Daggerheart General Thread [+]

Horror campaigns are hard to do and I'd argue that most of it is not due to the rules. Not even Ten Candles or Dread can save the horror if the players are not leaning into it. Granted, rules might not help but if you can run horror in Fate — and you can — then you should be able to do it here too. But it's going to be on the group, and not just the GM and/or the rules.
 

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Horror campaigns are hard to do and I'd argue that most of it is not due to the rules. Not even Ten Candles or Dread can save the horror if the players are not leaning into it. Granted, rules might not help but if you can run horror in Fate — and you can — then you should be able to do it here too. But it's going to be on the group, and not just the GM and/or the rules.
I think we already touched on that up thread. You can do horror in most games as long as the rules don’t fight you. And, as you say, if the players aren’t invested nothing can save you. But I do think evocative rules absolutely can and do help. Running horror in Fate or D&D 5E is harder to pull off than in a game like Call of Cthulhu or Mothership. The right tool for the right job and all that.
 


I think we already touched on that up thread. You can do horror in most games as long as the rules don’t fight you. And, as you say, if the players aren’t invested nothing can save you. But I do think evocative rules absolutely can and do help. Running horror in Fate or D&D 5E is harder to pull off than in a game like Call of Cthulhu or Mothership. The right tool for the right job and all that.
What is in Call of Cthulhu that makes it a successful horror game (excluding setting)? Sanity points?
 

I don't know. Fate Horror Toolkit has a lot more actual tools for running horror than CoC does, even if CoC does Hammer Horror quite well, I've always thought that Chill was the better horror game there. IMO. But I'll give you that they're better than Fate with mood and atmosphere stemming from the rules.

Since this is talked about in one of the Ravenloft threads at the moment as well, I don't want to dwell on it too much — it should be it's own thread.

John: generalising a lot here, but skill-based rules that are tuned to common people does a lot more to helping the horror than the sanity. I'd even say that the diminishing luck points build dread more than sanity. But then again, the only sanity system I've liked has been the ones in Unknown Armies.
 

John: generalising a lot here, but skill-based rules that are tuned to common people does a lot more to helping the horror than the sanity. I'd even say that the diminishing luck points build dread more than sanity. But then again, the only sanity system I've liked has been the ones in Unknown Armies.
I think that the idea that FATE features competent characters gets overplayed. In FATE you can be a competent common person. It has a fiction first philosophy. In the last FATE game I played, we were baby raccoons in a high tech warehouse.
 

What is in Call of Cthulhu that makes it a successful horror game (excluding setting)? Sanity points?
I'm a big fan of horror games and I would gladly fill several threads chatting about them, but I want to keep this thread on track. So I've split this off into it's own thread. Please take the horror stuff over there.

 

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