have no way of connecting the dots and with luck will begin to feel the sense of dread coming their way.
#2: Vibrant Colors. Avoid thinks like "dark" or "stormy" or "pitch"; any of those common tropes. These words are too heavy and laced with expectations. It's just heavy handed and triggers the same response we all have with jump scare tactics in slasher films. It's dark. I can't see. Bad things happen. Avoid that language. Go with drab, faded colors laced with crazy vibrancy. Looking at faded paint, or sun bleached book covers, or a dress that's lost its luster conjures the very real. It's something we experience every day of our lives. A fresh coat of paint is so much nicer than one painted years ago. Using drab colors in your descriptions makes it real. But you want to break that thought train by lacing it with something that is crazy vibrant. They've entered a room with a bath. The tiles are faded. The floor is stained yellow with water stains, the mirror is colored, but on the window seal is a snow globe whose bright red base stands out in sharp contrast to the room around it. Within are two tiny figures caught in the act of dancing, both decked out in wonderful bright blue and yellow clothing. You've made a nice contract with the drab, making it real, but suddenly a little strange.
#3: Use the Mundane. Decorate your game with the mundane. Make sure that you use normal things from everyday life. Describe them and make it part of the story. Tables of food. Kitchens with pots and pans. A horse in saddle. Whatever it is. Just bring the mundane into play. However, add a simple twist to it. The food is bland. The pots in the kitchen are pristine. The saddle on the horse is not buckled. Some of these strange things should be tied to your story, some should not. You've taken the mundane and made it seem just a little bit odd. This will play into the above tricks, and hopefully, build this sense of unease in the players. Something is up, they just don't know what and have no real way of finding out. Even if they investigate the saddle, there is nothing to find.
#4: Touch of Realism. Keep things grounded. Don't go overboard trying to describe some terrifying moment or encounter. If you drag them into the utterly unbelievable, you just shifted your game into high fantasy and they are shouting at the demon that none shall pass. Keep realism in play. This will transcend the character's concerns and play into the player's own fears. Describe the terrain, weather, or whatever, in concrete terms. Even in big battles with monsters they've encountered, try to keep it grounded in realism. It's best to do this through descriptions. They are sweating from exertions of battle. The monster's claw becomes lodged in the breast plate and snaps off at the quick. The sword is notched. Use the aforementioned vibrant colors, or a twist on the mundane to keep the strange lingering around the players. Keep them guesing.
#5: Red Herring Squared. Make every monster encounter, whether germane to the adventure or not, whether large or small, animal or mythic creature, strange. Paint it in such away that it is not normal. It is not what they expect from previous encounters and games. Some things that seem innocent are innocent. Some things that seem evil are evil. Some things that are evil and seem innocent are neither the above... they just are. Keep the monsters strange. Break with your rule book and expand the monster, giving it aspects that make it seem odd. All this will make the players question what is happening and when combined with the above, hopefully you have them in utter doubt and confusion as to what is reality in your very unreal world. With luck you'll have them jittery about everything because they are truly in the unknown.
Next week: Monsters in a horror environment.
Do you have a question for Steve? Comment? Shoot him an email at troll@trolllord.com and we'll get you an answer and it might just appear in an upcoming episode!
Follow these simple rules when interacting with your group and you will be assured a great game night, every night. [End of Article]
Cheers,
Wesley
Thusly, submitted for your consideration...
Running Horror Games
This is the 65th in our ongoing tips and tricks for GMs. Periodically we will send out these little nuggets written by Master GM Stephen Chenault.
Being a GM, DM, or CK is a tricky business. You must be able to think on the fly, keep people engaged and lead them down the path to adventure. Bogged down in the minutiae? Stuck in a dungeon? It's important to lead the players to the best game they can have. That's why our CEO and founder, Stephen Chenault -- a gamer for over 40 years and CK that can keep a game of 20 plus moving smoothly -- has put together another 5 gems guaranteed to give you your best game.
The trailer for the movie Gretel and Hansel was an eye grabber, the movie itself a visual extravaganza. The colors, the simple characters made complex by superb acting and a story that was just deep enough to plunge the viewer into the weird, drove my game table full on into the horror genre. It's something we've never really done at the table, and something I as a GM, have never done full on. Tomb of Horrors of course and Ravenloft, are classic horror adventures. Tomb of Horrors is a trap filled mad house where death lies in every step. And though scary in the sense that you don't know what random occurrence next is going to kill you, it's not mind fog inducing scary. Ravenloft has some great "Poe-esque" sense to it, unrequited love and the powers of darkness, and it still relies on malevolent forces beyond the character's control. These are good and crazy fun, but the mood captured in Gretel and Hansel and other movies like The Witch, is something entirely different. It seems, upon reflection, that true horror lies in the mundane.
It lies in our visual fields, when something that is, becomes something it should never be. The horror comes not in your ability to control it, but in your inability to understand it. Bringing this to table is fun and a bit challenging. Here are some of the things I did to run my horror game.
#1: Ease Into It. Make the first part, or several parts, of the game a normal encounter with just elements of the strange to it. Whatever it is, whether it is an orc band or manticore, bleed some small weird elements into it. They have plundered the manticore's lair but find the bones of what appears to be 7 dead birds around the lair entrance. This may or may not be connected to your overarching theme (haunted village, house, witch, whatever it is). Do this a few times. The purpose here is lay the groundwork for the unknown. You are seeding the field. After a few such encounters most of our players will begin to suspect that something is happening or going to happen. They don’t know what. Have no way of connecting the dots and with luck will begin to feel the sense of dread coming their way.
#2: Vibrant Colors. Avoid thinks like "dark" or "stormy" or "pitch"; any of those common tropes. These words are too heavy and laced with expectations. It's just heavy handed and triggers the same response we all have with jump scare tactics in slasher films. It's dark. I can't see. Bad things happen. Avoid that language. Go with drab, faded colors laced with crazy vibrancy. Looking at faded paint, or sun bleached book covers, or a dress that's lost its luster conjures the very real. It's something we experience every day of our lives. A fresh coat of paint is so much nicer than one painted years ago. Using drab colors in your descriptions makes it real. But you want to break that thought train by lacing it with something that is crazy vibrant. They've entered a room with a bath. The tiles are faded. The floor is stained yellow with water stains, the mirror is colored, but on the window seal is a snow globe whose bright red base stands out in sharp contrast to the room around it. Within are two tiny figures caught in the act of dancing, both decked out in wonderful bright blue and yellow clothing. You've made a nice contract with the drab, making it real, but suddenly a little strange.
#3: Use the Mundane. Decorate your game with the mundane. Make sure that you use normal things from everyday life. Describe them and make it part of the story. Tables of food. Kitchens with pots and pans. A horse in saddle. Whatever it is. Just bring the mundane into play. However, add a simple twist to it. The food is bland. The pots in the kitchen are pristine. The saddle on the horse is not buckled. Some of these strange things should be tied to your story, some should not. You've taken the mundane and made it seem just a little bit odd. This will play into the above tricks, and hopefully, build this sense of unease in the players. Something is up, they just don't know what and have no real way of finding out. Even if they investigate the saddle, there is nothing to find.
#4: Touch of Realism. Keep things grounded. Don't go overboard trying to describe some terrifying moment or encounter. If you drag them into the utterly unbelievable, you just shifted your game into high fantasy and they are shouting at the demon that none shall pass. Keep realism in play. This will transcend the character's concerns and play into the player's own fears. Describe the terrain, weather, or whatever, in concrete terms. Even in big battles with monsters they've encountered, try to keep it grounded in realism. It's best to do this through descriptions. They are sweating from exertions of battle. The monster's claw becomes lodged in the breast plate and snaps off at the quick. The sword is notched. Use the aforementioned vibrant colors, or a twist on the mundane to keep the strange lingering around the players. Keep them guesing.
#5: Red Herring Squared. Make every monster encounter, whether germane to the adventure or not, whether large or small, animal or mythic creature, strange. Paint it in such away that it is not normal. It is not what they expect from previous encounters and games. Some things that seem innocent are innocent. Some things that seem evil are evil. Some things that are evil and seem innocent are neither the above... they just are. Keep the monsters strange. Break with your rule book and expand the monster, giving it aspects that make it seem odd. All this will make the players question what is happening and when combined with the above, hopefully you have them in utter doubt and confusion as to what is reality in your very unreal world. With luck you'll have them jittery about everything because they are truly in the unknown.
Next week: Monsters in a horror environment.
Do you have a question for Steve? Comment? Shoot him an email at troll@trolllord.com and we'll get you an answer and it might just appear in an upcoming episode!
Follow these simple rules when interacting with your group and you will be assured a great game night, every night. [End of Article]
Cheers,
Wesley
- Ancalagon
- Level 8: Noble
- Posts: 1689
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
Good nuggets of info, Lord Walker! A horror mood can be difficult to establish depending on the types / personalities of players around the table but it will never happen without laying the groundwork.
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
- Necron 99
- Level 8: Noble
- Posts: 2036
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
While not so much in C&C, I enjoy running horror themed games, especially when it comes to Call of Cthulhu and similar systems.
Good stuff, thanks for sharing that Wes.
Good stuff, thanks for sharing that Wes.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
-
- Level 6: Adventurer
- Posts: 292
- Joined: December 9th, 2018, 2:19 pm
For horror gaming guidance, I turn to:
- Nightmares of Mine by Ken Hite (ICE 1999)
- Dubious Shards by Ken Hite (Ronin Arts 2006)
Allan.
- Nightmares of Mine by Ken Hite (ICE 1999)
- Dubious Shards by Ken Hite (Ronin Arts 2006)
Allan.
grodog
----
Allan Grohe
Editor and Project Manager
https://www.facebook.com/BlackBladePublishing/
grodog@gmail.com
http://www.greyhawkonline.com/grodog/greyhawk.html for my Greyhawk site
https://grodog.blogspot.com/ for my blog, From Kuroth's Quill
----
Allan Grohe
Editor and Project Manager
https://www.facebook.com/BlackBladePublishing/
grodog@gmail.com
http://www.greyhawkonline.com/grodog/greyhawk.html for my Greyhawk site
https://grodog.blogspot.com/ for my blog, From Kuroth's Quill
- Necron 99
- Level 8: Noble
- Posts: 2036
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
I shall endeavor to check these out, sounds like some good mythos related stuff.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
Following is another edition of Tricks of the Trade [#67] from the dens of Troll Lord Games. As it follows the horror genre of #65 (see OP) and in the spirit of Halloween and all, I thought I'd keep it in the same thread... One thing I appreciate about these editorial posts from the Trolls is that they aren't rules specific. These tricks can apply to any game system you are running to enhance the overall fun of your game experience and your skill as a Game Master. In the greater scheme of things- IMO, these two factors will significantly increase retention and addition of old and new gamers respectively, and so has an underlying profundity...
Thus submitted for your Halloween horror enjoyment...
TRICKS OF THE TRADE #67: Monsters in the Horror Genre
Running monsters in horror campaigns is understandably different than running monsters in your normal, fantasy game. The idea is to use the monster to bring a sense of horror to the game, to create an atmosphere that is unnerving to the players and that tugs on their own fears. To do so you should try approaching the monster a little differently and creating for it, you and the players, a reason that is far more human than might otherwise be the case.
This tricks of the trade is focused on running 1-2 session horror games, not the epic, save the world campaign. Fighting dark gods that are taking over the world is an entirely different type of game. Here we are focusing on games built around monsters whose motivations are a bit more relatable.[emphasis mine]
#1: Faerie Tales. Read them. Faerie tales are filled with the touch of horror that lingers at the edge of life. Whether it is the pied piper who pulls us away form life with the siren song of something better, or a wolf who preys on us, the faerie tale is a lesson about the dangers of life. The antagonists in these books are usually simple on the surface, but far more complex beneath. They often represent very human pitfalls that we all risk tumbling into. Read the tales and mine them for ideas of mundane monsters that can be fleshed out with more complex human frailties. If you plan it right, these frailties can reflect on the players' characters and make it all a little more real.
#2: Humanize Them. Make your monster more human than monster. Not in form, but in motivation. Its emotions should be grounded in human emotions. Its wants in human wants. Desires and so forth. This makes the monster more like the players at the table, something they can relate to, even if subconsciously. A witch who is taken aback by being treated as a scoundrel is something with which most can empathize. Keeping them grounded, whether they are beastly creatures or not, will help all associate with them and when their true nature is revealed make it all the more terrible... the kindly woman with her house of candy turned out to be a child eating cannibal who only wanted to bind the party in chains and boil them alive.
#3: Focus Their Evil. Keep their desires and lusts small, focus their evil. Make it something everyone can understand and it will be that much more believable. They are simple murderers. Their lust for food manifests as cannibals. A need to control all around them unleashes a house of torture and so on. This helps you avoid the shock value that simple slasher games are built around (and this in no way knocks slasher games, those are crazy fun), but fighting off a horde of zombies is not much more different than fighting off a horde of orcs. But fighting an old woman who has a liking for sweet cakes so much so that she devours one of the characters with a hot spoon and dull knife is wholly different.
#4: Save the Epic. This trick is an extension of #3 above. Evil gods at the end of a long adventurer's road are great, but these should be few and far between. For every day avoid the epic end of world scenario. In any given game you really only have one, maybe two, save the world arcs. The vast majority of the games should be more focused and filled with simple monsters. Keep this in mind when trying to capture a horror feel.
#5: Role Play Them. This is the best part of running any monster but almost essential when running monsters in a horror campaign. Bring them to the table. These very real, human, personally motivated NPCs. Bring them to the table and allow role playing with the characters. They sit at their table and eat together, drink and make merry. They exchange barbs, even enjoy music. The monster becomes the wolf in sheep's clothing. This humanizes the monster and when they are revealed to be this horrid creature of some twisted nightmare, they’ll make an even greater impact on the players. If you can manage several role playing sessions before the "reveal" happens, all the better, but even one is often enough to establish the creature as human enough to relate to.
Do you have a question for Steve? Comment? Shoot him an email at troll@trolllord.com and we'll get you an answer and it might just appear in an upcoming episode!
Follow these simple rules when interacting with your group and you will be assured a great game night, every night.
Cheers, Gentlemen, and happy Samhain!
Aye,
Wesley
Thus submitted for your Halloween horror enjoyment...
TRICKS OF THE TRADE #67: Monsters in the Horror Genre
Running monsters in horror campaigns is understandably different than running monsters in your normal, fantasy game. The idea is to use the monster to bring a sense of horror to the game, to create an atmosphere that is unnerving to the players and that tugs on their own fears. To do so you should try approaching the monster a little differently and creating for it, you and the players, a reason that is far more human than might otherwise be the case.
This tricks of the trade is focused on running 1-2 session horror games, not the epic, save the world campaign. Fighting dark gods that are taking over the world is an entirely different type of game. Here we are focusing on games built around monsters whose motivations are a bit more relatable.[emphasis mine]
#1: Faerie Tales. Read them. Faerie tales are filled with the touch of horror that lingers at the edge of life. Whether it is the pied piper who pulls us away form life with the siren song of something better, or a wolf who preys on us, the faerie tale is a lesson about the dangers of life. The antagonists in these books are usually simple on the surface, but far more complex beneath. They often represent very human pitfalls that we all risk tumbling into. Read the tales and mine them for ideas of mundane monsters that can be fleshed out with more complex human frailties. If you plan it right, these frailties can reflect on the players' characters and make it all a little more real.
#2: Humanize Them. Make your monster more human than monster. Not in form, but in motivation. Its emotions should be grounded in human emotions. Its wants in human wants. Desires and so forth. This makes the monster more like the players at the table, something they can relate to, even if subconsciously. A witch who is taken aback by being treated as a scoundrel is something with which most can empathize. Keeping them grounded, whether they are beastly creatures or not, will help all associate with them and when their true nature is revealed make it all the more terrible... the kindly woman with her house of candy turned out to be a child eating cannibal who only wanted to bind the party in chains and boil them alive.
#3: Focus Their Evil. Keep their desires and lusts small, focus their evil. Make it something everyone can understand and it will be that much more believable. They are simple murderers. Their lust for food manifests as cannibals. A need to control all around them unleashes a house of torture and so on. This helps you avoid the shock value that simple slasher games are built around (and this in no way knocks slasher games, those are crazy fun), but fighting off a horde of zombies is not much more different than fighting off a horde of orcs. But fighting an old woman who has a liking for sweet cakes so much so that she devours one of the characters with a hot spoon and dull knife is wholly different.
#4: Save the Epic. This trick is an extension of #3 above. Evil gods at the end of a long adventurer's road are great, but these should be few and far between. For every day avoid the epic end of world scenario. In any given game you really only have one, maybe two, save the world arcs. The vast majority of the games should be more focused and filled with simple monsters. Keep this in mind when trying to capture a horror feel.
#5: Role Play Them. This is the best part of running any monster but almost essential when running monsters in a horror campaign. Bring them to the table. These very real, human, personally motivated NPCs. Bring them to the table and allow role playing with the characters. They sit at their table and eat together, drink and make merry. They exchange barbs, even enjoy music. The monster becomes the wolf in sheep's clothing. This humanizes the monster and when they are revealed to be this horrid creature of some twisted nightmare, they’ll make an even greater impact on the players. If you can manage several role playing sessions before the "reveal" happens, all the better, but even one is often enough to establish the creature as human enough to relate to.
Do you have a question for Steve? Comment? Shoot him an email at troll@trolllord.com and we'll get you an answer and it might just appear in an upcoming episode!
Follow these simple rules when interacting with your group and you will be assured a great game night, every night.
Cheers, Gentlemen, and happy Samhain!
Aye,
Wesley
- Necron 99
- Level 8: Noble
- Posts: 2036
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Good stuff, Wes. I definitely agree with Steve's take on Faeries. Them sumbitches is downright nasty and evil in many cases.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
- Necron 99
- Level 8: Noble
- Posts: 2036
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Haha. Still working through Mort; I love the fact that Death's black, fiery steed is named Binky.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
UPDATE: Creatures in the Horror Encounter [C&C Tricks of the Trade #69]...
I gotta say: I'm really diggin' this take on the "horror" styled game. I think because I prefer a grittier game that is less high fantasy?
Anyway, for your gaming consideration, M'Lords...
The following really (sic) tricks of the trade focus on a main creature or creatures in a horror encounter. They are general and focus on creating an atmosphere of uncertainty, unnerving the players as the situation that is unfolding is not within their comfort zone. This forces them to pay more attention and understand things that, in some cases, may not be understandable. The hope is that they hesitate to make normal responses to the situation, this hesitation is the hint of fear, that something is not within their realm of control and they run the risk of defeat if they take the wrong actions. All this is designed, particularly in conjunction with the other previous tricks to heighten the senses and bring a little horror to the game.
#1: Hidden in the Shadows. Introduce your monster slowly, allowing them to linger on the edge of the player's vision. They catch sight of something in their peripheral vision, then again later in the darkness, in a crowd, watching from a window. Do this several games before the adventure begins, introducing them to something that is possibly watching them or at the very least a hook to another story arc or adventure. You can even go so far as to have the creature encounter the characters and pass words between them, though any such early interactions should be passing at best. All this is done to introduce the monster to the character as something that hopefully they see as vaguely threatening.
#2: The Slow Death. As the lead up to the encounter continues and the characters find themselves in conflict with the creature, bring indirect suffering to the party members. This is usually in the guise of disease or some type of madness. Whatever your game system is, it should have rules for these things (or check out the Castle Keepers Guide). Make it subtle and not catastrophic at first. Perhaps attribute point drain, a cough that gives them a minus, or some madness where they lose control of their character for a round or two. You of course have to build this ability into the encounter, whether as an ability the monster possesses or something in the creature's realm or lair. And of course, don’t force it, allow necessary saves and what not.
#3: Maim or Hinder Characters. As the adventure unfolds, make the journey fraught with environmental dangers, either contrived by your monster or natural. These should hinder the party time and time again, forcing numerous saving throws, attribute checks or whatever you game of choice calls for. And make them dangerous but not deadly. A character with a blown-out knee, or shoulder knocked out of socket suffers penalties in movement and combat and the weakness will be felt by all as their character becomes a liability that must be abandoned or assisted as they move forward. The purpose here is to simple drive the tension. Couple this with #1 above and you can heighten even more. These encounters can range from the very planned to the simple and without purpose.
#4: Twist the Reality. There should be things happening the players don’t understand, a forest that grows unnaturally, water that is off color, animals that act oddly. Whatever the case, make the reality they are passing through unnatural and not easily quantifiable. Players that experience a very familiar environment that does not act in a familiar way are going to probably start paying more attention, drawn into the narrative that they know, from experience, if they miss something it might end up in their sudden demise. This is especially true when coupled with #3 above. With luck they will be a little unsettled, not so much from any sense of horror but from a sense of not knowing how to respond.
#5: Shock and Awe. When all the creep and happenstance has passed and the encounter is unfolding in the violent fashion that they normally do, make sure your creature has some ability to cause massive damage. This will suddenly change the narrative from one of disjointed imagery, sounds, colors and what have yous to one of shock as the creature proves to be terrifying powerful... even if it is not really. Doing sudden damage on a large scale, regardless of anything else, will hopefully give your game the final wave of terror.
Do you have a question for Steve? Comment? Shoot him an email at troll@trolllord.com and we'll get you an answer and it might just appear in an upcoming episode!
Follow these simple rules when interacting with your group and you will be assured a great game night, every night.
I gotta say: I'm really diggin' this take on the "horror" styled game. I think because I prefer a grittier game that is less high fantasy?
Anyway, for your gaming consideration, M'Lords...
The following really (sic) tricks of the trade focus on a main creature or creatures in a horror encounter. They are general and focus on creating an atmosphere of uncertainty, unnerving the players as the situation that is unfolding is not within their comfort zone. This forces them to pay more attention and understand things that, in some cases, may not be understandable. The hope is that they hesitate to make normal responses to the situation, this hesitation is the hint of fear, that something is not within their realm of control and they run the risk of defeat if they take the wrong actions. All this is designed, particularly in conjunction with the other previous tricks to heighten the senses and bring a little horror to the game.
#1: Hidden in the Shadows. Introduce your monster slowly, allowing them to linger on the edge of the player's vision. They catch sight of something in their peripheral vision, then again later in the darkness, in a crowd, watching from a window. Do this several games before the adventure begins, introducing them to something that is possibly watching them or at the very least a hook to another story arc or adventure. You can even go so far as to have the creature encounter the characters and pass words between them, though any such early interactions should be passing at best. All this is done to introduce the monster to the character as something that hopefully they see as vaguely threatening.
#2: The Slow Death. As the lead up to the encounter continues and the characters find themselves in conflict with the creature, bring indirect suffering to the party members. This is usually in the guise of disease or some type of madness. Whatever your game system is, it should have rules for these things (or check out the Castle Keepers Guide). Make it subtle and not catastrophic at first. Perhaps attribute point drain, a cough that gives them a minus, or some madness where they lose control of their character for a round or two. You of course have to build this ability into the encounter, whether as an ability the monster possesses or something in the creature's realm or lair. And of course, don’t force it, allow necessary saves and what not.
#3: Maim or Hinder Characters. As the adventure unfolds, make the journey fraught with environmental dangers, either contrived by your monster or natural. These should hinder the party time and time again, forcing numerous saving throws, attribute checks or whatever you game of choice calls for. And make them dangerous but not deadly. A character with a blown-out knee, or shoulder knocked out of socket suffers penalties in movement and combat and the weakness will be felt by all as their character becomes a liability that must be abandoned or assisted as they move forward. The purpose here is to simple drive the tension. Couple this with #1 above and you can heighten even more. These encounters can range from the very planned to the simple and without purpose.
#4: Twist the Reality. There should be things happening the players don’t understand, a forest that grows unnaturally, water that is off color, animals that act oddly. Whatever the case, make the reality they are passing through unnatural and not easily quantifiable. Players that experience a very familiar environment that does not act in a familiar way are going to probably start paying more attention, drawn into the narrative that they know, from experience, if they miss something it might end up in their sudden demise. This is especially true when coupled with #3 above. With luck they will be a little unsettled, not so much from any sense of horror but from a sense of not knowing how to respond.
#5: Shock and Awe. When all the creep and happenstance has passed and the encounter is unfolding in the violent fashion that they normally do, make sure your creature has some ability to cause massive damage. This will suddenly change the narrative from one of disjointed imagery, sounds, colors and what have yous to one of shock as the creature proves to be terrifying powerful... even if it is not really. Doing sudden damage on a large scale, regardless of anything else, will hopefully give your game the final wave of terror.
Do you have a question for Steve? Comment? Shoot him an email at troll@trolllord.com and we'll get you an answer and it might just appear in an upcoming episode!
Follow these simple rules when interacting with your group and you will be assured a great game night, every night.