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<blockquote data-quote="Rechan" data-source="post: 3888467" data-attributes="member: 54846"><p><a href="http://www.enworld.org/showthread.php?t=130133" target="_blank">Here</a> is about seven pages of an ENworld thread about creepy/horror, most of which has nothing to do with combat.</p><p></p><p>Among other things: Instead of the wind howling, have it weep or give warning. Children laughing in the woods, far off. Even if it's a cloudless day, the sunlight does not touch the ground. The only sign of wildlife are animals that are normal except for one aspect - birds of one kind just sitting in trees, watching the PCs. A rabbit that just hops out of the bushes - but its eyes are mirrored shards. Their shadows move independent of their actions (Or, their shadows do not move at all). Have one place, like a room, or a single grove of trees, that is <em>utterly normal and has no sinister qualities at all</em>, as if it was untouched by everything going on around it. If a PC goes scouting, or has guard duty, take him into another room and explain what happens, rather than tell him at the table. Periodically ask them for their spot check modifiers, or their will save; roll dice behind your screen, but say nothing.</p><p></p><p>Most Important of All: 1) If you're going to show something, do so at the end. Never let them know what they're dealing with until they're <em>right on top of it</em>. 2) Explain nothing. Give no "This is why this is happening". Give them no context, no matter how hard they search. Understanding, learning the reason, takes the scare away. </p><p></p><p>Sidenote: If you want to throw non-undead combat encounters, look for things like <em>Plants</em> and <em>Oozes</em>. Swarms of animals (birds are great). Denizens of Dread (3.5 Ravenloft monster book) has a whole section on plants. Fey are also another great option - twisted, fear-thriving, violent fey. I also love imps (Suggestion and invisibility are perfect ways to sow dissent.) </p><p></p><p>Finally, make sure that there are no atmospheric comforts or distractions. Remove all phones/cell phones from the gaming room. Cover the windows. Turn out the lights in the rest of the house, so it's just that room to the bathroom. Limit breaks and Out of Character chatter. So they are totally immersed in the game. If you allow distractions or ways to be reminded they're safe and sound inside a house with their friends, then the headspace for horror gets reduced.</p></blockquote><p></p>
[QUOTE="Rechan, post: 3888467, member: 54846"] [url=http://www.enworld.org/showthread.php?t=130133]Here[/url] is about seven pages of an ENworld thread about creepy/horror, most of which has nothing to do with combat. Among other things: Instead of the wind howling, have it weep or give warning. Children laughing in the woods, far off. Even if it's a cloudless day, the sunlight does not touch the ground. The only sign of wildlife are animals that are normal except for one aspect - birds of one kind just sitting in trees, watching the PCs. A rabbit that just hops out of the bushes - but its eyes are mirrored shards. Their shadows move independent of their actions (Or, their shadows do not move at all). Have one place, like a room, or a single grove of trees, that is [i]utterly normal and has no sinister qualities at all[/i], as if it was untouched by everything going on around it. If a PC goes scouting, or has guard duty, take him into another room and explain what happens, rather than tell him at the table. Periodically ask them for their spot check modifiers, or their will save; roll dice behind your screen, but say nothing. Most Important of All: 1) If you're going to show something, do so at the end. Never let them know what they're dealing with until they're [i]right on top of it[/i]. 2) Explain nothing. Give no "This is why this is happening". Give them no context, no matter how hard they search. Understanding, learning the reason, takes the scare away. Sidenote: If you want to throw non-undead combat encounters, look for things like [i]Plants[/i] and [i]Oozes[/i]. Swarms of animals (birds are great). Denizens of Dread (3.5 Ravenloft monster book) has a whole section on plants. Fey are also another great option - twisted, fear-thriving, violent fey. I also love imps (Suggestion and invisibility are perfect ways to sow dissent.) Finally, make sure that there are no atmospheric comforts or distractions. Remove all phones/cell phones from the gaming room. Cover the windows. Turn out the lights in the rest of the house, so it's just that room to the bathroom. Limit breaks and Out of Character chatter. So they are totally immersed in the game. If you allow distractions or ways to be reminded they're safe and sound inside a house with their friends, then the headspace for horror gets reduced. [/QUOTE]
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