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What makes a successful horror game?
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<blockquote data-quote="TheSword" data-source="post: 9692629" data-attributes="member: 6879661"><p>For me it’s not about powerless so much as it is being out of your depth. You still have agency, but you don’t the full picture to make decisions. Or worse you think one thing is going on, act accordingly and then find out something much worse is the case something you’re not equipped to deal with at that point. You’re out of your depth and that’s where desperation kicks in.</p><p></p><p>Agency is essential in all TTRPG. The trick making this work in horror genre is to use the flow of information to subvert expectations, expand the PC‘s horizons, and leave the feeling desperate.</p><p></p><p>I’m planning out a mash up of Pathfinder’s Strange Aeons and Rime of the Frostmaiden where PCs wake up in an asylum surrounded by darkness and an impenetrable blizzard. With precious few resources they make their way through ghouls and doppelgängers to find a place of sanctuary where some inmates have barricaded themselves in a shrine only to find out that they aren’t even safe there when one of those inmates is turned into a doppelgänger by whatever force is affecting the asylum. If they survive and stop that force without turning themselves, they find out that the whole world as far as they can see is blanketed in ice and snow and nowhere that they can reach is what it should be. Queue a dozen different horror scenarios that will lead the party closer to finding an escape… maybe.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9692629, member: 6879661"] For me it’s not about powerless so much as it is being out of your depth. You still have agency, but you don’t the full picture to make decisions. Or worse you think one thing is going on, act accordingly and then find out something much worse is the case something you’re not equipped to deal with at that point. You’re out of your depth and that’s where desperation kicks in. Agency is essential in all TTRPG. The trick making this work in horror genre is to use the flow of information to subvert expectations, expand the PC‘s horizons, and leave the feeling desperate. I’m planning out a mash up of Pathfinder’s Strange Aeons and Rime of the Frostmaiden where PCs wake up in an asylum surrounded by darkness and an impenetrable blizzard. With precious few resources they make their way through ghouls and doppelgängers to find a place of sanctuary where some inmates have barricaded themselves in a shrine only to find out that they aren’t even safe there when one of those inmates is turned into a doppelgänger by whatever force is affecting the asylum. If they survive and stop that force without turning themselves, they find out that the whole world as far as they can see is blanketed in ice and snow and nowhere that they can reach is what it should be. Queue a dozen different horror scenarios that will lead the party closer to finding an escape… maybe. [/QUOTE]
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