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Fear & Horror Checks in Curse of Strahd (or beyond)
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<blockquote data-quote="ZzarkLinux" data-source="post: 6891632" data-attributes="member: 77932"><p>There is one feature in Sophie's Curse that I think is a great example for horror and tension. It's part of a larger process that gamers will go through to improve their survival, and of course it terrorizes people along the way. I'll put it into a spoiler, but I'm sure there's some way to import it into adventure design.</p><p></p><p>Game spoiler</p><p>[sblock]Sophie's Curse has a complex mechanic to give a "SafePoint" to the user. The game is still terrifying on many levels, even with this mechanic! Ordering from "player fail" to "winning the game" it goes:</p><p></p><p>(1) Blind Playthrough (player skips reading the instructions)</p><p>The player won't realize that a SafePoint exists. It's hard to spot in-game.</p><p>Result: The player makes progress, but will die many times, until ...</p><p></p><p>(2) Newbie Playthrough (player reads the instructions)</p><p>The player knows of a SafePoint, and sees the location by checking an in-game laptop.</p><p>But: they only checked once, then stopped examining it. The SafePoint >changes< at random points in the game.</p><p>Result: The player makes more progress, but will eventually die in their SafePoint until ...</p><p></p><p>(3) Skillful Playthrough (player checks SafePoint on laptop often, realizing it changes)</p><p>The player knows of a SafePoint, sees the location on the in-game laptop, and periodically re-checks the laptop to reassess the SafePoint location.</p><p>But: they over-rely on the SafePoint as a crutch, and camp the SafePoint only leaving to reassess the location. The SafePoint >only works when< the lights are flickering and resetting.</p><p>Result: The player makes more progress, but will eventually die in their SafePoint until ...</p><p></p><p>(4) Expert Playthrough (The player constantly examines the SafePoint, uses it wisely, doesn't camp it at bad times, and also has luck on their side)</p><p>This is tough, but manageable. There is randomness for more escalation, but overall the strategy "works".</p><p>But: There are no buts</p><p>Result: The player makes it through the night and beats the game.</p><p></p><p>Of course, the >character< still dies at the end anyway. That's how horror works. But you win ![/sblock]</p><p></p><p>In other words, the game has several "secret" mechanics that players must work to discover in order to survive. The mechanics are designed such that:</p><p>- Players that play blind get a guaranteed loss</p><p>- Players that unearth tools but fail to thoroughly examine them get a better loss</p><p>- Players that unearth and study tools but get complacent in their knowledge will get a better loss</p><p>- Players that seek knowledge, use tools, remain vigilant, and and know when to cut-bait-and-flee will get the best and most satisfying loss <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=":-)" /> So design your horror rules with these ideas in mind.</p></blockquote><p></p>
[QUOTE="ZzarkLinux, post: 6891632, member: 77932"] There is one feature in Sophie's Curse that I think is a great example for horror and tension. It's part of a larger process that gamers will go through to improve their survival, and of course it terrorizes people along the way. I'll put it into a spoiler, but I'm sure there's some way to import it into adventure design. Game spoiler [sblock]Sophie's Curse has a complex mechanic to give a "SafePoint" to the user. The game is still terrifying on many levels, even with this mechanic! Ordering from "player fail" to "winning the game" it goes: (1) Blind Playthrough (player skips reading the instructions) The player won't realize that a SafePoint exists. It's hard to spot in-game. Result: The player makes progress, but will die many times, until ... (2) Newbie Playthrough (player reads the instructions) The player knows of a SafePoint, and sees the location by checking an in-game laptop. But: they only checked once, then stopped examining it. The SafePoint >changes< at random points in the game. Result: The player makes more progress, but will eventually die in their SafePoint until ... (3) Skillful Playthrough (player checks SafePoint on laptop often, realizing it changes) The player knows of a SafePoint, sees the location on the in-game laptop, and periodically re-checks the laptop to reassess the SafePoint location. But: they over-rely on the SafePoint as a crutch, and camp the SafePoint only leaving to reassess the location. The SafePoint >only works when< the lights are flickering and resetting. Result: The player makes more progress, but will eventually die in their SafePoint until ... (4) Expert Playthrough (The player constantly examines the SafePoint, uses it wisely, doesn't camp it at bad times, and also has luck on their side) This is tough, but manageable. There is randomness for more escalation, but overall the strategy "works". But: There are no buts Result: The player makes it through the night and beats the game. Of course, the >character< still dies at the end anyway. That's how horror works. But you win ![/sblock] In other words, the game has several "secret" mechanics that players must work to discover in order to survive. The mechanics are designed such that: - Players that play blind get a guaranteed loss - Players that unearth tools but fail to thoroughly examine them get a better loss - Players that unearth and study tools but get complacent in their knowledge will get a better loss - Players that seek knowledge, use tools, remain vigilant, and and know when to cut-bait-and-flee will get the best and most satisfying loss :-) So design your horror rules with these ideas in mind. [/QUOTE]
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