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Unpopular Opinion?: D&D is a terrible venue for horror
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<blockquote data-quote="Campbell" data-source="post: 8100190" data-attributes="member: 16586"><p>It depends a lot on the individual game. Quietus is a game of melancholy horror. You create these characters with tragic histories that the game rewards you for coming into play. It also builds in pacing. Generally you only get to roll a single d6 unless you spend Stress. 1-3 involves failing to do what you hope and facing consequences, 4-5 involves getting what you hope for with a consequence. Only on a 6 do things not get worse for you. As the game starts you are in a risky position which means consequences are fairly light, but as things get worse you get put in a desperate position where consequences just get worse and worse until you are removed from play (although not necessarily dead) unless you manage to pull off important victories.</p><p></p><p>Here is the original 2 page version of <a href="http://catchyourhare.com/files/Cthulhu%20Dark.pdf" target="_blank">Cthulhu Dark</a>. What makes it compelling to me is that every time you attempt to do something you need to answer the question Is this something a human could or would do? Also does this place my sanity at risk? Having sanity as a die that increases in value that you risk really makes that descent into madness feel palpable. It's also has a wonderful omission. There is no health or combat system. If you face a mythos creature in combat you die.</p><p></p><p>Just as important as the things these games include are the things they lack. They keep things focused on the fiction because as a player that is all you have. There are very few artifacts of play. No stats. Just the fiction. It makes it harder to provide distance from your character and the situation. Tremulus and Into The Dark do have more defined character sheets, but no like defined mechanics for GM stuff. The more defined something is the more emotional distance we are able to create.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8100190, member: 16586"] It depends a lot on the individual game. Quietus is a game of melancholy horror. You create these characters with tragic histories that the game rewards you for coming into play. It also builds in pacing. Generally you only get to roll a single d6 unless you spend Stress. 1-3 involves failing to do what you hope and facing consequences, 4-5 involves getting what you hope for with a consequence. Only on a 6 do things not get worse for you. As the game starts you are in a risky position which means consequences are fairly light, but as things get worse you get put in a desperate position where consequences just get worse and worse until you are removed from play (although not necessarily dead) unless you manage to pull off important victories. Here is the original 2 page version of [URL='http://catchyourhare.com/files/Cthulhu%20Dark.pdf']Cthulhu Dark[/URL]. What makes it compelling to me is that every time you attempt to do something you need to answer the question Is this something a human could or would do? Also does this place my sanity at risk? Having sanity as a die that increases in value that you risk really makes that descent into madness feel palpable. It's also has a wonderful omission. There is no health or combat system. If you face a mythos creature in combat you die. Just as important as the things these games include are the things they lack. They keep things focused on the fiction because as a player that is all you have. There are very few artifacts of play. No stats. Just the fiction. It makes it harder to provide distance from your character and the situation. Tremulus and Into The Dark do have more defined character sheets, but no like defined mechanics for GM stuff. The more defined something is the more emotional distance we are able to create. [/QUOTE]
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