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General Tabletop Discussion
*Dungeons & Dragons
I need ideas for running horror campaigns
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<blockquote data-quote="Rhenny" data-source="post: 6796258" data-attributes="member: 18333"><p>Keep in mind how great directors build tension and fear. For Hitchcock, it is often to focus on items that "now seeming sweet, convert to bitterest gall" (Shakespeare) - the shower, the telephone, the birds, etc. Most of the time fear is generated by what isn't happening and then horror is achieved when what does happen happens unexpectedly and powerfully. </p><p></p><p>Another way to inspire fear is to have a situation slowly change to become more and more threatening, giving players time to think. Remember the scene in Aliens, where crew members inspect the alien eggs for the first time - how they slowly open revealing ichor, and then the facehugger lurches out. </p><p></p><p>Also, steal a page from HP Lovecraft and all writers in general and use disturbing imagery when you describe. Describe more things so that the players only get hints and sometimes false hints at what will truly become the next threat. </p><p></p><p>Have fun with it. Now I'm getting the itch to include fear and horror in my games.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6796258, member: 18333"] Keep in mind how great directors build tension and fear. For Hitchcock, it is often to focus on items that "now seeming sweet, convert to bitterest gall" (Shakespeare) - the shower, the telephone, the birds, etc. Most of the time fear is generated by what isn't happening and then horror is achieved when what does happen happens unexpectedly and powerfully. Another way to inspire fear is to have a situation slowly change to become more and more threatening, giving players time to think. Remember the scene in Aliens, where crew members inspect the alien eggs for the first time - how they slowly open revealing ichor, and then the facehugger lurches out. Also, steal a page from HP Lovecraft and all writers in general and use disturbing imagery when you describe. Describe more things so that the players only get hints and sometimes false hints at what will truly become the next threat. Have fun with it. Now I'm getting the itch to include fear and horror in my games. [/QUOTE]
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I need ideas for running horror campaigns
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