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Horror RPGs

Oldschool as I am, RAVENLOFT is still, and will likely always be, my favorite horror outing, as much patchwork as it is. :)

My Masque of the Red Death campaign that I ran from 2007 to 2009, one of my gaming highlights.

So, sue me. :)
 

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According to wikipedia;
Additionally, (Stephen) King classifies the genre into three well-defined, descending levels; 1) terror, 2) horror, and 3) revulsion. He describes terror as “the finest element” of the three, and the one he strives hardest to maintain in his own writing. Citing many examples, he defines “terror” as the suspenseful moment in horror before the actual monster is revealed. "Horror", King writes, is that moment at which one sees the creature/aberration that causes the terror or suspense, a "shock value." King finally compares “revulsion” with the gag-reflex: a bottom-level, cheap gimmick which he admits he often resorts to in his own fiction if necessary...

Assuming this is true, how often does a horror RPG reach actual horror, as compared to terror? How often do they just go for revulsion?
 

Assuming this is true, how often does a horror RPG reach actual horror, as compared to terror? How often do they just go for revulsion?

Actually, terror is the harder thing to achieve. To achieve terror in a game, you have to actually physically scare the player at the table.

It is my personal opinion that you should never go for revulsion. Gore, schlock, squick and the like should never be your goal and if you find yourself reaching for that palette it is an indication of laziness or weak themes. Revulsion is something your fiction will achieve if you deal with evil frankly, but subtly is almost always better here than gratuity either in your depiction and maybe even more importantly in the manner by which your players come to the realization of wrongness. You are far more likely to achieve terror and horror if it dawns on the player through subtle clues what evil has transpired here, than if you depict it in an over the top manner.

Further, the emotion I think you most want to inspire when using elements of revulsion isn't fear but righteous anger. The recognition by the player and character of the depravity that has occurred should motivate a desire to right the wrong that has occurred. Where this all goes wrong with gratuitous depictions of gore, violence, and depravity is that you risk either indifference or fascination. There is always a chance that you'll end up creating neither horror, nor revulsion, or anger in response to depictions of violence, but a vicarious thrill and a voyeuristic response to it.

In the TV show 'Gilmore Girls', there is a I think a scathing inditement of modern TV by one of the characters - Emily Gilmore. She says, "I don't watch that much television. I don't find forensic work quite as fascinating as the rest of the world." I think it's pretty clear that modern TV doesn't inspire terror or horror in the views, only fascinated revulsion and probably increasingly little of that. The danger here of course that a DM faces is what every author faces with graphic depictions of evil - eventually you make the shocking banal and to produce a similar degree of revulsion now requires you to continually take it up a notch. Eventually you can go nowhere but Boudelaire or worse De Sade.

To a large extent, I think most mainstream RPGs have managed to avoid merely going for revulsion. Probably the major exception would be some of the work of White Wolf, particularly under the Black Dog label and some of their adventures for the VtM line. Chill in particular involves legitimate scares with only occasional revulsion. CoC likewise doesn't mainly rely on graphic depiction of violence for its main scares. Sure, you can get there with both systems - alien paracitation or cannibal spirits - but its not the main way to get terror out of those settings and in both cases the subtle depiction is as scary or scarier than a graphic depiction. Both settings play on the slow dawning realization of the investigators as the primary source of fear.
 

I like CoC. It's a wonderful venue for creative experimentation, and an excuse to indulge our various nerdy pursuits (after all, Lovecraft's work is pervaded by his academic hobbyism).

It's also a great DMing exercise because CoC is all about keeping the players from being unaware of what's going on.
 



Assuming this is true, how often does a horror RPG reach actual horror, as compared to terror? How often do they just go for revulsion?
In the introduction to one of his short story collections, Orson Scott Card wrote pretty much the same thing, so it's likely an accepted categorization. Personally, I feel that terror is the easiest to achieve in an rpg. To shock or cause revulsion requires extremely good descriptive skills (which at least I don't really have). Causing terror, however, works even if you're just hinting at things, the players' minds are filling in the blanks in the most terrible way possible. Lovecraft's fiction is almost exclusively trying to evoke terror.
 

I think revulsion can be fine. It just depends on the kind of horror you are going for. In my opinion, horror is a huge genre and it tends to get in trouble when it takes itself too seriously or insists on a very narrow focus.

Sure subtle and well paced horror is highly effective and one of the harder things to achieve in any medium, but i don't think people should be a slave to that ideal when there is a whole range of flavors to draw from (Clive Barker uses revulsion very effectively in a lot of his stories for example). There is a place for that kind of stuff even on the higher end. But there is also a place for cheap thrills and gore in horror (My favorite horror movie is Rosemary's Baby, but i can enjoy the Texas Chainsaw Massacre or Evil Dead just as well). Even Rosemary's Baby arguably uses revulsion with its body horror elements. In the context of a roleplaying game, i find you do occassionally need to mix things up, because if you go for one type of horror all the time it loses its effect.

So when I run Ravenloft (which is probablyrmy favorite) i mix up the highly atmospheric and slow paced terror with schlock and cheese (because Ravenloft bounces back between those two styles very well). If i am doing a more moderns thle horror game, i am going to go for a wide range of styles, and keep revulsion in my pocket to mix things up.
 
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Funny you should ask that, it's actually the topic of the last two podcasts we did over at You All Meet in a Tavern. Yesterday we released Episode 4 with your hosts Darryl Mott Jr. (me, aka Abstruse from Ain't It Cool News Tabletop) and Ross Watson (designer of Accursed and the various Warhammer 40K RPGs at FFG as well as working on Shadowrun, D&D, and other games including the Darksiders video games) with guests Brian Patterson (artist/writer of the D20 Monkey webcomic and freelance cartographer/designer) and Jason Marker (freelance designer on Accursed, Robotech RPG, the Warhammer 40K RPG line, and others). We talk about a lot of the things brought up in this thread (kind of wish I'd found it before we recorded honestly...there's a few points you've made I wish we could've discussed).

On Halloween, we talk with Ari Marmell (author, former designer and author for White Wolf's World of Darkness as well as designer of many 3rd and 4th Edition D&D products) about our favorite horror systems including World of Darkness both old and new, Ravenloft, Call of Cthulhu, and...well, they pulled out some games I'd never even heard of to talk about.

If you want to listen, Episode 4 is up now at http://gamerstavern.org/
 


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