Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Unpopular Opinion?: D&D is a terrible venue for horror
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Charlaquin" data-source="post: 8100312" data-attributes="member: 6779196"><p>I don’t think it’s a matter of having a mechanic to reinforce the characters’ fear, but rather having a mechanical <em>framework</em> that facilitates making the player fear for their character (and not <em>necessarily</em> for the character’s life, though that can be one way to do it.)</p><p></p><p>There’s this Horror RPG called Dread. Its core mechanic is a legally-distinct-from-jenga block tower, which is used in place of dice for action resolution. When you declare an action that involves an element of risk, the GM can ask you to take a block from the tower. If the tower remains standing, you succeed. If the tower falls, your character dies. And that’s basically it, there’s not much more to the game mechanically than that. The DM narrates a scenario, the players roleplay their characters, and when asked to do so, they pull blocks from the tower.</p><p></p><p>At first, it’s pretty low-risk - you do a thing, you pull a block, you move on. but as the game goes on, the tension builds and builds as every move you make leaves the tower a little more unstable. Every successful action makes the next action more likely to be the one that knocks it down. You go into the game expecting your character probably won’t survive the session, so it’s not like you’re particularly attached to the character. But the game’s core mechanic takes the narrative tension and makes it viscerally, physically real. You can’t help but feel the rush of adrenaline pulling another block from that already barely-standing tower, and that sensation gets you in the right mood for the cathartic horror experience.</p><p></p><p>That’s just one example of a game with a mechanical framework that is built to facilitate horror, but I think it demonstrates that what’s needed to make horror work is a dissolution of the barrier between the character’s emotional state and the player’s emotional state. If you’re just describing your character being scared or rolling dice with some penalty or other to represent the character’s fear, you’re not getting the catharsis that horror is meant to deliver. You have to feel the character’s fear, and for that to work you need a game system that facilitates getting the player into the character’s head space. That’s part of why a lot of horror games are really big on props.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8100312, member: 6779196"] I don’t think it’s a matter of having a mechanic to reinforce the characters’ fear, but rather having a mechanical [I]framework[/I] that facilitates making the player fear for their character (and not [I]necessarily[/I] for the character’s life, though that can be one way to do it.) There’s this Horror RPG called Dread. Its core mechanic is a legally-distinct-from-jenga block tower, which is used in place of dice for action resolution. When you declare an action that involves an element of risk, the GM can ask you to take a block from the tower. If the tower remains standing, you succeed. If the tower falls, your character dies. And that’s basically it, there’s not much more to the game mechanically than that. The DM narrates a scenario, the players roleplay their characters, and when asked to do so, they pull blocks from the tower. At first, it’s pretty low-risk - you do a thing, you pull a block, you move on. but as the game goes on, the tension builds and builds as every move you make leaves the tower a little more unstable. Every successful action makes the next action more likely to be the one that knocks it down. You go into the game expecting your character probably won’t survive the session, so it’s not like you’re particularly attached to the character. But the game’s core mechanic takes the narrative tension and makes it viscerally, physically real. You can’t help but feel the rush of adrenaline pulling another block from that already barely-standing tower, and that sensation gets you in the right mood for the cathartic horror experience. That’s just one example of a game with a mechanical framework that is built to facilitate horror, but I think it demonstrates that what’s needed to make horror work is a dissolution of the barrier between the character’s emotional state and the player’s emotional state. If you’re just describing your character being scared or rolling dice with some penalty or other to represent the character’s fear, you’re not getting the catharsis that horror is meant to deliver. You have to feel the character’s fear, and for that to work you need a game system that facilitates getting the player into the character’s head space. That’s part of why a lot of horror games are really big on props. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Unpopular Opinion?: D&D is a terrible venue for horror
Top