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Creepy...
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<blockquote data-quote="Brazeku" data-source="post: 3791113" data-attributes="member: 48916"><p>One way to be effectively creepy is to use inversion. That's why little girls are creepy - you're taking something that is otherwise cute and associated with purity, and turning it on its head.</p><p></p><p>Another method you can use is to take a commonplace event or item, and attach a strange event to it. Use this to make players search for meaning. Say the party finds an old maypole, streaked with corrosion. As they approach it, the sky grows darker and the wind catches in the tattered banners.</p><p></p><p>Another method is reversion. Use this to erode feelings of control. This is basically undoing what the players have done. An example: say the party has found an old dagger on an altar, and pick it up. The next time they look back at the altar, the dagger is still there, the altar undisturbed.</p><p></p><p>There is progression. Progression is used to build a sense of forboding. An example would be an old, faded tapestry hanging on a wall. In the torchlight, it appears normal, but when viewed from shadowy illumination, faint traces of silver can be seen. By dimming the lights, the players can see these silver lines growing brighter and sharper. The process is reversed once light is applied, but starts up again when darkness falls. If they watch it in the darkness, the lines shift and flow, forming an archway - and a figure seems to loom within, head bowed in shadow. The figure slowly looks up.</p><p></p><p>Messages work very well, especially connected with the unknown. An old favorite involves a locked door in the back wall of an old, abandoned cellar. The door is warped wood, and covered with flaking paint. As the party works to open it, the pain slowly flakes away, revealing a scrawled word: "No". Will the party still try to open the door?</p><p></p><p>Use all their senses. Half heard voices, fleeting images, the smell of flowers wafting, the smell of deep earth and rain on stone. A wall slick with fat. Use their associations, and turn those assocations around.</p><p></p><p>You get the picture.</p></blockquote><p></p>
[QUOTE="Brazeku, post: 3791113, member: 48916"] One way to be effectively creepy is to use inversion. That's why little girls are creepy - you're taking something that is otherwise cute and associated with purity, and turning it on its head. Another method you can use is to take a commonplace event or item, and attach a strange event to it. Use this to make players search for meaning. Say the party finds an old maypole, streaked with corrosion. As they approach it, the sky grows darker and the wind catches in the tattered banners. Another method is reversion. Use this to erode feelings of control. This is basically undoing what the players have done. An example: say the party has found an old dagger on an altar, and pick it up. The next time they look back at the altar, the dagger is still there, the altar undisturbed. There is progression. Progression is used to build a sense of forboding. An example would be an old, faded tapestry hanging on a wall. In the torchlight, it appears normal, but when viewed from shadowy illumination, faint traces of silver can be seen. By dimming the lights, the players can see these silver lines growing brighter and sharper. The process is reversed once light is applied, but starts up again when darkness falls. If they watch it in the darkness, the lines shift and flow, forming an archway - and a figure seems to loom within, head bowed in shadow. The figure slowly looks up. Messages work very well, especially connected with the unknown. An old favorite involves a locked door in the back wall of an old, abandoned cellar. The door is warped wood, and covered with flaking paint. As the party works to open it, the pain slowly flakes away, revealing a scrawled word: "No". Will the party still try to open the door? Use all their senses. Half heard voices, fleeting images, the smell of flowers wafting, the smell of deep earth and rain on stone. A wall slick with fat. Use their associations, and turn those assocations around. You get the picture. [/QUOTE]
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