Hopefully you are gearing up for a horror game this festive season. Here’s how I do it.
Having previously discussed safety tools, it’s time to look at the other side of the coin, making the game scarier. I should add that this doesn’t mean these articles conflict with each other. All of the following can be applied without any compromises to any of my previous advice. You can run a perfectly terrifying horror game with all manner of safety tools in play, which brings me to the first piece of advice…
But there are many types of horror, and what is scary for some is seriously lame or just gross for others. If you don’t build the right atmosphere for your group, they won’t find it remotely scary. The following offers a few broad categories, although some examples might fit in multiple sections:
This also applies in terms of safety tools. A chat about what the GM wants to run is a chance to get everyone on board. A nervous player assured that their fear of spiders will not be tested can relax and get into the spirit of the game, instead of just worrying about what they will do if spiders get mentioned.
How the horror arrives will depend on the style. It may be a masked man suddenly stepping into the room with the severed head of the camp supervisor, or something more subtle like a mysterious voice whispering a character’s name. But until there is some sort of reveal, the fact the player character spend some time looking over their shoulder (because the players at least know something is on the way) will build up the atmosphere. A mystery is always scarier than a known quantity, and anything you haven’t fully revealed yet is a mystery.
Having previously discussed safety tools, it’s time to look at the other side of the coin, making the game scarier. I should add that this doesn’t mean these articles conflict with each other. All of the following can be applied without any compromises to any of my previous advice. You can run a perfectly terrifying horror game with all manner of safety tools in play, which brings me to the first piece of advice…
Set Expectations
Ironically, part of a good scare is knowing that it is coming. Otherwise you may as well just jump out and surprise people. It’s the build up that is key and that starts the moment the players sit at the table. Knowing you are about to play a horror game puts you on edge a little as the scare might come from anywhere, and you know it will at some point.But there are many types of horror, and what is scary for some is seriously lame or just gross for others. If you don’t build the right atmosphere for your group, they won’t find it remotely scary. The following offers a few broad categories, although some examples might fit in multiple sections:
- Slasher Horror (Halloween, Friday 13th): Someone with a big knife is coming for all of you.
- Gore/Splatterpunk (Saw, Hostel): People are going to get cut to pieces, possibly by themselves, and there will be a lot of blood.
- Body Horror (The Thing, Videodrome): Your body is mutable and not your own.
- Ghost Story (The Conjuring, Haunting of Hill House): The spirit world is closer than you think and it wants something from you.
- Slow Burn (Paranormal Activity): It doesn’t look like anything is happening, but things are gradually getting worse and worse.
- Dark Fantasy (Hellraiser): There is a mythology and history to the monsters, and a little dark magic in the setting.
- J-Horror (The Grudge, Audition, Ring): It doesn’t matter that you didn’t do anything wrong. You picked up the coin, opened the box, or went into the house, and now you are going to die.
This also applies in terms of safety tools. A chat about what the GM wants to run is a chance to get everyone on board. A nervous player assured that their fear of spiders will not be tested can relax and get into the spirit of the game, instead of just worrying about what they will do if spiders get mentioned.
Pace
You don’t need to jump right in to run a horror game, even with a gory slasher adventure. Take some time to build an atmosphere that suggests something is wrong. In Halloween, Jamie Lee Curtis spends a lot of the movie just checking outside as while she can’t see anything, she’s sure something is going on. Master the slow burn, intimating something is on the way, and that it is going to be bad.How the horror arrives will depend on the style. It may be a masked man suddenly stepping into the room with the severed head of the camp supervisor, or something more subtle like a mysterious voice whispering a character’s name. But until there is some sort of reveal, the fact the player character spend some time looking over their shoulder (because the players at least know something is on the way) will build up the atmosphere. A mystery is always scarier than a known quantity, and anything you haven’t fully revealed yet is a mystery.