That’s why I said:I don't really agree. [snip]
You've gotta have that glimpse of hope
I think the essence of horror is powerlessness, at least in some context and up to a point.
That’s why I said:I don't really agree. [snip]
You've gotta have that glimpse of hope
I think the essence of horror is powerlessness, at least in some context and up to a point.
I guess I've seen one too many official CoC adventures where the PCs were genuinely basically powerless against the final foe (especially if they didn't happen across certain elements before they triggered the foe), so I took it more literally given the focus on CoC.That’s why I said:
Yes this. This is what I would say is indeed the main factor, based on having played in a number of much more successful horror games recently.Tension is the number one ingredient for a good horror game
Indeed, and this is also why I was pushing back on powerlessness a bit, because my experience is that unless "powerlessness" is very carefully managed, it can easily deflate tension in a TTRPG in a way it wouldn't necessarily in a horror movie or book. Part of what maintains tension is the perception of the possibility of success, the possibility of escape.There are a lot of ways to build tension including adding time constraints, subverting expectations, and of course having the players deal with the unknown.
That's one of the reasons why I find like, non-specific-mythos horror games often are more effective as horror than ones with a specific mythos/lore. Mothership again, does well here because the horror could be basically any wild sci-fi thing (in sci-fantasy potentially), you just don't know before you get into it.There is a world of difference between playing Call of Cthulhu with new people who don't know what a Deep One is and someone who has played the game for years.
Oh, yeah. If you're just going to die or fail there's no tension and most horror scenarios are designed so your characters have a chance of success.Indeed, and this is also why I was pushing back on powerlessness a bit, because my experience is that unless "powerlessness" is very carefully managed, it can easily deflate tension in a TTRPG in a way it wouldn't necessarily in a horror movie or book. Part of what maintains tension is the perception of the possibility of success, the possibility of escape.
I was going to mention something about being in the right mindset. How many of us played Vampire in the 90s as a bunch of angsty teenagers running around in black trench coats armed with Desert Eagles and katanas? That totally killed any horror vibe.Hmmmm. This will be an unpopular opinion, perhaps, but here it is.
What makes a successful horror game is the GM and players. Especially the GM.
Player buy-in is usually the most difficult part though I've had good luck these last few years. I've seen players in investigative horror games do everything they can not to participate. The type of person who won't read tomes and their first reaction to finding a haunted house is to burn it down. We had an Esoterrorist campaign end poorly because the player just didn't want to treat a situation involving the spirit of his brother seriously, treating it with flippant disinterest.But while that is necessary, it is never sufficient. You also need players that have buy-in. The players have to want to believe. They have to suspend their disbelief that this is just a game, and really invest in the horror. If the players aren't willing or able to buy in, it isn't going to work.