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How do you do horror when running D&D?
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<blockquote data-quote="hawkeyefan" data-source="post: 7889741" data-attributes="member: 6785785"><p>Gotcha....it sounds like you have a rough idea for a game that will last a few sessions. Can you break the story up into session sized parts that have a clear goal? As [USER=6993955]@Fenris-77[/USER] says, narrative goals are also part of the game. I don't want to seem like I would exclude that side of things. It just sounded like your players were more traditionally minded in their approach to D&D, so I figured giving them clear goals in that regard was a good start. </p><p></p><p>If you give clear goals that are meant to be achieved, that's gonna go a long way toward maintaining some kind of momentum. Part 1 could be "learn of the Count's secret" and then part 2 could be "escape from the Count's castle" and so on.</p><p></p><p>If mechanical incentives also help, maybe offer a perk of some kind when a goal is reached. Maybe give them options for perks to choose from.....maybe a bonus to certain skills, or an additional hit die, or something similar that is kind of akin to gaining a level. Again, this may not be necessary, but it is D&D, so I know a lot of players are going to expect some kind of character progression, even in a shorter campaign.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7889741, member: 6785785"] Gotcha....it sounds like you have a rough idea for a game that will last a few sessions. Can you break the story up into session sized parts that have a clear goal? As [USER=6993955]@Fenris-77[/USER] says, narrative goals are also part of the game. I don't want to seem like I would exclude that side of things. It just sounded like your players were more traditionally minded in their approach to D&D, so I figured giving them clear goals in that regard was a good start. If you give clear goals that are meant to be achieved, that's gonna go a long way toward maintaining some kind of momentum. Part 1 could be "learn of the Count's secret" and then part 2 could be "escape from the Count's castle" and so on. If mechanical incentives also help, maybe offer a perk of some kind when a goal is reached. Maybe give them options for perks to choose from.....maybe a bonus to certain skills, or an additional hit die, or something similar that is kind of akin to gaining a level. Again, this may not be necessary, but it is D&D, so I know a lot of players are going to expect some kind of character progression, even in a shorter campaign. [/QUOTE]
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