Horror and Terror: How to Instill and Distill
HorrOr And TerrOr
There’s an old saying and it goes,
“Bleeding Blood I Suppose”
When the candles flicker, and the lights go down
Laughter fades, the boat runs aground
The ice is outside, and ice hates man
It wants you falling, it hates when you stand
You may think you have it figured out, you may think you have a plan
But there is nothing here for you on this accursed land
oh
Panic pounds and peril pounces
But then steady dread comes creeping
And when it emerges it always announces
“I’m here”
And those it reaps will be weeping
Making Factions Distinct-ly Scarifying
when the players encounter scarlet daughters, describe blood and injuries in excruciating detail
chopping slicing bleeding marrow and tendon and fat - entrails exposed to arctic air
splashing and spilling and dripping and spraying and dropping and pouring and gouting and oozing
have there be blood
for soul rapists have the slaves say things that make the fight harder/confusing ethically, and also just demonstrate how fearless and dangerous the actual soul rapists are
They will throw a slave to the dogs - the slaves will be freezing and bleeding - hoping to save themselves somehow - beaten and bruised and raped, damaged psyche and body
Make sure there are family members and old people and children - women are especially effective and disturbing to some, but make as wide a range as you can - or a disturbing specificity
Have constant reminders of groaning and wailing and drying and stumbling and moaning - chains clanking and the sound of bumping weapons
The soul rapist itself should be hideous and terrifying - ashy-grey, jet black, riddled with tumors or wrinkles in excess, they should have lanky forms and hair longer than them, or should be ponderously fat and slow, or they should be impossibly muscled impossibly hairless and smell like a river of dead - a key form and factor is the contrast
Both the slaves and the rapist should be terrifying and simple - but the interaction and implication is what makes them so disturbing
for barbaransi make their ability dangerous as hell, and have them be tactically interesting – each barbaransi should have a defined role
They should feel like murderous unkillable robots - just make them get down as hard and fast as possible to panic the players
They are also organized and strategic - this should be played up in as much simplicity as possible - please try to actually act strategically when you present their actions and movements
for Cannibals scare all allies and make them the most jangly and unpredictable – with hail mary and gambit style combat
these skinny bloodstained lunatics should be craven and fearless in equal measure, as likely to fight to the end as run upon contact - and making them feel really unpredictable and inhuman is key to making them scary
NOVEL METHODS FOR FREAKING PLAYERS OUT
Just suddenly announce: "Hey, Roll initiative"
Have them take actions in initiative order
After some amount of time, if they do nothing to prevent anything or flee or prepare – Introduce the creature
Do this in addition to having creatures show up and then initiative, and you will have players on their toes
Show them things: allow them to see things, but when they act on them, show them that some things were lies
Use Musical Cues!
Here are some I think are particularly powerful
A Bittersweet Victory
A Chasing Foe
A Great Revelation
A Lost World
A Massacre
A Sacrifice
Abandoned Camp
Anguish
Astray
Bloodletting Dungeon
Cannibal Feast
Cannibal Fight
Cannibal Kitchen
Changed on Return
Close to Collapse
Completely Mad
Converging Images
Court of the Vampire
Crawling Through Snow
Crevasses
Dangerous Bridge
Dead Friend
Dead People in Snowdrift
Dead Wind
Death Rides Forth
Dizzying Climb
Dreams
Drifting in the Red Sea
Elder’s Funeral
Entering a Dangerous Place
Entering a Sacred Place
Entering an Evil Place
Entering the Drowned House
Fighting a Polar Bear
Fighting in an Enclosed Space
Fighting in Deep Snow
Fighting Organized Foes
Fighting Undead
Fighting Wild Animals
Flee!
Flight Across the Ice
FROSTBITE
GANGRENE
Graveyard
Halls of Ice
Heinous Wound Descriptions
Horrible Trapped Chamber
Horrific Pipe Chamber
HYPOTHERMIA
Illusory Visions
Incoming Enemy Unnoticed
Incoming Enemy Seen
Juxtaposition
Like Everyone Just Up and Left
Lost in Snow
Many Dead Animals
Multiple People are Starving
Mysterious Circumstances
Narrow Path
Off in the Distance
One Party Member Standing
One Player Awake
One Way Through
Outside the Drowned House
Patterns in the Snow
Peering Into Madness
Player A
Player B
Player B Elaborate
Player B Entrance
Player C
Player C Elaborate
Player C Entrance
Player D
Player D Elaborate
Player D Entrance
Player E
Rippling and Shuddering in the Wind
Ruins in the Snow
Seeing People in the Distance
Separated
SNOWBLIND
Someone Dies During Combat
Something Bad Happenings at Night
Something Going Wrong We See
Something Going Wrong We Don’t See
Something is Trying to Get Into the House
Stuck in a Tent for Days on End
Stumbling Feet
Surrounded
The Birth of a Child
The Gates of Griddon
The Gates of Magpar
The Hour at Hand
The Machine
Through Great Effort
Tired March
Trapped with a Killer
Visions
Waking Up to Heavy Snow
Walking In Circles
We Must Escape
Wind Sounds
month of waxes
month of murmurs
month of sinew
month of life berries
month of long nights
month of icy travails
month of corpses
month of the skeleton
month of faith
month of the sun
month of winds
month of goats
month of the mother
Capturing FEAR
The difference between Terror and Horror is the difference between awful apprehension and sickening realization: between the smell of death and stumbling against a corpse.
- Devendra Varma
Details and ideas on how to instill and utilize fear
MECHANICAL FEAR FOR COMBAT
Panic- Random initiative-no modifier- repeated each start of round, <morale tests, failed rolls> = erratic random action
Dread- Any failure plunges whole party into bad time or hackmaster tables
Peril- All rolls become 50/50
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
LINE OF SIGHT COUNTS THROUGH PALANTIR
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