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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8278293"><p>For horror it really depends on the game. In D&D nothing quite as scary as level drain for example (that makes some monsters ten times more scary than they would otherwise be). For most games thought he most effective mechanic I think for inducing fear is playing into the recurring dream may of us have of not being able to move: paralysis (whether caused by a monster's ability or a product of fear). To me that has always been what gets me the most and what seems to work on my players the most. Personally I like it is there are different degrees of paralysis as well (so you can have a range from feeling like you are moving in mud or in slow motion to being utterly unable to respond)</p><p></p><p>In terms of fear arising during play through events and what happens. I think a lot of that is about experience, sensing the opportunity but also the mindset of the group. Horror is something that requires a certain amount of buy-in, and it is something you can become numb or jaded to. So I think allowing for a range of tones, and for the horror to emerge naturally is what has worked best for me over the years (forcing horror can be counterproductive).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8278293"] For horror it really depends on the game. In D&D nothing quite as scary as level drain for example (that makes some monsters ten times more scary than they would otherwise be). For most games thought he most effective mechanic I think for inducing fear is playing into the recurring dream may of us have of not being able to move: paralysis (whether caused by a monster's ability or a product of fear). To me that has always been what gets me the most and what seems to work on my players the most. Personally I like it is there are different degrees of paralysis as well (so you can have a range from feeling like you are moving in mud or in slow motion to being utterly unable to respond) In terms of fear arising during play through events and what happens. I think a lot of that is about experience, sensing the opportunity but also the mindset of the group. Horror is something that requires a certain amount of buy-in, and it is something you can become numb or jaded to. So I think allowing for a range of tones, and for the horror to emerge naturally is what has worked best for me over the years (forcing horror can be counterproductive). [/QUOTE]
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