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Designing my own system; how to work the imposition of "fear" effects?
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<blockquote data-quote="Janx" data-source="post: 6554684" data-attributes="member: 8835"><p>that should be the least of your worries.</p><p></p><p>For a heroic game, morale and fear as a constant mechanic, rather than a special occasion issue to deal with are going to be the enemy of heroic game play.</p><p></p><p>unheroic results are going to be triggered more often, if you measure fear and have it engaged "realistically". A soldier is potentially always "on edge" when walking through a building known to be occupied by enemies. Put game mechanics at play, and like critical fumbles, he's going to roll enough "yikes" moments to turn tail and run that make the player feel his PC is a coward.</p><p></p><p>Heroic games usually don't measure this stuff for that reason. Whereas a grim/gritty game would.</p><p></p><p>If you need your PCs to be scared, make the player scared for his PC. That should be the defacto starting point for a GM, regardless of if there are rules for fear/fright (thus justifying the results of those rules if they exist). A player should already to be considering running, before you thrust a rule on him that forces his PC to. If a GM fails to evoke a sense of fear/trepidation in the player, than any game rules are going to feel pretty forced.</p><p></p><p>That said, if you need a special monster to have actual fear effects, then make it a power/aura of that monster to put a PC on edge when in it's lair. Perhaps add a surprise penalty, making the PC more likely to jump back at the sudden appearance of anything (friend or foe), costing him initiative if its a foe. Perhaps a 50/50 chance to get bonus to attack or flee in terror. or just panicked unwillingness to enter a room where he "knows" the monster is.</p><p></p><p>This way, there's nothing to track for the player. The GM activates the effect when it matters, for the special Fearsome monster.</p></blockquote><p></p>
[QUOTE="Janx, post: 6554684, member: 8835"] that should be the least of your worries. For a heroic game, morale and fear as a constant mechanic, rather than a special occasion issue to deal with are going to be the enemy of heroic game play. unheroic results are going to be triggered more often, if you measure fear and have it engaged "realistically". A soldier is potentially always "on edge" when walking through a building known to be occupied by enemies. Put game mechanics at play, and like critical fumbles, he's going to roll enough "yikes" moments to turn tail and run that make the player feel his PC is a coward. Heroic games usually don't measure this stuff for that reason. Whereas a grim/gritty game would. If you need your PCs to be scared, make the player scared for his PC. That should be the defacto starting point for a GM, regardless of if there are rules for fear/fright (thus justifying the results of those rules if they exist). A player should already to be considering running, before you thrust a rule on him that forces his PC to. If a GM fails to evoke a sense of fear/trepidation in the player, than any game rules are going to feel pretty forced. That said, if you need a special monster to have actual fear effects, then make it a power/aura of that monster to put a PC on edge when in it's lair. Perhaps add a surprise penalty, making the PC more likely to jump back at the sudden appearance of anything (friend or foe), costing him initiative if its a foe. Perhaps a 50/50 chance to get bonus to attack or flee in terror. or just panicked unwillingness to enter a room where he "knows" the monster is. This way, there's nothing to track for the player. The GM activates the effect when it matters, for the special Fearsome monster. [/QUOTE]
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