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Designing a Horror Campaign
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<blockquote data-quote="UrbanSniper69" data-source="post: 6735157" data-attributes="member: 6789025"><p>I'm actually working on doing something like this myself for my group as a bit of a mini-campaign in the spirit of the Halloween season (though its likely to run a bit beyond that). My concept was "A Shadow Over Sandpoint", a Lovecraftian sort of game set in the town of Sandpoint a few years after the events of Rise of the Runelords. The town has been on a down turn the last couple of years, and reports of strange things have been seeping out with growing frequency. </p><p></p><p>In this case, I figure they will be privy to some of the common information about the town, and some of the details of what happened during the Runelords events, but once they arrive in Sandpoint, they quickly get the sense that there is something "wrong" with the town; maybe just a bit of an uneasy feeling at first, strange looks from some of the locals, odd smells here and there, that sort of thing. Their first clue would be the little mirror placed at the entrance to town, with the sign that they can look at themselves as the town sees them; the mirror itself would either be horribly tarnished or even cracked. Once they start digging deeper, they start uncovering signs of something evil lurking within the Sandpoint region, and begin to encounter strange events and creatures themselves.</p><p></p><p>I chose Sandpoint simply because of all the existing material for it, as time is hard to find these days, and the region is perfectly suited for some great terror from beyond. Basing it after the Runelords events also serves to open up a few good places to send the party, namely the dungeons below town, Thistletop, and the Foxglove Manor (which, after being cleared in Runelords, I'm turning into an asylum), which can have completely different challenges of a more terrifying nature.</p><p></p><p>I would personally recommend taking a look at the Ravenloft setting from the 3.5 era for some mechanical suggestions, particularly the Fear/Horror/Madness rules, which I'm going to use, as well as the way the setting handles detecting evil alignments and fear immunity and such. For the actual feel of the setting, definitely don't let on what the monsters might be too soon, throw in a few red herrings, and even then, use re-skinning and cosmetic touches to add even more uncertainty to throw the players off as to the true nature of the creatures. Big thing that I'm going to try to push, though, is mistrust and paranoia among the party members. Get them doubting one another or get them to squabbling while the critters move in or the cultists move their plot forward, that kind of thing. Don't hesitate to throw in plenty of description about their surroundings, and roll their perception checks for them, and then pass notes to the players that actually hear or see something, or just pass notes that have no bearing on anything ("You're fine, nothing at all is wrong") just to make the other players' paranoia rise.</p></blockquote><p></p>
[QUOTE="UrbanSniper69, post: 6735157, member: 6789025"] I'm actually working on doing something like this myself for my group as a bit of a mini-campaign in the spirit of the Halloween season (though its likely to run a bit beyond that). My concept was "A Shadow Over Sandpoint", a Lovecraftian sort of game set in the town of Sandpoint a few years after the events of Rise of the Runelords. The town has been on a down turn the last couple of years, and reports of strange things have been seeping out with growing frequency. In this case, I figure they will be privy to some of the common information about the town, and some of the details of what happened during the Runelords events, but once they arrive in Sandpoint, they quickly get the sense that there is something "wrong" with the town; maybe just a bit of an uneasy feeling at first, strange looks from some of the locals, odd smells here and there, that sort of thing. Their first clue would be the little mirror placed at the entrance to town, with the sign that they can look at themselves as the town sees them; the mirror itself would either be horribly tarnished or even cracked. Once they start digging deeper, they start uncovering signs of something evil lurking within the Sandpoint region, and begin to encounter strange events and creatures themselves. I chose Sandpoint simply because of all the existing material for it, as time is hard to find these days, and the region is perfectly suited for some great terror from beyond. Basing it after the Runelords events also serves to open up a few good places to send the party, namely the dungeons below town, Thistletop, and the Foxglove Manor (which, after being cleared in Runelords, I'm turning into an asylum), which can have completely different challenges of a more terrifying nature. I would personally recommend taking a look at the Ravenloft setting from the 3.5 era for some mechanical suggestions, particularly the Fear/Horror/Madness rules, which I'm going to use, as well as the way the setting handles detecting evil alignments and fear immunity and such. For the actual feel of the setting, definitely don't let on what the monsters might be too soon, throw in a few red herrings, and even then, use re-skinning and cosmetic touches to add even more uncertainty to throw the players off as to the true nature of the creatures. Big thing that I'm going to try to push, though, is mistrust and paranoia among the party members. Get them doubting one another or get them to squabbling while the critters move in or the cultists move their plot forward, that kind of thing. Don't hesitate to throw in plenty of description about their surroundings, and roll their perception checks for them, and then pass notes to the players that actually hear or see something, or just pass notes that have no bearing on anything ("You're fine, nothing at all is wrong") just to make the other players' paranoia rise. [/QUOTE]
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