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Darkness & Dread vs. Heroes of Horror
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<blockquote data-quote="I'm A Banana" data-source="post: 2739909" data-attributes="member: 2067"><p>The question is, what is more effective as horror: <em>House of 1,000 Corpses</em>, or <em>A History of Violence</em>? <em>Scream</em>, or <em>Natural Born Killers</em>? What is more HORRIFIC?</p><p></p><p>The former adhere to the tropes of horror and people walk in and have fun and scream and walk out and continue their day. The latter are other genres with elements of horror that surprise, shock, and deeply affect the individuals. The former play with genre law and adhere to genre tropes. They're safe, so to speak. They obey the rules and play nice with others. The latter, however, are horrifying, because they don't. </p><p></p><p>I don't expect or demand that D&D supplements change D&D. If I wanted a splatterpunk game, I don't need D&D. If I wanted a game inspired by the old Universal Studios monster movies, D&D isn't well suited. </p><p></p><p>But if I wanted my players to feel frightened, terrified, outclassed, and on edge....D&D is absolutely capable of doing that. And one of the best ways to do that might be to change the game subtly, so that the normalcy of D&D contrasts with the wrongness of these new challenges. When what is normal seems abnormal, fear and horror result, even if the specific genre specifications are not clung to.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2739909, member: 2067"] The question is, what is more effective as horror: [I]House of 1,000 Corpses[/I], or [I]A History of Violence[/I]? [I]Scream[/I], or [I]Natural Born Killers[/I]? What is more HORRIFIC? The former adhere to the tropes of horror and people walk in and have fun and scream and walk out and continue their day. The latter are other genres with elements of horror that surprise, shock, and deeply affect the individuals. The former play with genre law and adhere to genre tropes. They're safe, so to speak. They obey the rules and play nice with others. The latter, however, are horrifying, because they don't. I don't expect or demand that D&D supplements change D&D. If I wanted a splatterpunk game, I don't need D&D. If I wanted a game inspired by the old Universal Studios monster movies, D&D isn't well suited. But if I wanted my players to feel frightened, terrified, outclassed, and on edge....D&D is absolutely capable of doing that. And one of the best ways to do that might be to change the game subtly, so that the normalcy of D&D contrasts with the wrongness of these new challenges. When what is normal seems abnormal, fear and horror result, even if the specific genre specifications are not clung to. [/QUOTE]
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