Bill Zebub
“It’s probably Matt Mercer’s fault.”
I disagree quite a bit. Not that horror can be difficult… it can be. But rules can help.
Right, but as you’ve both pointed out… that’s very difficult to achieve. I mean… so much of what Lovecraft is about is how inconceivable the threats are! That merely witnessing them can break one’s mind.
That’s a pretty high bar to set for a GM!
What if, instead of hoping for that to happen, the game functioned in a way that could result in something unwanted? Some kind of loss state that the player might fear?
I mean… the player fearing loss of control would seem to promote alignment between player and character, which has been brought up quite often. And what is horror, really, except the loss of agency? That doom is inexorable… that the guy in the mask is going to catch you no matter what… that the universe is rules by uncaring gods… that we are not in control of our own fate.
I wouldn't describe it as "fear" of losing control of the character, as much as disappointment and disengagement when it happens.
I think you both likely find horror so difficult to pull off because of your unwillingness to put control of character at risk in play.
I don't think horror is any more difficult to pull off than any of the other....experiences?...I want to share with my character, or that I want my players to share with theirs. It's all hard! It would be easier to not try. But part of the fun is trying to create those situations. The reward is worth it.






