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How do you do horror when running D&D?
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<blockquote data-quote="Imaculata" data-source="post: 7889592" data-attributes="member: 6801286"><p>If you already have an established group, then it is most important that everyone in the group is on board with what you want to play. When I proposed a pirate campaign to my group, they were hesitant, because they had never played anything that far outside their comfort zone. Fantasy with guns? No thanks!</p><p></p><p>But after explaining my plans for the campaign to them, they were willing to give it a go. I explained to them that it would still be fantasy, with plenty of magic, but with a nautical theme and nautical creatures. In other words, a chance to play a fantasy campaign full of new interesting ideas and cool locations. We've been playing this pirate campaign for several years now. I think it's their favorite campaign.</p><p></p><p>So it might take some convincing to get your group on board, which is why you should probably think about what would make the campaign compelling to them. What do they want out of a roleplaying campaign? Think of a sales pitch... but also consider if this is for them to begin with. Do they even like horror? If so, what would they like to see? Roleplaying is a collaborative effort after all.</p><p></p><p></p><p></p><p>I don't think that's true at all. You just have to convince people to try something outside their comfort zone. Get them on board for one session and see if they like it. Explain to them that the usual combat will be replaced by skill/ability checks, roleplaying and with a heavy focus on their decisions. Maybe it will be like a detective, where they have to find clues? Get them to understand that you're not just taking out one of the most fun aspects of D&D, but replacing it with something far more compelling.</p><p></p><p>And honestly, if you want to get players to try something new, I find it best to use the system they are already familiar with, and just run the campaign with that. It makes it less of a hurdle.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7889592, member: 6801286"] If you already have an established group, then it is most important that everyone in the group is on board with what you want to play. When I proposed a pirate campaign to my group, they were hesitant, because they had never played anything that far outside their comfort zone. Fantasy with guns? No thanks! But after explaining my plans for the campaign to them, they were willing to give it a go. I explained to them that it would still be fantasy, with plenty of magic, but with a nautical theme and nautical creatures. In other words, a chance to play a fantasy campaign full of new interesting ideas and cool locations. We've been playing this pirate campaign for several years now. I think it's their favorite campaign. So it might take some convincing to get your group on board, which is why you should probably think about what would make the campaign compelling to them. What do they want out of a roleplaying campaign? Think of a sales pitch... but also consider if this is for them to begin with. Do they even like horror? If so, what would they like to see? Roleplaying is a collaborative effort after all. I don't think that's true at all. You just have to convince people to try something outside their comfort zone. Get them on board for one session and see if they like it. Explain to them that the usual combat will be replaced by skill/ability checks, roleplaying and with a heavy focus on their decisions. Maybe it will be like a detective, where they have to find clues? Get them to understand that you're not just taking out one of the most fun aspects of D&D, but replacing it with something far more compelling. And honestly, if you want to get players to try something new, I find it best to use the system they are already familiar with, and just run the campaign with that. It makes it less of a hurdle. [/QUOTE]
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