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Everything We Know About The Ravenloft Book
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<blockquote data-quote="Bedrockgames" data-source="post: 8214346" data-attributes="member: 85555"><p>It is definitely possible to scare players. If you expect it all the time, every time, you will probably be disappointed. But I got quite good at finding the opportunities, hinting that something was off, and building a sense of dread. I also got very good at designing monsters who could scare parties. Just to give in an example, in another game and setting I made paper shadow puppets that were supernatural and could attack your shadow (and every limb they hit got paralyzed--obviously took a bit of inspiration from The Created here). But their presence was usually preceded by a suona horn that controlled them. These monsters exploded the table when they first appeared. The players were quite impacted by it. Some of that was the set up and build. Some was I knew when to introduce something supernatural and horrifying (the campaign wasn't all monsters), and take them off guard. But a lot of it boiled down to that paralysis ability. After that, any time they saw oiled paper walls or heard a suona, they got quite nervous. </p><p></p><p>Now this won't work for everyone. And you have to have the right rapport with the players and buy in for it to work. But my point is, a lot of what I learned running Ravenloft in the 90s (including what doesn't work), has been stuff I can take into other settings and other games and make use of to help create more horror at the table. </p><p></p><p>I do think it is healthy to not take oneself too seriously though, and to understand something you think might land and horrify or cause fear, might just come off as corny or prompt laughter one night (there are so many variables and it is a social event). For me, I am fine having very little horror in a session, if it ends with something genuinely scary. I am also fine with players munching cheetos and laughing as they explore a setting that feels like a bunch of hammer studio sets filled with strange monsters.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8214346, member: 85555"] It is definitely possible to scare players. If you expect it all the time, every time, you will probably be disappointed. But I got quite good at finding the opportunities, hinting that something was off, and building a sense of dread. I also got very good at designing monsters who could scare parties. Just to give in an example, in another game and setting I made paper shadow puppets that were supernatural and could attack your shadow (and every limb they hit got paralyzed--obviously took a bit of inspiration from The Created here). But their presence was usually preceded by a suona horn that controlled them. These monsters exploded the table when they first appeared. The players were quite impacted by it. Some of that was the set up and build. Some was I knew when to introduce something supernatural and horrifying (the campaign wasn't all monsters), and take them off guard. But a lot of it boiled down to that paralysis ability. After that, any time they saw oiled paper walls or heard a suona, they got quite nervous. Now this won't work for everyone. And you have to have the right rapport with the players and buy in for it to work. But my point is, a lot of what I learned running Ravenloft in the 90s (including what doesn't work), has been stuff I can take into other settings and other games and make use of to help create more horror at the table. I do think it is healthy to not take oneself too seriously though, and to understand something you think might land and horrify or cause fear, might just come off as corny or prompt laughter one night (there are so many variables and it is a social event). For me, I am fine having very little horror in a session, if it ends with something genuinely scary. I am also fine with players munching cheetos and laughing as they explore a setting that feels like a bunch of hammer studio sets filled with strange monsters. [/QUOTE]
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