I want you to know that I just bought that book after reading your review.Well, here is my review. I hope you appreciate my efforts and give the review a good rating...![]()
I want you to know that I just bought that book after reading your review.Well, here is my review. I hope you appreciate my efforts and give the review a good rating...![]()
Well, I've managed to put 'the fear in them' a few times, but that's slightly different from creating an atmosphere of horror.I love the horror genre but sometimes it can be difficult to actually "Scare" the group. I've actually only participated in one session where any of the players had a genuine fear response.
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To those GM's out there who have successfully scared their group... how did you do it?
I want you to know that I just bought that book after reading your review.
To those GM's out there who have successfully scared their group... how did you do it?
I wonder if it would work not to threaten the PCs themselves (or close NPCs like family, friends, lovers) - just show how everyone else will die or be transformed into some horrific creature in whatever is creating your horror scenario. And they must really feel that if they fail, things go bad on a big scale - like every single human in a 100 mile radius transformed into an undead, or having his head explode, or maybe just everyone being infested by a parasite that will control their brains...I make consequences. . . ah. . . consequential. For example:
In D&D, taking resurrection magic out of the game completely will do this. The problem with RAW resurrection magic is that it makes one of the game's most ostensibly worst consequences completely inconsequential. When death isn't permanent, there's little (if any) sense of threat, and so players don't do much to plan around it — if they die, they can just get somebody to bring them back fromt he dead. No big deal.
Even the loss of levels and such is a pretty minor inconvenience compared to real, permanent, death. This being the case, it doesn't phase more experienced players (though it does discourage foolish actions better than resurrection magic with no penalties does). So, basically, in this case, the idea is to make death, as a consequence during actual play, matter. Consequences need real teeth if they are to be taken seriously as consequences.
I think with the proper atmosphere and fluff any game-system can feel horrific.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.