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General Tabletop Discussion
*TTRPGs General
Designing my own system; how to work the imposition of "fear" effects?
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<blockquote data-quote="Janx" data-source="post: 6554543" data-attributes="member: 8835"><p>What kind of game are you designing? Horror? Heroic stuff?</p><p></p><p>Fear matter more in horror, less with Heroic stuff as PCs are generally fearless in that genre.</p><p></p><p>Personally, I am wary of rules that force behavior on a player. The player tends to resent it if it goes against his wishes of how the PC is portrayed, etc.</p><p></p><p>I would rather instill a sense of fear in the player. For instance, Dread, the jenga based horror game uses the drawing from the tower to make players nervous/cautious about their next action.</p><p></p><p>the standard trope of having a threat that can kill/ruin a character works if the player is invested in their PC. Something that Cthulu misses if the game becomes Disposable Investigators style of play.</p><p></p><p>It might be interesting to sort of model how adults (kid reactions to fear are melodramatic and often nonsensical) react to fear. As most players see their PCs as heroic, I'd maybe filter out completely ludicrous responses (like nearly crashing a truck because a friend threw a plastic spider on your lap, true story. Not me.).</p><p></p><p>more desirable responses might be fight or flight. fear turns to adrenaline which helps the PC run away, or turns them into a fast fighting machine (every time I've been in danger, time slows down and I am more effective, not less).</p><p></p><p>somebody who's fearful, may be more likely to not take the lead position. They'll hang back, be the last to enter/jump out of the plane.</p><p></p><p>somebody who's terrified (ex heights) will balk at the threshold and be very difficult in prying them loose and out of the plane/into the room. Pulling them away from the fearful activity may be easier.</p></blockquote><p></p>
[QUOTE="Janx, post: 6554543, member: 8835"] What kind of game are you designing? Horror? Heroic stuff? Fear matter more in horror, less with Heroic stuff as PCs are generally fearless in that genre. Personally, I am wary of rules that force behavior on a player. The player tends to resent it if it goes against his wishes of how the PC is portrayed, etc. I would rather instill a sense of fear in the player. For instance, Dread, the jenga based horror game uses the drawing from the tower to make players nervous/cautious about their next action. the standard trope of having a threat that can kill/ruin a character works if the player is invested in their PC. Something that Cthulu misses if the game becomes Disposable Investigators style of play. It might be interesting to sort of model how adults (kid reactions to fear are melodramatic and often nonsensical) react to fear. As most players see their PCs as heroic, I'd maybe filter out completely ludicrous responses (like nearly crashing a truck because a friend threw a plastic spider on your lap, true story. Not me.). more desirable responses might be fight or flight. fear turns to adrenaline which helps the PC run away, or turns them into a fast fighting machine (every time I've been in danger, time slows down and I am more effective, not less). somebody who's fearful, may be more likely to not take the lead position. They'll hang back, be the last to enter/jump out of the plane. somebody who's terrified (ex heights) will balk at the threshold and be very difficult in prying them loose and out of the plane/into the room. Pulling them away from the fearful activity may be easier. [/QUOTE]
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Designing my own system; how to work the imposition of "fear" effects?
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