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<blockquote data-quote="Jhamin" data-source="post: 1136705" data-attributes="member: 1023"><p>I ran a Horror game for about 4 years with great success. In my experience there are a few fundamentals to Horror gaming.</p><p></p><p>- Your real goal should be to unnerve the players, not the characters.</p><p></p><p>- Horror games are almost never about finding out if your heroes are strong enough to overpower the bad guy. Their strength in combat should either be irrelievent or woefully inadequate. This ties in with the "ignore CR" advice given previously.</p><p></p><p>- Most heroic fantasty exists in a world where the forces of fate/the law of averages/the GM gives the heros an even break. You will win or lose based on how well you do. This is a mentality you have to break for horror gaming. The players should feel that they have a chance, but that the momentum favors their enemies. </p><p></p><p>- Resources make people confident. Things like allies, police help, character equipment, and so on are crutches that are leaned on in times of crisis. Horror gaming requires that these sorts of things are unavalible, unreliable, or not on the characters side. </p><p>For example: If you call the police up to the haunted mansion, when they show up they either need to all die before they can help, not believe the charaters and leave without helping, or be possesed or inhuman already and make the players situation worse. The feeling that you are on your own in a dangerous situation is vital to horror gaming.</p></blockquote><p></p>
[QUOTE="Jhamin, post: 1136705, member: 1023"] I ran a Horror game for about 4 years with great success. In my experience there are a few fundamentals to Horror gaming. - Your real goal should be to unnerve the players, not the characters. - Horror games are almost never about finding out if your heroes are strong enough to overpower the bad guy. Their strength in combat should either be irrelievent or woefully inadequate. This ties in with the "ignore CR" advice given previously. - Most heroic fantasty exists in a world where the forces of fate/the law of averages/the GM gives the heros an even break. You will win or lose based on how well you do. This is a mentality you have to break for horror gaming. The players should feel that they have a chance, but that the momentum favors their enemies. - Resources make people confident. Things like allies, police help, character equipment, and so on are crutches that are leaned on in times of crisis. Horror gaming requires that these sorts of things are unavalible, unreliable, or not on the characters side. For example: If you call the police up to the haunted mansion, when they show up they either need to all die before they can help, not believe the charaters and leave without helping, or be possesed or inhuman already and make the players situation worse. The feeling that you are on your own in a dangerous situation is vital to horror gaming. [/QUOTE]
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