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On Running a Horror Game
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<blockquote data-quote="MGibster" data-source="post: 9111066" data-attributes="member: 4534"><p>I do agree, at least insofar as the players aren't actively trying to avoid the scenario. Regardless of genre, as a GM, I am often delighted when the players surprise me by dealing with a problem in a completely unexpected way. Sometimes I'm disappointed, but more often than not I enjoy it when they try something I didn't think of. </p><p></p><p>In some horror stories, like Joe Hill's <em>Heart Shaped Box, </em>the protagonist tries to avoid the scenario by passing his curse on to someone else, but is thwarted by an evil spirit who takes that option away. I feel as though a GM can only do this so many times before a player starts to feel a bit frustrated. In Stephen King's <em>The Shining</em>, Jack Torrence actually contemplates leaving the Outlook Hotel because it's creepy as %$#@, he doesn't like it there, and he knows his family doesn't like it there either. But he's motivated by his fear of ending up in the welfare line and losing an opportunity to get his teaching job back, so he stays. I think it's best for players to create characters motivated to engage with the scenario. </p><p></p><p></p><p></p><p>There is. And at some point the PC will realize they can't just run away from their problems.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9111066, member: 4534"] I do agree, at least insofar as the players aren't actively trying to avoid the scenario. Regardless of genre, as a GM, I am often delighted when the players surprise me by dealing with a problem in a completely unexpected way. Sometimes I'm disappointed, but more often than not I enjoy it when they try something I didn't think of. In some horror stories, like Joe Hill's [I]Heart Shaped Box, [/I]the protagonist tries to avoid the scenario by passing his curse on to someone else, but is thwarted by an evil spirit who takes that option away. I feel as though a GM can only do this so many times before a player starts to feel a bit frustrated. In Stephen King's [I]The Shining[/I], Jack Torrence actually contemplates leaving the Outlook Hotel because it's creepy as %$#@, he doesn't like it there, and he knows his family doesn't like it there either. But he's motivated by his fear of ending up in the welfare line and losing an opportunity to get his teaching job back, so he stays. I think it's best for players to create characters motivated to engage with the scenario. There is. And at some point the PC will realize they can't just run away from their problems. [/QUOTE]
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