Looking to Scare the $#!+ Out of My Players

If you REALLY want to scare the crap out of your gamers, and you happen to be a guy, do the following:

Dress up as Doctor Frank-N-Furter from Rocky Horror Picture show. Give 'em a rendition of "Sweet Transvestite", and hint that you'll alter a few die rolls if they're "nice" to you.

That'll scare 'em good!

Oh wait...you mean scare them IN-game?

Oh.

Nevermind then.
 

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Scaring players out of game? Show up reeking of booze with a half-empty bottle of Jack Daniels and a fully loaded shotgun or other large firearm.

Scaring players in game requires thinking theatrically. Timing is especially important.

1) I used Kodo's theme from "The Hunted" as mood music once. However, instead of just playing it, I ran the adventure sans music for about an hour before turning it on- like the Darth Vader theme only gets used when he's on the screen, it was used only for certain scenes.

I waited until the players were DEEP in discussion about how to handle their predicament (naked, unarmed, and on the menu of a large felinoid hunting party within 24 hours of campaign time). After about 20 minutes (RW) planning, the villains were about to start hunting the party- they had been told there would be an audible signal to the start of the hunt. I allowed them to continue their discussions while I quietly and surreptitiously pressed the "play" button on my CD's remote.

"The Hunted" starts quietly and slowly builds...always rhythmic and driving, though...then, about a minute or so into the song, the drumming gets serious. One player stopped mid-sentence and asked "Uh...do we hear that?" gesturing at the stereo. "Yes."

The players shifted from talking to doing within seconds...and you could hear the tension in their voices and see the stress on their faces.

It was as if they were THERE.

2) Don't fudge to save PCs- let actions and dice rolls have their consequences, including PC death. This is a biiiiiig step to restoring fear and loathing.

By that I mean that once one PC dies (especially early in the campaign before dead PCs can be brought back), the players will have a little more hesitancy before launching their PCs into the uncertainties of combat or darkened rooms. Once a PC dies, never to return, players realize their victories are not assured.

Once that 1st death has occurred, feel free to fudge as much as you need. You WANT your players to play their PCs as heroes heroically- they MUST take unusual risks- but you also want them to FEEL the riskiness of the situation.

In Joel Rosenburg's Guardian novels, modern RPG'ers get thrust into a fantasy world as living embodiments of the PCs they played. They were still thinking of it in game terms when one of their number got killed. Permenantly. It was no longer a game to them- it was real life.

Killing 1 PC will alter the players' perceptions just as quickly.
 
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If you really want to scare your players, try playing in a supposedly haunted house. A few years ago, one late September, I had the opportunity to do so. It was a random group pulled together from the local game shop, no one really knowing anyone else (or so I assumed at the time), and we spent about four hours playing a Call of Cthulhu game by candle light. You know, the ratty, weather nooses hanging from the trees on the property didn't bother me. The aggressive crows flocking in the trees didn't bother me. The twilight tour of the ramshackled house didn't bother me. What got to me was the freaking noise in the walls. It started about an hour into the game, at first sounding like drips of water, then the patter of rain, the the scrabbling of a clumsy dog trying to run across the wooden floor, until it sounded like a million lord knows what trying to claw its way through the walls to get to us. Just thinking about that noise still creeps me out to this day.

The guy who ran that game is now my boss. He wrote a short book about the place, which was known as Jackson House before it mysteriously burned down in 2004.
 

Send the party into the Dragon Tower. Before the session, get out your Colossal Red Dragon mini, and set it somewhere visible. On top of your box of minis, if possible. Play the game as usual.

I'll bet your players will be nervous the entire evening. :p
 

Warden said:
Anyone know where I can get a hold of Nightmare of Mine?
I have a copy that I would sell, Warden. You might want to see if RPGShop has it in stock though. My copy is slightly used but still in great shape.
 

BiggusGeekus said:
Finally, when the PCs were in a warehouse. I had an invisble bad guy use slight of hand to put a note in a PCs pocket. The note read:

How does it feel to be in a room with an invisible guy with a knife?

Signed,

An invisible guy with a knife

Consider this one stolen.... :)
 



badash56 said:
I'd like "Nightmares of Mine" as well, but it looks like it is out of stock all over....:(

Am I on a lot of people's ignore lists? The author wrote another book on horror that is still in print (or at least easily obtainable) that uses some of the material from NoM- GURPS Horror 3rd ed. Unless you (as in everyone who ignored my last post) have a pathological reaction to SJ Games books, this is what you want to buy. It doesn't have tons of crunch- only a few monster stats here and there.
 

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