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General Tabletop Discussion
*Dungeons & Dragons
The Horror! of Haunted Houses
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<blockquote data-quote="Imaculata" data-source="post: 8109452" data-attributes="member: 6801286"><p>In my 30's horror campaign The Horror at Huxley House, the house is actually an extradimensional space that adapts its exterior and interior to fit with whatever plane of existence it is currently on (simular to Doctor Who's Tardis). Simply destroying it is not an option, as it would only reveal the true metal structure underneath, that resists any damage. The players can leave the house at any time, but they have to urgently stop a growing threat in the house. They've also been cautioned not to exit the house through its doors, although they don't quite know why. Instead, they've been instructed to use a special closet in the attic to exit the house when they are done.</p><p></p><p>The house is not a conventional haunted house, as there are no ghosts. But horrifying Lovecraftian creatures from beyond time and space lurk within its walls. The players do not yet know how the house works, and how these strange creature came to be there, but that is something they are trying to find out.</p><p></p><p>From the start of the campaign, I informed the pc's well about the dangers of the house, and what to expect. As such there was no need to trap them inside, as the danger was not a surprise, and they had a clear objective. During our session zero I also explained to my players that while any normal person probably could (and would) flee the house, they should think of themselves as the leads in a thrilling black and white suspense movie and not do so. The premise is that they are some what courageous investigators, and I asked them to play the campaign as such. I think it is fine to get that conceit out of the way before you start play. It saves the DM the trouble from having to pull strange stunts just to get the players to stay in the house.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8109452, member: 6801286"] In my 30's horror campaign The Horror at Huxley House, the house is actually an extradimensional space that adapts its exterior and interior to fit with whatever plane of existence it is currently on (simular to Doctor Who's Tardis). Simply destroying it is not an option, as it would only reveal the true metal structure underneath, that resists any damage. The players can leave the house at any time, but they have to urgently stop a growing threat in the house. They've also been cautioned not to exit the house through its doors, although they don't quite know why. Instead, they've been instructed to use a special closet in the attic to exit the house when they are done. The house is not a conventional haunted house, as there are no ghosts. But horrifying Lovecraftian creatures from beyond time and space lurk within its walls. The players do not yet know how the house works, and how these strange creature came to be there, but that is something they are trying to find out. From the start of the campaign, I informed the pc's well about the dangers of the house, and what to expect. As such there was no need to trap them inside, as the danger was not a surprise, and they had a clear objective. During our session zero I also explained to my players that while any normal person probably could (and would) flee the house, they should think of themselves as the leads in a thrilling black and white suspense movie and not do so. The premise is that they are some what courageous investigators, and I asked them to play the campaign as such. I think it is fine to get that conceit out of the way before you start play. It saves the DM the trouble from having to pull strange stunts just to get the players to stay in the house. [/QUOTE]
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