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Title.
Speaking of purely terror/horror gaming/games, here. I understand terror/horror can be applied over other genres too, but let's ignore that for now.
That definitely seems like the exception to the rule: if the player characters are the sociopathic/psychopathic monsters inflicting the horror and terror on victims, then player-driven-input is probably not out of place. Their characters are detached from the experience anyway if they have to be reminded of what they inflict on their victims.The funny thing about PC's being the monsters is that I find most of the time players rationalize their actions, and in their minds they're doing "necessary things for the greater good".
But it's me, as the GM, that contextualizes those actions as horrific (depending on if there are survivors LOL).
I agree. That last bit, about the players being ready to play like that is where at least a little bit of things comes from the players. If all the players are bought in and reacting appropriately I think there can be a critical mass achieved where the overall effect is greater because the players are feeding off each other. If that did happen I'd probably call that a really successful session too.If you're talking about everyone playing in a genre-aware, 4th wall breaking, OOC way, no. Anyone can follow genre tropes ironically or unironically.
If you talking about actually frightening, horrifying, or terrorizing your players, then yes, I think that has to come from the GM, but the players also have to be ready to play like that.
Well, I can cut them up and put them in a hockey bag I guess, but I already go through so many players that way...No.
Without players buying into the idea of playing horror, there's nothing the GM can do to ensure the ambiance, IMOE.
...while remaining within the bounds of, you know, running a game.Well, I can cut them up and put them in a hockey bag I guess, but I already go through so many players that way...
Admittedly at that point I've probably transgressed some boundaries, but I submit I'm still working within the borders of the genre....while remaining within the bounds of, you know, running a game.
They wanted Deep In-Character Immersion - Mission Accomplished.Admittedly at that point I've probably transgressed some boundaries, but I submit I'm still working within the borders of the genre.
True, but I'd submit that "deep" and "off the deep end" have somewhat different connotations and they probably weren't looking for the latter.They wanted Deep In-Character Immersion - Mission Accomplished.
As a long time Call of Cthulhu GM, I've found that Sanity rolls can sometimes be an obstacle to good horror. I'd describe a horrific event, a player would begin to have an interesting spontaneous reaction to it, then I'd stop them to have them roll dice and adjudicate the Sanity check, and they'd note the results on their sheet. When the check was over, their spontaneous reaction was gone. I had killed the very thing we were playing the game to achieve.It also depends on the players being their characters.
Such that I could play anyone but if I don't care if they live or die, immersion is broken. So if the player really becomes their character, like an actor can, then they will instinctively react like their character, such that there should be very few dice rolls involved, or needed.
As someone has said, it is all down immersion.
I'll do this sometimes as well and I've noticed an interesting trend where if I forget to call for the check later the player(s) will often enquire themselves whether one is needed. At this point I sagely nod and reply "I think so, yes."I'm more cautious now. If the players are really into a scene, I'll let them react on their own, making a note of the check. I can always call for the sanity check a little later, when things are slowing down. It's not unrealistic for the full shock of an event to take time to show itself.
Great point. I do the same thing. When a player asks if they need to make a Sanity check, the answer is always "Yes."I'll do this sometimes as well and I've noticed an interesting trend where if I forget to call for the check later the player(s) will often enquire themselves whether one is needed. At this point I sagely nod and reply "I think so, yes."
I've occasionally asked for a sanity check in advance, if the players are definitely going into a situation where they're going to see some shit. I'll privately roll the amount of sanity lost for anyone that fails and maybe alter my descriptions a bit from there without explaining why. It's worked out well for me in the past.
Makes sense. Makes sense. Dread can be more effective than surprise in horror games.I've replaced the SAN roll with a draw from the tarot deck in my Mythos games, and this is done before describing what the players are seeing. I find that it heightens the tension immediately and informs how they then react to what happens, almost like the mechanical equivalent to a music cue that something bad is about to occur.
This is a great idea. Reminds me of the jenga tower thing.I've replaced the SAN roll with a draw from the tarot deck in my Mythos games, and this is done before describing what the players are seeing. I find that it heightens the tension immediately and informs how they then react to what happens, almost like the mechanical equivalent to a music cue that something bad is about to occur.
I've replaced the SAN roll with a draw from the tarot deck in my Mythos games, and this is done before describing what the players are seeing. I find that it heightens the tension immediately and informs how they then react to what happens, almost like the mechanical equivalent to a music cue that something bad is about to occur.
What the cards do? I still don't understand that part.That is a good idea in many regards, one it helps get the rules out of the way of the description. You could also leave the cards face down until the reveal, so the players know something bad is coming, but don't know how bad.
I know right. AvP1 and 2, System Shock 2, STALKER, Alien Isolation, SOMA, Resident Evil 7. I've played it all, and also was scared to play at night with headphones.That is something that video games have a big advantage in over TT RPGs. The old AvP game playing as the marine was truly scary, more recently I found the same with the Call of Cthulhu game that came out last year. That one I just quit playing when nobody else was home, because it was honestly creepy.