darjr
I crit!
Level drain.I have never in my 40 year gaming history seen genuinely "scared" players. I have sent them disturbed and perplexed and even tense, but never scared. The medium just doesn't support it IME.
Level drain.I have never in my 40 year gaming history seen genuinely "scared" players. I have sent them disturbed and perplexed and even tense, but never scared. The medium just doesn't support it IME.
Yeah. It’s far more about tone and mood and punishing mechanics than actually, honestly scared players sitting at your table. You don’t want people at your dining room table to be scared. Creeped out, unsettled, etc yes absolutely. People do weird, stupid, and potentially dangerous things when they’re scared. You don’t want to be in close proximity to that.You also don’t need to like, jump scare players to have a good horror game with plenty of “oh screw you” moments and shudder inducing imagery.
My players noted a horror edge to the QP module.And I'm going to disagree hard. Daggerheart's mechanics with a couple of fairly simple rules in the campaign frame do more to support horror than Call of Cthulhu does. Losing (maximum) hope is far more impactful than losing Sanity because it's not such a restricted resource - and With Fear results are great for horror.
Really I have seen scared players all the time. Not even in horror games, just regular D&D. Afraid of their PC dying, afraid of NPCs dying, afraid of the enemies I described in disgusting detail.I have never in my 40 year gaming history seen genuinely "scared" players. I have sent them disturbed and perplexed and even tense, but never scared. The medium just doesn't support it IME.
fear of loss of characters is a real fear. Some players get attached quick.Really I have seen scared players all the time. Not even in horror games, just regular D&D. Afraid of their PC dying, afraid of NPCs dying, afraid of the enemies I described in disgusting detail.
I mean obviously never a REAL fear, but that is quite hard even for a horror movie. At the end we all know its fiction.
It's all in the description, really, and not the mechanics. Apparently I'm just good at giving scary descriptions.I have never in my 40 year gaming history seen genuinely "scared" players. I have sent them disturbed and perplexed and even tense, but never scared. The medium just doesn't support it IME.
It's all in the description, really, and not the mechanics. Apparently I'm just good at giving scary descriptions.
I'll have to wait and see. When I actually get to run this game, it probably won't be a horror game--my players want a continuation of a different, non-horror setting I have.I'd argue if one gets into the mechanics, that is going to pull the players right out of being 'scared' (for ones definition of scared) anyway.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.