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Fear

Reynard

Legend
Supporter
For as long as I can remember, I have always included significant aspects of horror when running D&D (whatever the edition). Perhaps it is the pulp sword and sorcery influences, as that genre and "weird tales" often ran together in the same magazines and were often written by the same (or closely associated) authors. Perhaps it is because I have always enjoyed the visceral reaction of the players, and nothing says "visceral" like pants wetting terror. Or perhaps it is simply that horror depends so heavily upon atmosphere that I prefer it because it lets me stretch creatively.

In any case, horror is a key component to D&D (and similar games) to me. (Oddly, I don't much care for running straight up horror rpgs, except for the occasional zombie survival type game.) But when trying to include elements of horror in D&D, there are a number of hurdles to overcome and issues with which to deal. Over 20 plus years of DMing, I have identified some of them, and their solutions, and I thought I would share.

First, a note: When I say "horror" I tend to lean toward a specific sub-genre of horror, on which I can't really put a name. It's the kind that usually has a highly skilled group of specialists suddenly faced with horrific environments and opponents -- think Aliens or Resident Evil or the like (but good, in the former case). While I like psychological horror, and dabble in those elements in D&D, I am mostly referring to "physical horror" here.

Without Fear, there is no "horror". A game can certainly have a "horrific" atmosphere, and might include "disturbing" elements, descriptions and the like. But Fear is the ultimate goal, the ingredient that pushes the game over the edge from Dark Fantasy to Horror. Unfortunately, Fear is a difficult thing to instill in players, comfortable and safe in their chairs around the dining room table. Starting with atmosphere and imagery is a good thing, and makes your job easier down the line, but it isn't the end. To make Horror out of D&D, you have to have Fear -- character Fear and Player Fear.

The problem is that players don't get scared very easily, especially at higher levels in D&D. D&D characters are tough, resourceful and afforded all kinds of systemic protections against the kinds of things that instill pants wetting teror in normal folk.

So, the first thing is to make sure that the characters, whatever level they may be, are vulnerable to the horrific adversity. One way to do this is to have High Damage Yield: a low level party facing an ogre, or a mid level party on the receiving end of a dragon's wrath, or a high level party caught between a demon lord and an archdevil. Despite the durability of the PCs, there are plenty of creatures, traps and disasters than can whittle hit points down swiftly. Encountering such a thing, particularly if unexpected, can replace bravado with fear quite efficiently.

Damage is easily remedied, however, and therefore the weakest of the methods by which to instill fear. Instant death, however, packs a little more punch. D&D is rife with creatures that kill with a touch or a gaze, with death only a die roll away. "Save or die" attacks, spells and effects rob players and characters of control -- it's not their actions that dictate the outcome, but the die -- and a lack of control is frightening. Again, the effect is enhanced if the threat comes out of left field, because not only are the "heroes" slaves to fate, they are unprepared. A random encounter with a banshee should have them looking for a quick exit.

But death in D&D is not permanent as it is in real life. In some campaigns, particularly at high levels, it is little more than a speed bump, a "time out" for the player as he waits 15 or 20 minutes for the rest of the party to resurrect his character. This is true, too, of non-death but otherwise "permanent" effects like petrification: a medusa is only horrifying until the party mage has Stone to Flesh in his book.

Perhaps nothing instill terror in players -- which is immediately then tranferred to their characters -- like level drain. When the wights, specters and vampires appear, characters will fall over one another looking for the exit. Levels and XP are, it seems, more valuable that life itself, harder to replace and a kind of "punishment" for failure. And since the possibility of level loss is based on an attack roll, there's a sort of external locus of control issue happening, which only enhances the Fear inducing power of Level Drain.

Even with liberal use of all of the above, Fear can be very difficult to achieve without one more key component: player investment in their characters and the game. Certainly, players can put aside their suspension of disbelief and actively engage their immersion, purposefully indulging the DM and themselves in the "fun" of the horror elements, but it is mostly an act. That is, unless the player actually cares about the character.

This isn't an issue of deep immersion roleplayers and storytellers versus gamist dice chuckers or anything in between. it doesn't matter if the player cares about his character because he still wants to find the six fingered man, or because he has tweaked everything "just so". All that matters is that the player is invested in the character, that it has become more than a simple piece of paper scrawled with numbers and notes.

When that happens, threats take on meaning, becoming more than obstacles in the game. The inspire more than a simple challenge -- they have the potential, then and only then, to inspire actual Fear.

And when that happens, I can't help but smile as the concealed roper drags an unwary PC off into the inky darkness, his screams begging the other characters to save him even as they stand uncertain, motionless, at the precipice of the lethal unknown.
 

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seskis281

First Post
You should keep an eye out for Jim Ward's upcoming "Tainted Lands" box set....

It's a SIEGE game, but should have plenty of ideas to mine for anyone or any system for this very sort of application... a couple of guys playtested some of it this past weekend at Troll Con so you might give a swing by the TLG boards to ask for info from those who tried it...

Hopefully it'll be out at GenCon, if not soon after that...

Link:

http://www.trolllord.com/siege/7651.html

:cool:
 

coyote6

Adventurer
It may be that I'm just not cut out for horror gaming, but the more "save or die", energy drain, and similar threats to my character there are, the less attached I get it. It becomes, "Hmm, this annoying thing is going to gank my character; dang. Oh well. What do we do next."

For me, I think a slow attrition or escalating danger would be more effective way to motivate me to play my character in a more cautious, fearful way.

BTW, you lost me at this point:

First, a note: When I say "horror" I tend to lean toward a specific sub-genre of horror, on which I can't really put a name. It's the kind that usually has a highly skilled group of specialists suddenly faced with horrific environments and opponents -- think Aliens or Resident Evil or the like (but good, in the former case).

I really hope you meant "in the latter case". Otherwise, that parses as "think Aliens ... but good", which leaves me wondering what color the sky is in your world. :p
 

Reynard

Legend
Supporter
You should keep an eye out for Jim Ward's upcoming "Tainted Lands" box set....

It's a SIEGE game, but should have plenty of ideas to mine for anyone or any system for this very sort of application... a couple of guys playtested some of it this past weekend at Troll Con so you might give a swing by the TLG boards to ask for info from those who tried it...

Hopefully it'll be out at GenCon, if not soon after that...

Link:

http://www.trolllord.com/siege/7651.html

:cool:

That looks really interesting. I am not a big fan of C&C, but i'll definitely give this a look.
 

Reynard

Legend
Supporter
It may be that I'm just not cut out for horror gaming, but the more "save or die", energy drain, and similar threats to my character there are, the less attached I get it. It becomes, "Hmm, this annoying thing is going to gank my character; dang. Oh well. What do we do next."

For me, I think a slow attrition or escalating danger would be more effective way to motivate me to play my character in a more cautious, fearful way.

I think there has to be some attachment *before* in order to motivate fear. Also, too much of a good thing isn't a good thing -- i.e. a constant body count quickly drains the horror away and replaces it with, at best, campy splatter-punk. As with drama, action or romance, horror suffers when overused.

BTW, you lost me at this point:



I really hope you meant "in the latter case". Otherwise, that parses as "think Aliens ... but good", which leaves me wondering what color the sky is in your world. :p

Yes. That. :eek:
 

Oni

First Post
I don't know, I've found that whacking players over the heads with mechanical clubs like level drain and save or die to be an inelegant solution and tend to result in frustration, anger, or annoyance over fear.

Personally I've had better luck with controlling information. Don't give out more information than is necessary, and when you give out information presentation is important. This is one of the problems with D&D (some editions more than others) is that there are so many ways to gain information.

A technique I like is the slow build. This can take some planning some times, but I find bad things happening slowly over time to be more horrifying than coming out of the blue with something. Maybe you mention a character as a tremor in his hand, but then move on as though it were a casual unimportant detail, drop it in every now and again, slowly focusing more on it. You can space this over a session or multiple sessions or whatever. The idea is to instill a sense of encroaching loss of control and wrongness. Think of decent into horror that is the period of transformation you see in so many man becomes monster movies.

Play with expectations. Keep your players a little off balance.

Don't be afraid to break the rules. I think this especially important for horror, because the unknown is such a powerful thing. To get the above results sometimes you have to break the rules a little bit. Horror isn't fair. Of course this must be done with moderation. The rules are you friend because they provide empowerment to the players and guide the expectations, so knowing how and where to break them for a desired effect is a powerful tool IMHO.
 
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jdrakeh

Front Range Warlock
When I say "horror" I tend to lean toward a specific sub-genre of horror, on which I can't really put a name. It's the kind that usually has a highly skilled group of specialists suddenly faced with horrific environments and opponents -- think Aliens or Resident Evil or the like (but good, in the former case).

That's Survival Horror. The idea that Survival Horror is just about zombies (or even mostly about zombies) is commonplace, though not correct. That can be attributed to the wild popularity of Resident Evil which provided the then slumping sub-genre with a much needed shot of adrenaline.
 

Rechan

Adventurer
I don't know, I've found that whacking players over the heads with mechanical clubs like level drain and save or die to be an inelegant solution and tend to result in frustration, anger, or annoyance over fear.

Personally I've had better luck with controlling information. Don't give out more information than is necessary, and when you give out information presentation is important. This is one of the problems with D&D (some editions more than others) is that there are so many ways to gain information.

A technique I like is the slow build. This can take some planning some times, but I find bad things happening slowly over time to be more horrifying than coming out of the blue with something. Maybe you mention a character as a tremor in his hand, but then move on as though it were a casual unimportant detail, drop it in every now and again, slowly focusing more on it. You can space this over a session or multiple sessions or whatever. The idea is to instill a sense of encroaching loss of control and wrongness. Think of decent into horror that is the period of transformation you see in so many man becomes monster movies.
I recall reading a good example of this.

Let's say the PCs are investigating disappearances. They're going around the village asking people. And repeatedly, NPCs say, "The Green Lady got'm". Be purposefully vague; don't describe her. Toss in a little folklore or legend, but be intentionally conservative on info. Then, as the PCs trape into the swamp, have them find signs. Little stick figures (ala Blair Witch) hanging from the trees. Have them roll perception checks to hear bubbling from the muck and the mud in the distance. Get them lost, and let darkness start to set in.

Then, say, "The Green Lady crawls out of the mud in front of you and attacks."

The players have all ready filled in what they think she looks like in their heads, and you don't counter that; you use that to your advantage by giving no description of her. And you've built up a slow burn, and then you kick it in gear.
 
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Rechan

Adventurer
This is The horror thread.

Also, I agree with Oni about the Unknown. Nothing is scarier than not knowing what you just encountered. Especially when you're playing an RPG where most people understand the rules, and suddenly something just violates that sense of knowledge and control.

I'll echo the sentiments about Save or Die/drains. Those, to me, are more frustrating and annoying than they are enducing fear; namely because I'm more concerned with 1) The math and having to go backwards, and 2) annoyed I lost something I worked for. But mainly #1. The response is generally "Son of a *@#(!" and a pound on the table, not "Oh no!"

Of all the systems I can think of, the one that instilled the most fear, to me, was ones with death spiral. Your health is measured in boxes, and as you get lower down in the boxes, you get penalties which effect ALL of your rolls, and as you get wounded, they get worse. That really lead to a sense of dread. Dread is another example; you know someone's going to get it, and it might be you, but you still take the chance. It's a game of russian roulette with Jenga. :D

Additionally, like movies like Alien, the trick is that no one can just go toe-to-toe with the threat and win. Either they have no weapons, or no weapon that can kill it. So the protagonist has to find a set piece (air lock, gas filled room, giant shredder) to use against the monster.

Ultimately though, I don't think that mechanics will drive fear. It's the atmosphere, it's making the player feel tense. Because you're not trying to scare the character - you're trying to scare the player. Let's set aside threat to the actual PC for a second - anything mechanical done to them. What can you do to them that would scare them? Create something they care about, and then threaten that. Or, give the impression of threat. Perhaps, for instance, the PCs are escorting a group of NPCs, and the NPCs are being picked off one by one. The refugees are important to the PCs, so they want to protect them. Another example is the PCs getting lost, and I mean Lost in somewhere they can't get out. Heighten a sense of claustrophobia.

A good example of this is "Here There Be Monsters" in the Savage Tide adventure path. There's a sequence during the adventure where the party are being stalked by a balgura as they treck across jungle; the balgura uses its various spell-like abilities to just mess with the party. Snatch NPCs, put ground up human flesh in their rations, steal their equipment with Telekinesis, etc etc. Doing it at different times during the day, so the players are on constant alert.
 
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