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Designing a Horror Campaign
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<blockquote data-quote="Herobizkit" data-source="post: 6727539" data-attributes="member: 36150"><p>First of all, welcome to the boards!</p><p></p><p>Writing horror games requires that first you must understand how to write horror stories. You've got your concept down (Lovecraft) and there are metric tons of Cthulu et al references online.</p><p></p><p>One piece of advice is 'steal liberally'. There are several PF Horror-themed supplements already in play - <a href="http://paizo.com/products/btpy8j5u?Pathfinder-Campaign-Setting-Rule-of-Fear" target="_blank">Rule of Fear</a>, for example, deals specfically horror-themed area already in the PF universe. There's also a PF Horror supplement coming in Aug 2016... but I dunno how that helps you now.</p><p></p><p>That said, if you're comfortable going 'off-book' into other sources of info, D&D 3e has the <a href="http://archive.wizards.com/default.asp?x=dnd/ex/20051007a" target="_blank">Heroes of Horror</a> supplement and the link will take you an excerpt to give you an idea of what's inside. </p><p></p><p>* To introduce the players to the town, you need but ask for your players' input. Tell them they need to come up with a reason as to why they'd even want to come to the town and work with them to integrate their ideas into your game. One character might have a deed to an old mansion or library there; another could be there to investigate his relative's missing corpse; a third might be seeking the Necronomicon. ^_^</p><p></p><p>* The whole Lovecraft idea (from games like Call of Cthulhu and Paranoia) is that people keep stumbling into more and more unfathomable events until they go crazy and/or die; in D&D, heroes want to win against evil by any means necessary. </p><p></p><p>The idea of a conspiracy story is to make the PLAYERS figure out that something big is going on, so you need to find ways of tying seemingly random events together without being too heavy-handed. If your players are the 'lead by the nose' type who just want to ride the rails, intrigue and mystery might not be their jam as these players will likely prefer to just 'hit the things until they win.</p><p></p><p>... I had more but out of time atm. ^_^</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 6727539, member: 36150"] First of all, welcome to the boards! Writing horror games requires that first you must understand how to write horror stories. You've got your concept down (Lovecraft) and there are metric tons of Cthulu et al references online. One piece of advice is 'steal liberally'. There are several PF Horror-themed supplements already in play - [url=http://paizo.com/products/btpy8j5u?Pathfinder-Campaign-Setting-Rule-of-Fear]Rule of Fear[/url], for example, deals specfically horror-themed area already in the PF universe. There's also a PF Horror supplement coming in Aug 2016... but I dunno how that helps you now. That said, if you're comfortable going 'off-book' into other sources of info, D&D 3e has the [url=http://archive.wizards.com/default.asp?x=dnd/ex/20051007a]Heroes of Horror[/url] supplement and the link will take you an excerpt to give you an idea of what's inside. * To introduce the players to the town, you need but ask for your players' input. Tell them they need to come up with a reason as to why they'd even want to come to the town and work with them to integrate their ideas into your game. One character might have a deed to an old mansion or library there; another could be there to investigate his relative's missing corpse; a third might be seeking the Necronomicon. ^_^ * The whole Lovecraft idea (from games like Call of Cthulhu and Paranoia) is that people keep stumbling into more and more unfathomable events until they go crazy and/or die; in D&D, heroes want to win against evil by any means necessary. The idea of a conspiracy story is to make the PLAYERS figure out that something big is going on, so you need to find ways of tying seemingly random events together without being too heavy-handed. If your players are the 'lead by the nose' type who just want to ride the rails, intrigue and mystery might not be their jam as these players will likely prefer to just 'hit the things until they win. ... I had more but out of time atm. ^_^ [/QUOTE]
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