Scaring players... tips needed!

All of the above tips are good advice. I would also add that if you have access to a copy of the "Call of Cthulhu" rulebook (d20 or BRP) give it a look-through. There's a lot of good advice in there about spooky GM-ing (especially the d20 version).

One thing to keep in mind, to really have a creepy session, the players should kind of want to be scared. That said, if you can give them the message that this session is supposed to be creepy, as often as not, they'll play along and have great fun!

PS - Dim the lights (I don't think that was mentioned yet).
 

log in or register to remove this ad

Another thing, if you have pools of water, start having faces and images form in them. Not blatant, but silluettes in the water, the water's surface rising to resemble the face of a skull, the currents forming it, etc.

I really like the idea of the intercoms whispering to eachother. That's just evil.
 

Arrange with one of the players beforehand to leave the game early. A trip to the bathroom or kitchen would be effective. Have him simply slip out the back door or unlocked window without any comment to the group.
 

Turn off the lights, close the curtains, and play by candlelight.

Describing inhuman screams is always a good one. If you have some recorded on tape, it's even better. And now that we're on the subject of audio aids, how about mood music? Bram Stoker's Dracula had a pretty good music for that one... The soundtrack alone is enough to give me the creeps.
 

Bugaboo: I'm confused what you mean by that. Are the players supposed to be worried that one just left or something?

To the rest, these are awesome tips, keep them coming :)
 

Ah, horror.

Whenever I finally get around to writing a good story hour, I will make sure to include a couple of old D&D adventures from a year back. Any day now:).

Dim lights, yes. Telling the players to bring their own flashlights is another good idea, up to and including the slow dimming as the bulbs start to die over a long session.

I love the spot and listen check ideas. If you have some throw away NPCs around, have the characters find him or her dying just seconds after the thing leaves the scene.

Pacing, as has been mentioned, is one of the most overlooked and most terrifying aspects of horror. Reference nameless's suggestions in particular. Pulled off well, you will catch the players full thrust just as they sigh in relief.

Try to avoid statted beasts. We fear the unknown.

A large flake of dry ice in water at just the right time is perfect. Using flashlights and dry ice is better. Using your own lights with inter-changeable shading (a green, red or purple filter), dry ice and strobe lamps are about as good as it gets.

In no time, you will have your players looking over their shoulders and muffling gasps of fright. Good luck!
 

Remove ads

Top