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Ever had an RPG bring a tear to your player's eyes (or your own)?
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<blockquote data-quote="Arravis" data-source="post: 2863051" data-attributes="member: 327"><p>It is extremely hard and it takes a long time to get to it. I don't think it's possible in a short campaign. The NPCs and PCs need a long time to develop properly. Honestly though, none of it would be possible if the players weren't willing to take that dive. If they aren't willing to immerse themselves in their character, to understand them and try to tap into the feelings they would have... it wouldn't work. In the end, it's about them connecting to each other and the world around them. I try to set up all the things just right so it's possible, but it will never happen if the players aren't willing or ready.</p><p></p><p>Though, to be honest... getting those kind of responses are easier than doing horror in my opinion. I DM a Call of Cthulhu game once every few years, and getting actual dread and fear out of my players is the toughest thing I've had to do. I have to bring out all the stops... just the right music, turning off the lights (handing them flashlights if their characters had flashlights), getting a blood-red light for the DM's area, having props for everything. The best night of CoC I ran involved an actual thunderstorm outside and one of the players actually pulling the trigger of a prop gun (empty, doesn't shoot jack), at a visitor they had come unexpectedly through the door. I was told half the group couldn't sleep that night <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Anyway, for me, getting fear is alot tougher. It's too easy to feel safe and secure knowing it's all just talking and rolling dice in the end.</p></blockquote><p></p>
[QUOTE="Arravis, post: 2863051, member: 327"] It is extremely hard and it takes a long time to get to it. I don't think it's possible in a short campaign. The NPCs and PCs need a long time to develop properly. Honestly though, none of it would be possible if the players weren't willing to take that dive. If they aren't willing to immerse themselves in their character, to understand them and try to tap into the feelings they would have... it wouldn't work. In the end, it's about them connecting to each other and the world around them. I try to set up all the things just right so it's possible, but it will never happen if the players aren't willing or ready. Though, to be honest... getting those kind of responses are easier than doing horror in my opinion. I DM a Call of Cthulhu game once every few years, and getting actual dread and fear out of my players is the toughest thing I've had to do. I have to bring out all the stops... just the right music, turning off the lights (handing them flashlights if their characters had flashlights), getting a blood-red light for the DM's area, having props for everything. The best night of CoC I ran involved an actual thunderstorm outside and one of the players actually pulling the trigger of a prop gun (empty, doesn't shoot jack), at a visitor they had come unexpectedly through the door. I was told half the group couldn't sleep that night :). Anyway, for me, getting fear is alot tougher. It's too easy to feel safe and secure knowing it's all just talking and rolling dice in the end. [/QUOTE]
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Ever had an RPG bring a tear to your player's eyes (or your own)?
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