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General Tabletop Discussion
*Dungeons & Dragons
Fear & Horror Checks in Curse of Strahd (or beyond)
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<blockquote data-quote="ZzarkLinux" data-source="post: 6890901" data-attributes="member: 77932"><p>That system is good for a structured approach to terrifying PCs. Thanks for posting the explanation. Still, some gamers want more terror to themselves and not just the characters.</p><p></p><p>For example, see Five Nights at Freddy's and Sophie's Curse. The games are examples that terrify people (and even <a href="http://www.youtube.com/watch?v=xsHgCJGZkQo" target="_blank">knock them out of their seats at the 15:00 mark</a>), and it works even when the player <em>expects</em> to be terrified. Even if some Let's Player-ers fake it, I get frightened just watching let's plays of those games.</p><p></p><p>Though TTRPGs can't match those games, there is still room to frighten RPG players. The above games use a general formula (1) Secrecy: the players don't know all the rules, or even the scope of rules (2) put the players in a scary situation (3) telegraph the threat in-game (4) give the players in-game ways to discover rules and to partially alleviate threats (5) escalate the threats (6) this gets players to buy-in to their hopeful methods (7) players may or may-not discover everything needed for survival (8) add a little bit of randomness (9) then the players' actions either worked, or they missed things and PCs start dropping (or worse).</p><p></p><p>The sanity rules may fall short because the rules system / sanity points are known to the player, It kinda removes the fear factor for me. To truely terrify players, the players need to invest themselves into a horror game / system where they are playing blind, but they <em>think</em> that they are in control.</p><p></p><p>Any other people watched FnaF or Sophie's curse LPs?</p><p></p><p>EDIT: wording, typos, etc...</p></blockquote><p></p>
[QUOTE="ZzarkLinux, post: 6890901, member: 77932"] That system is good for a structured approach to terrifying PCs. Thanks for posting the explanation. Still, some gamers want more terror to themselves and not just the characters. For example, see Five Nights at Freddy's and Sophie's Curse. The games are examples that terrify people (and even [url="http://www.youtube.com/watch?v=xsHgCJGZkQo"]knock them out of their seats at the 15:00 mark[/url]), and it works even when the player [i]expects[/i] to be terrified. Even if some Let's Player-ers fake it, I get frightened just watching let's plays of those games. Though TTRPGs can't match those games, there is still room to frighten RPG players. The above games use a general formula (1) Secrecy: the players don't know all the rules, or even the scope of rules (2) put the players in a scary situation (3) telegraph the threat in-game (4) give the players in-game ways to discover rules and to partially alleviate threats (5) escalate the threats (6) this gets players to buy-in to their hopeful methods (7) players may or may-not discover everything needed for survival (8) add a little bit of randomness (9) then the players' actions either worked, or they missed things and PCs start dropping (or worse). The sanity rules may fall short because the rules system / sanity points are known to the player, It kinda removes the fear factor for me. To truely terrify players, the players need to invest themselves into a horror game / system where they are playing blind, but they [i]think[/i] that they are in control. Any other people watched FnaF or Sophie's curse LPs? EDIT: wording, typos, etc... [/QUOTE]
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