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How do you do horror when running D&D?
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<blockquote data-quote="ad_hoc" data-source="post: 7889262" data-attributes="member: 6748898"><p>Horror has been a part of D&D for a long time. Ravenloft is gothic horror campaign setting that is very popular.</p><p></p><p>Building tension is the key to a good horror game (and really, an action game too for that matter but to different effect).</p><p></p><p>Pacing in a horror game should be dependent on each session. At the beginning of each session the players aren't going to be scared. A DM has that time to ratchet up the horror.</p><p></p><p>The fear of the unknown is the greatest fear possible. So, don't show the monster(s) too early.</p><p></p><p>Players shouldn't feel like the game is "fair". Sandbox campaigns are perfect for this. Let the players know that threats are not engineered to their level.</p><p></p><p>Horror is not heroic. Provide circumstances where the players must choose between their PCs and innocents. Maybe they witness hags kidnapping a child into her lair, but do they dare approach? They know that the hag is much more powerful than they are. Maybe they approach with a plan in mind, but then there are 3 hags inside and they need to make the hard choice. Horror doesn't feel good.</p><p></p><p>(acts of heroism can occur in a horror game, they just come with dire consequences, thus the heroism. In standard D&D the expectation is that the PCs succeed at their 'daring' deeds routinely)</p><p></p><p>The goal in a horror game is often mere survival as well, rather than a heroic goal. In D&D the players could start with a noble goal only to have things turn and have survival be the primary one after they are in over their heads.</p><p></p><p>Ravenloft spoilers:</p><p></p><p>[spoiler]</p><p>5e's Ravenloft adventure works because Strahd doesn't play fair. He knows the PCs, their capabilities, and where they are. He can walk through the walls of his castle, strike, and then walk away before they can react. He can do this over and over again. The only hope they have is to find the area of the castle where the final battle is destined to take place so that he cannot escape. [/spoiler]</p><p></p><p>Play around with different pacing models too.</p><p></p><p>Here are a couple examples (The classic rising tension culminating in a final big threat common to D&D works in horror too):</p><p></p><p>The Vice: Threat level starts low and slowly continues, never stopping so that characters are worn down over time. They must fight against time to survive. Zombies are the classic example.</p><p></p><p>The Pit: Similar to The Vice only the party faces a huge threat that leaves them battered. They must then get to safety before their resources are fully depleted.</p><p></p><p></p><p>Finally, some house rules can be applied. Most common removing some spells. Ravenloft has done this over the editions. It is a demiplane without teleportation powers so that the PCs are trapped for example. Removing resting spells like Leomund's Hut would be a good idea.</p></blockquote><p></p>
[QUOTE="ad_hoc, post: 7889262, member: 6748898"] Horror has been a part of D&D for a long time. Ravenloft is gothic horror campaign setting that is very popular. Building tension is the key to a good horror game (and really, an action game too for that matter but to different effect). Pacing in a horror game should be dependent on each session. At the beginning of each session the players aren't going to be scared. A DM has that time to ratchet up the horror. The fear of the unknown is the greatest fear possible. So, don't show the monster(s) too early. Players shouldn't feel like the game is "fair". Sandbox campaigns are perfect for this. Let the players know that threats are not engineered to their level. Horror is not heroic. Provide circumstances where the players must choose between their PCs and innocents. Maybe they witness hags kidnapping a child into her lair, but do they dare approach? They know that the hag is much more powerful than they are. Maybe they approach with a plan in mind, but then there are 3 hags inside and they need to make the hard choice. Horror doesn't feel good. (acts of heroism can occur in a horror game, they just come with dire consequences, thus the heroism. In standard D&D the expectation is that the PCs succeed at their 'daring' deeds routinely) The goal in a horror game is often mere survival as well, rather than a heroic goal. In D&D the players could start with a noble goal only to have things turn and have survival be the primary one after they are in over their heads. Ravenloft spoilers: [spoiler] 5e's Ravenloft adventure works because Strahd doesn't play fair. He knows the PCs, their capabilities, and where they are. He can walk through the walls of his castle, strike, and then walk away before they can react. He can do this over and over again. The only hope they have is to find the area of the castle where the final battle is destined to take place so that he cannot escape. [/spoiler] Play around with different pacing models too. Here are a couple examples (The classic rising tension culminating in a final big threat common to D&D works in horror too): The Vice: Threat level starts low and slowly continues, never stopping so that characters are worn down over time. They must fight against time to survive. Zombies are the classic example. The Pit: Similar to The Vice only the party faces a huge threat that leaves them battered. They must then get to safety before their resources are fully depleted. Finally, some house rules can be applied. Most common removing some spells. Ravenloft has done this over the editions. It is a demiplane without teleportation powers so that the PCs are trapped for example. Removing resting spells like Leomund's Hut would be a good idea. [/QUOTE]
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