Or at least that running away from their problems won't solve anything.And at some point the PC will realize they can't just run away from their problems.
Or at least that running away from their problems won't solve anything.And at some point the PC will realize they can't just run away from their problems.
Or at least that running away from their problems won't solve anything.
Absolutely fair. A) You can set up scenarios--even ones where the horror isn't of a large scope--that can't be resolved by running away. B) If you wish, you can change what you quoted to "running away from their problems doesn't solve everything." The space between not solving anything and not solving everything is probably where the interesting decisions lie.Well, horror can have several different scopes. It isn't always global/universal scope, and so may be escapable.
Running from a vampire won't solve the problem, "a vampire exists."
Running from a vampire may solve the problem of, "a vampire is trying to bleed me dry for lunch."
Nifty little game, IMHO.I've been using cut scenes in my Monster of the Week game, and that works well.
Eh. I find myself to be a service-oriented GM. I don't care how the players respond, so long as they find it entertaining and engaging to do so. Investigating, and then cutting and running when they start learning what they are dealing with, should be an option.
Mind you, in the genre, horror is difficult to escape. It tends to try to keep you around, and to follow you. So, there's still a game to be had in the escape.