How do you scare your PCs?

I've found that fear = atmosphere/information. You can go through all the trouble you want to set up the atmosphere, but if the players know exactly what it is they're up against all the fear goes out the window.

Sometimes the smallest things can change it entirely. For instance, I took a Mohrg from the MM and simply changed its appearance so it resembled one of the Lickers from Resident Evil. Suddenly they were scared of it because it was unfamiliar. Another trick is if your players assume too much, change it. For instance, if they assume that silver would work on something despite not having any appropriate knowledge, swap it out for cold iron.

Make some random dice rolls behind the screen. Then ask for spot and listen checks. Sometimes even going into initiative when there's no real danger can make players really paranoid.
 

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Scissors ;)

You have to get the players so immersed in the game that it envokes fear. This can be done with story, props (music, sound effects and special effects) and the use of voice. It is not easy but plan it out, do things to make them uneasy, like as a DM walk around the room as you DM, turn out lights, add sounds, use descrptive wording, whisper in their ears what they see.
 

I've only creeped out a player twice. Once was in high school during a solo game in an unfinished basement. That helped, but the story involved a high-level ranger who had been targetted by a glabrezu to be corrupted. There was a scene where the glabrezu was studying the PC while he was alone in the woods. The PC was alert enough to know something was there, but couldn't quite figure it out.

The other time was in a Masquerade game. My wife's character was rapidly losing humanity -- and I mean rapidly. She'd heard that the Sabbat was able to fight off the beast without humanity, and sought out a pack that she began hanging with. Then the Tzimisce invited her to dinner. Small chlid + Vicissitude = sudden realization of what lack of humanity really means.

Moments like that are rare and to be treasured.
 


For me, the thing that scares the players most is conspiracy. Or the feeling of conspiracy, at least. Finding tidbits of info that make it feel the characters are being watched or plotted against, perhaps including associates or friends, people they can't simply whack.

The thought of other forces in the dungeon, working in competition with them. Finding things moved or rifled through. Evidence of other adventurers camps, etc.

An enemy with a magical way to enter and exit combat easily, allowing for rapid strikes and quick exits before they can converge and do real damage to him or her.
 


Ok, I think there was a thread about this already, but what is the strangest situaltion that you have had your PC's in? Things like walking into a town where EVERYONE seems to be doing the same thing over and over, and over, and... you get it. Just some weird, creepy, messed up settings.
 

I use their out-of-game knowledge against them. If we're in Ravenloft, I might hint in game that this might be Strahd Von Zarovich's castle. By the time that vampire does show up, they're set to panic and run. If they encounter a green dragon, I might drop hints in game that it's a polymorphed dragon (i.e. sans special abilities like breath weapon, if you know your polymorph spells), but that doesn't mean it's not a real dragon.

And yes, atmosphere is really important to scaring players. Unfortunately, I don't think that the D&D/d20 system is as suited to horror as the dedicated system horror RPGs.
 

1) You can really scare players by using your knowledge of their real life.
2) You can really scare players by carefully and rarely pushing the boundry of what is and is not acceptable in a game enviroment.

Use both of these with EXTREME caution.

I once had a villanous NPC confront a female PC with a female player. I made sure the PC was relatively helpless and gave the NPC all the advantages (the goal wasn't combat, but to scare the PC and Player as a warning). I then used language and imagery that is very atypical for me and the group, but very in character. This played on not only the PCs fears, but the player's fears of being in that sort of situation. The language was shocking and drove the point home.

It was one of the few times I think that a player was not only distrubed or anxious but truly afraid.

Did I mention using EXTREME CAUTION? This could blow up in your face and end the game, the group, and possible the friendship right there. A very high Wisdom score is needed to qualify for this feat.
 

Stormborn said:
Did I mention using EXTREME CAUTION? This could blow up in your face and end the game, the group, and possible the friendship right there. A very high Wisdom score is needed to qualify for this feat.

Bolded and underlined. Make sure of the rest of your players, too, not just the one immediately involved. I used a rape scenario once (mostly off-camera) with a gal who I knew was able to take it as part of the story -- she actually told me that the whole arc was really interesting and well done, so I know I got that right. One of the male players (who missed that session, even) took issue with the event, and called me to task the next session. Yes, bad form on his part for grand-standing, but I didn't take everyone in the group into account, either.
 

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