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How do you do horror when running D&D?
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<blockquote data-quote="Oofta" data-source="post: 7889241" data-attributes="member: 6801845"><p>I have horror aspects and arcs in my campaign all the time. I don't know why people think it's so difficult. </p><p></p><p>Being raised from the dead is either difficult or impossible in my campaign. To raise someone you literally have to retrieve their souls and track them down in the Shadowfell. There are things there that will be drawn to your life force like moths to a flame, so good luck.</p><p></p><p>Many demons and undead can be pretty horrific. Draining max HP, etc. I use the alternate rest rules so a short rest is overnight and a long rest is several days. You aren't going to get that long rest if you're trapped in a haunted house.</p><p></p><p>Throw in environmental factors that obscure vision or have a chance of making people sick (either exhaustion or poison). Magical darkness with creatures that have blindsight is always fun.</p><p></p><p>Don't be afraid to throw deadly encounters. If a party isn't properly challenged, just throw another wave of monsters. Have the penalty for losing an encounter be something other than death whether that's semi-permanent disability or some other ongoing penalty. </p><p></p><p>Replace a PC with a doppleganger and have the doppleganger played by the same person. Or, just for fun, take someone out of the room, asking them to bring their character sheet and a D20. Let them know absolutely nothing is wrong, but occasionally ask them to roll a D20 when you get back to the game table.</p><p></p><p>Borrow ideas from other games. D&D is incredibly easy to modify so if you don't like the grapple rules make something you do like.</p><p></p><p>I also tweak monsters a lot to fit the role, even visual changes can cause a visceral reaction. Ghoul like creatures have slime covered tongues that reach out and restrain the target, dragging them in closer. Add tentacles or bile or whatever you think of. Don't throw orcs, throw <a href="https://www.dndbeyond.com/monsters/orc-nurtured-one-of-yurtrus" target="_blank">Orc Nurtured One of Yurtrus</a> from Volo's guide.</p><p></p><p>Primarily though I find it being more about attitude and story than mechanics. Take a look at chasme demons for example. Have the party stumble across a bloated body (preferably an NPC they've dealt with before). The body starts to shift and move, only to rip open with the smell of rotting meat as large fly-like creatures crawl out. As they fly or crawl away they grow with sickening pops and crackles and grow the face of the individual they just hatched from. </p><p></p><p>Whether or not any of this works really comes down to how well you can set the stage, but also the players. Honestly, if they aren't into it no amount of skill or even a different game system will make a difference.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Oofta, post: 7889241, member: 6801845"] I have horror aspects and arcs in my campaign all the time. I don't know why people think it's so difficult. Being raised from the dead is either difficult or impossible in my campaign. To raise someone you literally have to retrieve their souls and track them down in the Shadowfell. There are things there that will be drawn to your life force like moths to a flame, so good luck. Many demons and undead can be pretty horrific. Draining max HP, etc. I use the alternate rest rules so a short rest is overnight and a long rest is several days. You aren't going to get that long rest if you're trapped in a haunted house. Throw in environmental factors that obscure vision or have a chance of making people sick (either exhaustion or poison). Magical darkness with creatures that have blindsight is always fun. Don't be afraid to throw deadly encounters. If a party isn't properly challenged, just throw another wave of monsters. Have the penalty for losing an encounter be something other than death whether that's semi-permanent disability or some other ongoing penalty. Replace a PC with a doppleganger and have the doppleganger played by the same person. Or, just for fun, take someone out of the room, asking them to bring their character sheet and a D20. Let them know absolutely nothing is wrong, but occasionally ask them to roll a D20 when you get back to the game table. Borrow ideas from other games. D&D is incredibly easy to modify so if you don't like the grapple rules make something you do like. I also tweak monsters a lot to fit the role, even visual changes can cause a visceral reaction. Ghoul like creatures have slime covered tongues that reach out and restrain the target, dragging them in closer. Add tentacles or bile or whatever you think of. Don't throw orcs, throw [URL='https://www.dndbeyond.com/monsters/orc-nurtured-one-of-yurtrus']Orc Nurtured One of Yurtrus[/URL] from Volo's guide. Primarily though I find it being more about attitude and story than mechanics. Take a look at chasme demons for example. Have the party stumble across a bloated body (preferably an NPC they've dealt with before). The body starts to shift and move, only to rip open with the smell of rotting meat as large fly-like creatures crawl out. As they fly or crawl away they grow with sickening pops and crackles and grow the face of the individual they just hatched from. Whether or not any of this works really comes down to how well you can set the stage, but also the players. Honestly, if they aren't into it no amount of skill or even a different game system will make a difference. Good luck! [/QUOTE]
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