Setting the mood for Ashenport

Kzach

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EDIT: Just a note that this is a DM's thread. There ARE spoilers!

I've been tasked with the running of the Ashenport module for our group and I'd really like to make the sessions special by using as many props, and gimmicks as possible to create a Lovecraftian atmosphere.

One of the suggestions is to seek out some discordant music, however that could take years! A web search revealed a very cool book on just this subject, labelled "The Strange Sound of Cthulhu" but there are literally hundreds of songs listed, hardly any of which I know.

So, I figured I'd see what everyone else can suggest. This can be either music, sound effects, props, whatever you think will help set the mood for a session of alien horror.
 
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I ran through about half the module in 3.5 and there wasn't really much to differentiate it from most adventures. So I think atmospheric elements are very important. I'm currently planning on running the module for some other players. I'd definitely like to get some advice in this thread as well. I'm looking for less of the music stuff and more props and other elements.

As far as my own ideas go, as long as the space will allow I'd like to turn down/off the lighting and use candles. Also changing my voice for most of the read aloud text.
 

***SPOILERS***

What worked for me when I ran it (3.5) wasn't music, it was in the growing feeling of suspicion and unease.

[sblock]They realized that a shopkeeper was being too nice. Then that the barmaids were just flirting too much. They spent some time getting to know the other travelers in the inn.

When the first "call" came, only one of the party made his save. He had to run around and clear the others and they they all scrambled around trying to save the other travelers, but many died. They initially blamed the flirting barmaids, but soon realized that all of the town people were involved.

When the final "call" came after the aboleth was destroyed and they got back to town to find the footprints, there was just a moment of stunned silence, followed by a long slow f-bomb. It may have been one of the best moments in any game I've run. [/sblock]
 

As far as my own ideas go, as long as the space will allow I'd like to turn down/off the lighting and use candles. Also changing my voice for most of the read aloud text.

Candles! Nice! I'll have to get permission for this as it's a bit of a cramped room where I play, and I'm not sure he'd like the smokiness of the candles, but certainly a cool idea!

What worked for me when I ran it (3.5) wasn't music, it was in the growing feeling of suspicion and unease.

Hmm... I like it, but doing this is really tough. What methods or tricks can anyone suggest to help bring about this feeling in players?
 


*poof*

You rubbed the lamp? ;)

Okay, seriously...

When it comes to running horror, I haven't found that props help too much. (With one exception--it always helps if you can actually hand out written notes/letters that the PCs find, but that's less a horror thing and more just a "mood in general" thing.) Other people may have had different experiences, of course.

As for music, it doesn't have to be discordant (though that can certainly help with some particular scenes). Anything vaguely creepy or unsettling can help set the mood; lots of horror movies have appropriate sound tracks. Don't play them too loud, though; you don't ever want the music to overshadow what you're saying.

(If you can find it, Danny Elfman's "Sleepy Hollow" soundtrack has a few really good tracks for this sort of thing. So does the "Ravenous" sound track, if you can cut out the ones that sound like they're actually from the old American frontier. In fact, one of the pieces from that sound track--"Martha and the Horses"--is just freaky.)

Honestly, though, most of a successful horror session is in the description. Try to avoid referring to monsters by name, or in mechanical terms, instead just describing them (focusing on the creepier aspects of their appearance). Have little things happen in game, like PCs hearing or feeling odd sensations. Have events occur--minor things, like odd sounds--without explanation. Have NPCs acting just a little weird; nothing blatant, but odd expressions, emotions, manners of speech, etc. Anything you can do to make the players feel that things are just a little "off" is always a good baseline.

Oh, and don't overdo it. If everything is weird/dark/creepy/unusual, it loses its effectiveness. Make sure to throw in scenes of complete normality and even humor. And don't be afraid to mix both humor and horror in the same scene, for that matter.

And finally, this will never work if your players aren't cooperative. If you have players who refuse to get into the spirit of things, no description or effort on your part can force them. But if you have people who like getting into the emotion of the game--I don't necessarily mean "hardcore role-players," but just people who are willing to act in-character and take the DM seriously--it can work.
 

The Mouse has some good points, and I'll bring up a few more:

Don't be afraid to deceive your players. Tell them what they think they see, even if you know better.

Silence of the Lambs has an awesome soundtrack. So does Mary Shelley's Frankenstein.
 

[ame]http://www.youtube.com/watch?v=qE-q48pmap8[/ame]
[ame]http://www.youtube.com/watch?v=H07M3xlax2c[/ame]

Don't neccisarily play these, but I'd say give them a go-over on your own time.
 

By the way, this?

[sblock]They realized that a shopkeeper was being too nice. Then that the barmaids were just flirting too much. They spent some time getting to know the other travelers in the inn.

When the first "call" came, only one of the party made his save. He had to run around and clear the others and they they all scrambled around trying to save the other travelers, but many died. They initially blamed the flirting barmaids, but soon realized that all of the town people were involved.

When the final "call" came after the aboleth was destroyed and they got back to town to find the footprints, there was just a moment of stunned silence, followed by a long slow f-bomb. It may have been one of the best moments in any game I've run. [/sblock]

This makes me cackle with glee. That's exactly the sort of response I wanted from this adventure. :devil:
 

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