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Help me freak out my players!
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<blockquote data-quote="Jürgen Hubert" data-source="post: 3020407" data-attributes="member: 7177"><p>I hope my late post is still of use...</p><p></p><p>First of all, get the latest edition of GURPS Horror (which is now available for a measly $10). It is written by Ken Hite, a master on the subject of how to run horror games (he has also written the earlier <em>Nightmares of Mine</em> for RoleMaster), and is quite possibly the best gaming treatment of horror out there - and it is nearly stat free, so you can use it for any gaming system.</p><p></p><p></p><p>Secondly, I noticed that while people on this thread have given lots of good advice for atmospheric details, I think there is one thing missing here: An examination of the ultimate <em>cause</em> of the horror that lies upon this place. A string of horrific apparitions in itself runs the danger of soon seeming random to the players, so you must "reward" them in some way to keep them motivated to go deeper into the place despite the danger. Since they are too weak to be "rewarded" in defeated monsters, I suggest giving hints to the reason why this abbey turned into a Bad Place. Like an onion they should peel back the mystery layer by layer, until they at last get to the rotten core.</p><p></p><p>Let them glimpse hints to a corruption that tained the place even before it became haunted. Let them discover a hidden compartment where a small fortune is hidden - together with evidence that the treasurer of the abbey skimmed a portion of the income of the abbey. Let them discover sordid poetry hidden and written by a monk where he professes his love for another monk (Whether homosexuality is considered a taboo in your world is not of importance - what matters more is that monks should be considered chaste and celibate. It's the breaking of taboos that's important here). And finally, they discover that one of the monks was secretly a demon-worshipper, who deluded others into believing that he could fulfill their wishes - or else used them as sacrifical victims.</p><p></p><p>Each step should give them further clues, drawing them in - while still missing enough pieces of the whole to keep them interested and enticing them to investigate further, ignoring the danger signals until it is too late and they confront the horror at its source.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 3020407, member: 7177"] I hope my late post is still of use... First of all, get the latest edition of GURPS Horror (which is now available for a measly $10). It is written by Ken Hite, a master on the subject of how to run horror games (he has also written the earlier [i]Nightmares of Mine[/i] for RoleMaster), and is quite possibly the best gaming treatment of horror out there - and it is nearly stat free, so you can use it for any gaming system. Secondly, I noticed that while people on this thread have given lots of good advice for atmospheric details, I think there is one thing missing here: An examination of the ultimate [i]cause[/i] of the horror that lies upon this place. A string of horrific apparitions in itself runs the danger of soon seeming random to the players, so you must "reward" them in some way to keep them motivated to go deeper into the place despite the danger. Since they are too weak to be "rewarded" in defeated monsters, I suggest giving hints to the reason why this abbey turned into a Bad Place. Like an onion they should peel back the mystery layer by layer, until they at last get to the rotten core. Let them glimpse hints to a corruption that tained the place even before it became haunted. Let them discover a hidden compartment where a small fortune is hidden - together with evidence that the treasurer of the abbey skimmed a portion of the income of the abbey. Let them discover sordid poetry hidden and written by a monk where he professes his love for another monk (Whether homosexuality is considered a taboo in your world is not of importance - what matters more is that monks should be considered chaste and celibate. It's the breaking of taboos that's important here). And finally, they discover that one of the monks was secretly a demon-worshipper, who deluded others into believing that he could fulfill their wishes - or else used them as sacrifical victims. Each step should give them further clues, drawing them in - while still missing enough pieces of the whole to keep them interested and enticing them to investigate further, ignoring the danger signals until it is too late and they confront the horror at its source. [/QUOTE]
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