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How do you do horror when running D&D?
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<blockquote data-quote="Coroc" data-source="post: 7889480" data-attributes="member: 6895991"><p>Use 1e/2e Ravenloft as a baseline for a start.</p><p></p><p>Tell the players upfront that while they might have seen an orc or two thy never encountered undead and that they should react like they would do IRL if they encounter one as opposed to a mundane threat, same goes for werewolves, demons etc.</p><p>Enforce this mechanically, Fear and Horror checks are done with Wis respectively Cha checks and can result in insanity. Enforce players to play out the fear or horror condition they are afflicted with. Use the 2e tables for better effect.</p><p></p><p>Reintroduce damage invulnerabilities (Silver required to hit for werewolves, devils and some undead, cold iron for demons) some more odd materials for other stuff. Make that or magic if you like but do not hand out loads of magic weapons, better do not hand out magic weapons at all in a horror campaign, especially not things like sunsword, werebane or mace of disruption.</p><p></p><p>Reintroduce sinkhole of evil condition a la 2e. Turn undead only possible with disadvantage in these areas. Better still, do not play with a cleric in the group. </p><p></p><p>Anyone playing a classic paladin is a beacon to a ravenloft domain lord. Such a character will be dead within shortest possible time. No way around that. Warn your players upfront, that some class selection might lead to a short adventuring career.</p><p>Play that one out once, if they do not listen. </p><p></p><p>Reintroduce evil denominator for certain acts and spells. Use the powers table of 2e ravenloft. While snake eyes or pointy ears might seem a minor problem at first, such deformations caused by a botched power check will absolutely bother local civilians.</p><p></p><p>Blood and Gore is a must for a horror campaign, victims especially of the main villain should be described accordingly, so do not play with players who cannot stand this.</p><p></p><p>Although 5e does not offer a lingering/permanent injury system you can also describe wounds suffered from horror mobs as being difficult to heal / think mummy rot etc</p></blockquote><p></p>
[QUOTE="Coroc, post: 7889480, member: 6895991"] Use 1e/2e Ravenloft as a baseline for a start. Tell the players upfront that while they might have seen an orc or two thy never encountered undead and that they should react like they would do IRL if they encounter one as opposed to a mundane threat, same goes for werewolves, demons etc. Enforce this mechanically, Fear and Horror checks are done with Wis respectively Cha checks and can result in insanity. Enforce players to play out the fear or horror condition they are afflicted with. Use the 2e tables for better effect. Reintroduce damage invulnerabilities (Silver required to hit for werewolves, devils and some undead, cold iron for demons) some more odd materials for other stuff. Make that or magic if you like but do not hand out loads of magic weapons, better do not hand out magic weapons at all in a horror campaign, especially not things like sunsword, werebane or mace of disruption. Reintroduce sinkhole of evil condition a la 2e. Turn undead only possible with disadvantage in these areas. Better still, do not play with a cleric in the group. Anyone playing a classic paladin is a beacon to a ravenloft domain lord. Such a character will be dead within shortest possible time. No way around that. Warn your players upfront, that some class selection might lead to a short adventuring career. Play that one out once, if they do not listen. Reintroduce evil denominator for certain acts and spells. Use the powers table of 2e ravenloft. While snake eyes or pointy ears might seem a minor problem at first, such deformations caused by a botched power check will absolutely bother local civilians. Blood and Gore is a must for a horror campaign, victims especially of the main villain should be described accordingly, so do not play with players who cannot stand this. Although 5e does not offer a lingering/permanent injury system you can also describe wounds suffered from horror mobs as being difficult to heal / think mummy rot etc [/QUOTE]
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