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What makes a successful horror game?
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<blockquote data-quote="Paul Farquhar" data-source="post: 9693523" data-attributes="member: 6906155"><p>It’s not <em>essential</em> for the PCs to be vulnerable in order to do horror. You can use atmosphere and suggestion to disturb players even when there characters are badass heroes. For example, in a game I ran, when the players realised how the killer had disposed of the body of the clown who ran the apple bob at the carnival, when they realised the irritating “were-hare” NPC had disappeared, and the pie stall was offering rabbit pie, when they discovered iron spikes sticking out of a rocking horse in the haunted orphanage, etc.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 9693523, member: 6906155"] It’s not [I]essential[/I] for the PCs to be vulnerable in order to do horror. You can use atmosphere and suggestion to disturb players even when there characters are badass heroes. For example, in a game I ran, when the players realised how the killer had disposed of the body of the clown who ran the apple bob at the carnival, when they realised the irritating “were-hare” NPC had disappeared, and the pie stall was offering rabbit pie, when they discovered iron spikes sticking out of a rocking horse in the haunted orphanage, etc. [/QUOTE]
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What makes a successful horror game?
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