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*TTRPGs General
Horror - how dark is too dark?
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<blockquote data-quote="gamerprinter" data-source="post: 5675265" data-attributes="member: 50895"><p>The feeling of horror is always difficult to convey in an RPG.</p><p> </p><p>However, Kaidan is built to include the tools, the mechanics, the discussion provided for every encounter on how best to present it to convey the feelings of dread, fear and hopelessness. There's even discussion on how to handle parties that want to break from the mold of module to go on their own way, how to redirect them and what consequences occur should they still not get under control.</p><p> </p><p>We hold the GMs hand, because we know horror is more challenging than typical adventures. Though there is no guarantee that you will be successful in scaring the hell out of your players, but the modules and supplements do try and help you do this.</p><p> </p><p>The first really creepy scene in The Gift, the first adventure occurs, about half way through that module - it's penultimate horror, with the creep factor dialed up to 11. I think it would take an awful GM to mess it up. Woven within that encounter is all the best Japanese ghost stories and haunted house experiences I have witnessed or read about.</p><p> </p><p>If you follow the setup text provided, approach the monsters as presented, you should have no problem creeping your players out. This is how Kaidan is designed.</p><p> </p><p>At present my adventures aren't designed to force the players to be murderers, torturers, I don't think it's necessary to force the players into being the elements of horror themselves - the setting is enough.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5675265, member: 50895"] The feeling of horror is always difficult to convey in an RPG. However, Kaidan is built to include the tools, the mechanics, the discussion provided for every encounter on how best to present it to convey the feelings of dread, fear and hopelessness. There's even discussion on how to handle parties that want to break from the mold of module to go on their own way, how to redirect them and what consequences occur should they still not get under control. We hold the GMs hand, because we know horror is more challenging than typical adventures. Though there is no guarantee that you will be successful in scaring the hell out of your players, but the modules and supplements do try and help you do this. The first really creepy scene in The Gift, the first adventure occurs, about half way through that module - it's penultimate horror, with the creep factor dialed up to 11. I think it would take an awful GM to mess it up. Woven within that encounter is all the best Japanese ghost stories and haunted house experiences I have witnessed or read about. If you follow the setup text provided, approach the monsters as presented, you should have no problem creeping your players out. This is how Kaidan is designed. At present my adventures aren't designed to force the players to be murderers, torturers, I don't think it's necessary to force the players into being the elements of horror themselves - the setting is enough. [/QUOTE]
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