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Help me freak out my players!
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<blockquote data-quote="Calico_Jack73" data-source="post: 3033428" data-attributes="member: 14403"><p>Be descriptive with senses other than sight. The sense of hearing is great but it has been scientifically proven that the sense of smell is the sense most closely tied to our own memories so don't leave that out.</p><p></p><p>Have them hear and catch glimpses of someone watching them from the end of a long hall. If they run after the someone have the watcher dash into a corridor where the party loses sight of the watcher but finds they've gone into a dead end. This is a great way to get them to go into a particular area of the mansion. Horror movies use this technique all the time.</p><p></p><p>Don't discount the effect of the "Slow Realization". HP Lovecraft used it quite effectively and you can too (just read some of his short stories if you need examples). For your own example, have there be family paintings in the first part of the mansion and have them look like your normal portraits. As the players get further into the game have the paintings depict more and more macabre scenes. Have the last painting be of the PC's opening the door they just came through with some vile creature (the BBG) creeping up behind them and there be spattered paint on the floor. In essence you are letting the paintings tell the story as to why the haunted/cursed mansion is haunted.</p><p></p><p>Edit: For background music I've got to go with the soundtrack from Quake. You can pop the game CD into your standard music CD player and skip to the 2nd track and you are all set.</p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 3033428, member: 14403"] Be descriptive with senses other than sight. The sense of hearing is great but it has been scientifically proven that the sense of smell is the sense most closely tied to our own memories so don't leave that out. Have them hear and catch glimpses of someone watching them from the end of a long hall. If they run after the someone have the watcher dash into a corridor where the party loses sight of the watcher but finds they've gone into a dead end. This is a great way to get them to go into a particular area of the mansion. Horror movies use this technique all the time. Don't discount the effect of the "Slow Realization". HP Lovecraft used it quite effectively and you can too (just read some of his short stories if you need examples). For your own example, have there be family paintings in the first part of the mansion and have them look like your normal portraits. As the players get further into the game have the paintings depict more and more macabre scenes. Have the last painting be of the PC's opening the door they just came through with some vile creature (the BBG) creeping up behind them and there be spattered paint on the floor. In essence you are letting the paintings tell the story as to why the haunted/cursed mansion is haunted. Edit: For background music I've got to go with the soundtrack from Quake. You can pop the game CD into your standard music CD player and skip to the 2nd track and you are all set. [/QUOTE]
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