Tales from the Gazebo – The Horror II


The Horror II
By Cape Rust

Last week I discussed a few tips on running a horror game, with a focus on preparing for the game and some ideas on character creation. This week I’m going to rev up the old chainsaw and really cut into the subject. After last week, we understand how hard it can be to actually bring horror to a game these days; however, it is possible. We have already set the stage for success by giving the players a false sense of security so let’s see what we can do about driving the sense of security before us and listening to the lamentations of their women!

The most important thing to do is to look at your players and try to understand what creeps them out. We all have fears and phobias and you have to prey on these if you are running a horror game. Remember, you are out to scare the player, not the character. This concept is reverse of most RPGs. Normally we do our best to challenge characters and put them in situations that the player would never encounter. To run a good horror game, we have to (as they say in the military) adjust fire. I think this is one of the reasons some people fail at creating horror in their games. The focus must be on the players’ fears. Some players can role-play fear but it is much sweeter to actually have your players scared. When there is fear and unease at the table, the horror game works much better. I’m not asking you to become a physiologist, but the amount of hours you spend at a table should give you an idea about your players and what makes them tick. My wife hates snakes. If she was in my horror game there would be some snake incidents. I’m not talking buried tombs full of snakes, but incidents in the reptile house at the zoo or an NPC with a pet snake, or a snake slithering across her character’s sandaled feet. That would freak her out more than anything. Of course none of that is any good without great descriptions of the cool scales of the snake undulating over her almost bare feet and the suspicion of what the snake just ate based on the almost unnatural bulge she would notice as the snake’s body traveled over her toes. This would all be delivered in an almost hissing whisper.

The other bit of good news I have is that most people have things that make them uncomfortable on a daily basis. These little pet peeves and social taboos are a great way to throw players off balance. In America, we have a rather well-defined sense of personal space, normally an arms length away. During a horror game, I like to have sidebar conversations with the players and to invade that space. Of course, it is only to describe how close the NPC is when talking to their character, but the feeling of unease bleeds onto the player. It totally changes how the player approaches the situation. I hate it when people smack their gum and if I was trying to unbalance myself, I would have an NPC who always smacks his or her gum. It is that easy! Remember not to overplay this. Small spurts of it will sow the seeds of discomfort! Even cheap underhanded tactics like asking your players to switch the places they normally sit at the gaming table is a great way to throw them off. It is this death by a thousand cuts that will lead to your game’s success.

Lighting and music can always add to a horror game. Never play the game in all darkness, use the lighting to create the mood and again, less is more. The more time you spend in the dark the less frightening it becomes. As far as music goes, there’s so much mood music out there I could fill terabytes of space talking about it. I love the Nine Inch Nails’ instrumental album to bring the creep. Even some Pink Floyd songs when played at the right time help the cause. Find the right music and use it, but don’t let it overtake the game. Playlists and electronic music files make the task of DJ’ing much easier and more importantly, transparent. If getting the music right is slowing the game down, don’t use it. The mood of the game is the most important thing.

As far as designing the game, be Roman and figure out venues and plot hooks that will move the story along and add to the creep factor. I love to tailor a few venues for each character and in some cases for the players as well. Remember, to capture horror you have to scare the players. I alluded to the fact that I would discuss my player who was a diver earlier. H.P. Lovecraft had an aquatic race known as the Deep Ones. There is an entire cannon as to how they function and how people grow into becoming a deep one. Because of his love of diving and water, I decided to start giving my diver strange dreams. They started out rather tame and escalated into horrible, horrible things. For at least three or four weeks the player was worried he was turning into a deep one. This freaked him out, he started doubting everything and role-played his character not wanting to get near the water for a few sessions. He later told me he actually was thinking about the game during one of his dives. I wasn’t trying cause safety issues, but causing that kind of out of game thinking is the key to creating horror.

As a game master, you must plan on freaking out the players, not their characters. Put the game in situations that are uncomfortable for the players and force them to deal with that alien situation through their characters. You will be pleased and surprised at your players’ reactions and the sheer joy you will feel watching them shudder. I am normally a big fan of a player-GM collaboration, however, when it comes to a horror game, it truly is the GM versus the players. If you are running the game, it is your job to do everything you can to scare the players. Remember when creating fear, always pace yourself and the game. If too many things happen too quickly and too often, they lose the power to scare. These past two articles are just a start to running a good horror game. Remember to focus on scaring the players and making their characters react to player fears and you should do well.

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