But we aren't talking about scriptwriting storyboarding or novel writing, d&d does none of those. The nerve wracking nail biting element in d&d are things like rust monsters mind flayer wights ghasts wraiths who in the party carries what and question like "can we as a party carry that thing we'd really like to carry to get the treasure we feel like we need" because those were difficult choices and extremely credible risks up until 5e. I would not be particularly impacted by a speeding ticket, but the risk is plausible enough that it affects how I drive, the same likely applies to a large percentage of posters and d&d players.
You might very much need to go back and refresh your memory of the discussion chain that started with you saying GM's should look at a series with viewer discretion warnings for "intense psychological distress" for humans as the real threat and me saying that d&d5e can't even come within sight of the horizon where that exists even if it was appropriate for a ttrpg. If you can't even accept that a show with warnings for"intense psychological distress" might be an inappropriate target for the gm running almost any system without trying to extend & quibble over individual reasons whythe system can't handle the targey, there's probably not much reason to continue talking about the target you suggested that GM's aim for to make up for the weight d&d's design no longer carries on mechanical levels.
Because of that design it can't even handle gravity of mere risk when the system is built for [spoiler["this kind of gameplay"]
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I may have mentioned the impact of overly generous overly certain recovery, but I was not the one to bring up killing PCs, please do not attribute that strawman to me just because 5e chose to remove every other risk from adventuring. Saying that PC death is now implausible has nothing to do with the gm killing PCs by that gm going out of their way to "double tap" PCs they execute. If the DM needs to "double tap" a PC for PC death to become plausible, the plausible concern is "will the dm double tap my PC and can they?"Not how plausible any other risk of adventuring is.
All I can say is that I think D&D can have horror trappings, but actually getting the same sense of unease or fear you get from a good movie? Not possible in the long run. Either you kill off PCs left and right which means people have no emotional investment in the characters they create (why bother?) or the majority of characters survive in the long term. If they survive the long term like most of the characters in Buffy the Vampire Slayer then it becomes a fairly standard D&D game. Even if you throw horrific imagery after a while it looses most of it's impact. Mixing it in now and then? That can be fun. Running a more-or-less standard campaign with horror themes can also be fun but it's still going to be a standard D&D game after a while.
Fiction of course can do things we can never do in a TTRPG. Other games may have mechanical effects on the PCs to try to reflect slowly becoming numbed to the horror and suffering other consequences but that's all they are - penalties you slowly apply to your character sheet with no emotional impact on the player.
I also disagree that the PTSD and other impacts on characters or a struggle for survival make something into supernatural horror, people suffer all over the real world sadly suffer those impacts. They can be part of a horror campaign, they could also be part of a more realistic war campaign (which is a different kind of horror, just not what people are referring to).
In any case it seems like you just want to argue so if you have anything else to add about running horror campaigns I may reply, otherwise I've stated my opinions.








