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Using D&D for fantasy horror
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<blockquote data-quote="Jack7" data-source="post: 4823351" data-attributes="member: 54707"><p>I don't think it is an inappropriate observation at all. D&D of all stripes (some versions more than others) is a very horror-centric game, especially if you consider the idea that monsters are real and creeping around ruins and deserted outposts (if you've ever done that kind thing for real) is, or can be, very spooky, and even lethal (not because of monsters, but because men, animals, or accident and misadventure can ambush and kill you). The very basis of the way people go about "adventuring" (as opposed to adventuring through the jungles of South America, which is dangerous enough in itself) lends itself to suspense, danger, and horror. And if done right, then outright terror (within the mental and mood confines of the game of course, there is no real horror or monster to fear). But because the game has become over time more and more about "the fight" the monster and several other of the naturally inherent horror elements have been relegated to the domain of "simple challenges." More like a sports challenge than a fight for survival and a wrestling with things that could destroy not only the individual but mankind, or even civilization itself.</p><p></p><p>To me though horror is not so much the fear of death (which you can get used to and overcome with exposure and training, or even by simple religious faith) as it is the fear of death in a certain and peculiar manner. In a manner that implies more than "just death."</p><p></p><p>So I agree with this. Very much so.</p><p></p><p></p><p></p><p></p><p>To me though, if you want to go about implying real horror, then that includes monsters who are more than just monsters and sparring partners and killing machines (they must be real and horrible), dread fates (traps for instance should do more than kill, they should kill slowly, torturously, and horribly), weird and bizarre events, objects, devices, and creatures, it should also be isolation, real survival challenges (that is to say that the environment ought to be as dangerous as the monsters - who are far more than mere opponents, they are real monsters - likewise the environment should be "monstrous," not an ally or something you can use for benefit, but something you must fear or at least respect), the unavoidable, Doom (in the larger sense, that which tracks and hunts you relentlessly and which sooner or later you must turn to meet, you may be able to overcome it, at least partially, but you cannot escape it), and decay (that is to say you are slowly broken down and weakened with no chance for successful full recovery before encountering the next lethal challenge.)</p><p></p><p>I'd also include disease (people don't often realize nowadays how horrific disease can be, because we are largely shielded from it, but trust me, with no chance of treatment or relief disease can be horrific and relentlessly crippling, and if you're already in danger, so much the worse and horrible), being unable to protect each other, separation (a form of isolation), the weather, and areas where normal advantages (like spells and magic) are mitigated or eliminated. Think of a man who over time slowly has one advantage after another stripped from him as he sees one horrific sight after another, becomes more and more isolated, and cannot even protect himself and his own comrades. Horror doesn't have to start out full blown, and it usually doesn't. It creeps upon a man as he realizes to his dismay that every advantage he has previously relied upon is failing him and he becomes more and more unsure of his own survival and the survival of his own comrades.</p><p></p><p>I don't know if that helped ya any or not Hobo but that's my take on how to employ horror.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4823351, member: 54707"] I don't think it is an inappropriate observation at all. D&D of all stripes (some versions more than others) is a very horror-centric game, especially if you consider the idea that monsters are real and creeping around ruins and deserted outposts (if you've ever done that kind thing for real) is, or can be, very spooky, and even lethal (not because of monsters, but because men, animals, or accident and misadventure can ambush and kill you). The very basis of the way people go about "adventuring" (as opposed to adventuring through the jungles of South America, which is dangerous enough in itself) lends itself to suspense, danger, and horror. And if done right, then outright terror (within the mental and mood confines of the game of course, there is no real horror or monster to fear). But because the game has become over time more and more about "the fight" the monster and several other of the naturally inherent horror elements have been relegated to the domain of "simple challenges." More like a sports challenge than a fight for survival and a wrestling with things that could destroy not only the individual but mankind, or even civilization itself. To me though horror is not so much the fear of death (which you can get used to and overcome with exposure and training, or even by simple religious faith) as it is the fear of death in a certain and peculiar manner. In a manner that implies more than "just death." So I agree with this. Very much so. To me though, if you want to go about implying real horror, then that includes monsters who are more than just monsters and sparring partners and killing machines (they must be real and horrible), dread fates (traps for instance should do more than kill, they should kill slowly, torturously, and horribly), weird and bizarre events, objects, devices, and creatures, it should also be isolation, real survival challenges (that is to say that the environment ought to be as dangerous as the monsters - who are far more than mere opponents, they are real monsters - likewise the environment should be "monstrous," not an ally or something you can use for benefit, but something you must fear or at least respect), the unavoidable, Doom (in the larger sense, that which tracks and hunts you relentlessly and which sooner or later you must turn to meet, you may be able to overcome it, at least partially, but you cannot escape it), and decay (that is to say you are slowly broken down and weakened with no chance for successful full recovery before encountering the next lethal challenge.) I'd also include disease (people don't often realize nowadays how horrific disease can be, because we are largely shielded from it, but trust me, with no chance of treatment or relief disease can be horrific and relentlessly crippling, and if you're already in danger, so much the worse and horrible), being unable to protect each other, separation (a form of isolation), the weather, and areas where normal advantages (like spells and magic) are mitigated or eliminated. Think of a man who over time slowly has one advantage after another stripped from him as he sees one horrific sight after another, becomes more and more isolated, and cannot even protect himself and his own comrades. Horror doesn't have to start out full blown, and it usually doesn't. It creeps upon a man as he realizes to his dismay that every advantage he has previously relied upon is failing him and he becomes more and more unsure of his own survival and the survival of his own comrades. I don't know if that helped ya any or not Hobo but that's my take on how to employ horror. [/QUOTE]
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