MortonStromgal
First Post
I really really want to say nWOD but the correct answer is Unknown Armies its similar to the Cthuhlu system (uses %) but you could harden rather than go insane it also has several sanity meters based on the type of stimuli.
				
			I think one problem that needs to be dealt with is the issue of lethality. The characters need to be very vulnerable, but since it's all about the specific characters identity, you can't really afford to lose them.
Unfortunately, the one method to create tension that worked best for me, and that is used by most horror videogames, is to slowly sap away the characters resources and making it difficult to regain strength.
Playing with a 1st level group without healer or potion against very weak critters in Castles & Crusades led to a very exciting game. The fighter could take a lot of hits, but with each one every new encounter became more and more dangerous and they had to be increasingly careful.
Creating tension in a horror game when the PCs can't die would be quite difficult.
That sounds a lot like the setting of WOD's Wraith: The Oblivion. Of course in Wraith, every pc is a ghost which may or may not be a problem. Still, I suppose you could borrow its most interesting features, e.g. fetters that you need to resolve and confronting your Shadow.I've been thinking of running a horror game like the Silent Hill series of Playstation games, so I've been looking for an appropriate rule system that would support it. The things from the Silent Hill series of games that I would like to emulate are:
- A twisted "Dark World" version of the real world.
- Deformed, grotesque monsters that represent the subconscious fears of the characters.
- Characters are forced to confront their fears and guilts
The OP kind of deflected the idea of Call of Cthulhu in his opening post, because Silent Hill is not about going mad (according to him).
Here is why he is wrong:
The Silent Hill games have always been about trying to drive the player mad. It is all about madness. You may not have noticed it while you were playing the games, but there are many fine details and deliberate design choices in Silent Hill that are meant to put the player in a certain state of madness.
So if you aim to bring that same experience to your table, then you are not going to achieve that goal unless you include that element of madness. Bringing a game like Silent Hill to life as a role playing game, is all about first understanding the subject matter.
Dread would be fun or gumshoe could be interesting
In the case of the Silent Hill series, insanity certainly did have its place (particularly in the widely popular Silent Hill 2). However, the setting was about giving manifest to the dark corners of the human mind, not a downward spiral into insanity. The only insanity is what any visitor brings with them. If someone does experience a Cthulhu style spiral into insanity, that would be very unique to him/her and him/her alone.
Good insights, Jabbor. The responsibility of turning a game into anything other than a jokefest always rests heavily on the GM.Savage Worlds is a bit more mechanical in the sense of being at the mercy of the dice. It is also the cheapest option of the three if you want a hard copy of the rulebooks. You can buy the Savage Worlds Deluxe Explorer's Edition and the Horror companion with complimentary PDFs for $10 each from their store as of this post. While I personally love the narrative rules from the cypher system and FATE system, executing good judgement behind the GM screen can still prevent random chance from turning the game into a comedy.
