Hello Internet. Seth Skorkowsky and today we're
going to look at running horror adventures for your tabletop role-playing game. My regular
viewers should have figured out by now that I am a huge fan of horror. I'm even a horror
author. And while there's certainly a lot of strong horror elements in a lot of the stories
that I write, Hounacier is the only one that I consider to be my only straight horror novel.
I've talked about various horror games, especially Call of Cthulhu, which is my
f
avorite tabletop role-playing game. And I've written scenarios for that. I've previously done
videos on Running Mysteries and Running Heists and have been repeatedly asked when it is I
plan to broach horror. Well today is that day. Horror can be done with just about any tabletop
role playing game. The game system itself doesn't really matter. So whether you're wanting to run a
horror game using Dungeons & Dragons or Star Trek, that is all perfectly fine. However some
systems are a little bi
t more conducive to horror than other games are. So while, yes,
you can certainly run a great horror game with a high-combat epic-hero sort of fantasy system
like that, it can be a bit trickier to pull off. Now before we begin, as I said with my other How
To Run videos, there are exceptions to all these tips and suggestions that I'm about to give. I can
personally name a few brilliant ones myself. So if you do have an idea for a horror game that
doesn't quite match everything that I'm talki
ng about here today, that is perfectly fine. Knock
yourself out. There are a lot of ways to do it. However these are all tips that are
definitely worth considering, and not just exclusively for horror but with other types of
tabletop role-playing game themes as well, but definitely ones you should consider for horror.
OK, disclaimers out of the way, let's get this thing started. The first thing when you're
considering horror games is to first consider what horror is. Unlike when we covered h
eists and
mysteries, those are plots, what the characters are tasked to do. Horror is not the plot. It's
the mood that we're trying to achieve through the game. And not as much for the characters, as
we're trying to achieve this for the players. And despite what many people believe, horror is not
about scaring your audience. Your players don't have to be afraid to have a successful horror
game. Horror, just as a genre itself, is about eliciting discomfort in your audience. Repulsion,
disgu
st, unease, dread, and of course fear can be one of those. But the enjoyment that we get from
horror the rush that we get is from the discomfort that we feel, without crossing the line and to
where it no longer becomes fun for everybody. Now the idea of seeking out discomfort might seem
a bit odd for some people. And those are probably some pretty boring people if they find that odd.
So think of it like peppers. Capsaicin is an irritant. It's believed that plants developed this
in order to
keep certain animals from eating them. But in the right quantities it enhances food,
making it stimulating. We seek it out despite the fact that it's technically an irritant.
Certain elements are just associated with horror. Monsters, haunted castles, full moons,
body horrors, that sort of thing. And while yes, those elements are certainly useful if you're
trying to get a good horror game going, horror elements themselves don't make something horror.
Remember that the mood is what we're going
for. Many games out there have monsters. I mean look
at Dungeons & Dragons. Mind flayers and beholders. They're weird and alien with writhing tentacles.
And they are formidable opponents, yes, but having one inside a game doesn't
suddenly just make it a horror game. Vampires can be horror or they could be
comedy. So the elements themselves don't make something horror. It's what
they do and how they're presented. So describe the setting and the monsters. Give
the details. Not just of the d
rool and the blood dripping from the monster's fangs, but how it
moves. Does it move like a person or does it move in sort of a herky-jerky way? Or does it seem to
glide like it's going through water? Give me the sounds that it gives. The squelching as it moves.
The clicking of hooves or claws on the floor. The jingling of chains that are sewn through its
flesh. It's labored breathing. Give me the smells. And don't just say, "Oh, it smells foul," but
show me in ways that I can associate wit
h that, things that are familiar to me. Does it smell like
rotted meat or does it smell like soured milk. To increase the weirdness, you might want to add
a little bit more discomfort to it by having it smell like something they're not expecting,
like sweet like lilies or wine. A childlike giggle or something like that. Or maybe it smells
like the Player Character's father's cologne. To make something strange and menacing does not mean
that it by itself has to be scary. The discomfort can j
ust come from the fact that it's just so far
out of place. Paint the setting and the creatures with not just the details that describe it, but
with the details that'll sell the mood and the response that you're going for through it.
So in order to be able to hit that mood of being able to have it be enjoyable but
also uncomfortable at the same time, that can be pretty tricky to pull off. And the
easiest and most effective way to start doing that is to get your players on board with you.
So
tell your players that this is a horror game. Yes it can be possible and a lot of fun to
surprise them with a horror game when they're not expecting it. And when that works, that
just works beautifully. But the majority of the time a horror game works better if your players
come in expecting it to be a horror game. First they're going to be more receptive to it. If
they come in knowing that they're going to be at this game having fun with uncomfortable things,
then they're going to be more
apt to lean into it and get into the mood for it. And second, and very
importantly, they're more likely to keep that mood going because they know that that's the goal for
this game. If they don't know that this is going to be a mood game then they might break that
mood by joking around and shattering the tone that you've worked so hard in order to achieve
it. And now you're getting frustrated with them and they're getting frustrated with you because
we're not all on the same page as what it
is we're trying to do. So just go ahead and tell
your players ahead of time what the goal is. Most players, if they know that this is the goal
of the game, not only are they less likely to resist going that direction, because they know
that's the direction that everybody is wanting to go, but they're more inclined to help you
and everybody else achieve that goal. Gaming is a group effort, as I've always said. So not only
tell the players that this is a horror game, but charge them with hel
ping you and everybody else at
the table get into the mood for maximum enjoyment. Since I mentioned players might break the
tension with a joke or something like that, and sometimes that happens even in the real
world. It's a normal response that we have. So if there's a moment that they start laughing,
let them laugh. In the movie The Thing, one of the best horror movies of all time, that has got a lot
of very funny moments that happen during some very tense situations. And those moments i
mprove the
movie more than they detract from it. So don't have a 'No Laughing, Otherwise You'll Ruin the
Game' policy. No, we are here to have fun and sometimes horror requires that we have a good
laugh every now and then in order to relieve the tension. So if your players laugh, let them.
But if your players know, and they're committed to everybody having a good time with a horror
game, and that's going to be the objective here, they can help with not just policing themselves
that way the
game just doesn't devolve down into complete silliness, but they can help you quickly
rebuild that mood that everybody is going for and recover from that joke a whole lot faster.
Since we're going for a mood game, you might want to set the mood at the table. Turn down
the lights. Maybe add some candles. Play some good mood music. That's fine. I've used all of
those things before and they can work great. I've even done a video on using music and ambient
sounds. Just remember that all of thes
e things are to enhance the experience and not detract
from it. So still keep enough light in the room for everybody to see their character sheets or
be able to read the books, and keep the music low enough that way they can still hear each other
and hear you without having to raise their voices. While horror can be done as a single adventure
within a larger campaign, or as a larger campaign itself, one-shot adventures are spectacular
for horror. In regular long-running campaigns, character
s are assumed to have a reasonable
chance of surviving until that campaign's climax. And a sudden character death after a lot
of time and energy has been put into a character in the middle of a campaign that can
be disappointing for everybody at the table. One-shot adventures on the other hand, which
I've discussed previously in another video, they don't have that same feel. They feel more
like a horror movie where death might be around the corner for anyone or all the player characters
at
any time, which only increases that fear. That's why the Alien RPG calls one-shots Cinematic
Play just to emphasize that dramatic difference that one-shots could have in a horror game.
Another thing, that while heroic fantasy RPGs might regularly see large groups with 5, 6, or 7
or more players operating with no problem at all, horror games tend to work better with smaller
3-4 person groups. And one-on-ones, where it's just the player and just the Game Master,
those can work spectacular for
horror games. Small groups not only help because it's easier
to maintain and tailor the mood when you've got fewer people around the table, but also helps
with that feeling of isolation of not having that large supporting cast that might be able to
help the PCs out and that other PCs can provide. Speaking of isolation, try to isolate the party.
Cut them off from the outside reinforcements or escape. That's why many horror stories
have the heroes being cut off. Such as in The Shining they'r
e snowed into this haunted
hotel, or in the Evil Dead they can't escape this remote cabin that's in the woods. So you can
start it off with everything being very broad, a large urban environment with lots of people, and
then as the game continues and you start taking away all of their allies and their assets, and
their world starts getting smaller and smaller, focusing in on them and making the
group feel more and more alone. And not just isolate the characters from the
outside world, but
isolate them from each other, giving them that vulnerable sense of
aloneness. Also, isolating the PCs can be very effective for dramatic moments where
you suddenly cut from one player to another. OK, Todd, you're alone in the locker room beneath
the abandoned stadium. What are you doing? I'm gonna look for any signs that
somebody's been squatting down here. As you're making your way between the rows
of lockers, you hear the sound of bare feet running towards where the showers are.
Sweet! I'
m going to hurry after them. As you get closer, your shoes start splashing
in water and the floor is very slippery. Are you going to keep running?
No, I'm going to slow down. But I'm going to creep towards that shower
entrance and try to peek inside. Turning the corner, your flashlight
beam reflects off the watery floor, sending ripples of light across the dingy tile
walls. An emaciated figure stands in the middle of the room, its bald head just about an inch
below the ceiling. And it seems
fuzzy, the details are very hard to make out on it, almost
like it's some sort of three-dimensional shadow. However, at the end of its very long arms, that
seem just a little bit too long, you see that it's clutching what looks like a severed leg.
And it's got pale, smooth skin. And its toenails are painted with a bright purple polish.
I'm going to lift my gun up and I'm - OK, Dweebles, you finally reached the
office that's overlooking the stadium field. What are you doing?
Is the door lock
ed? It is, but it looks like somebody's
pried that door open a long time ago. So now it's been sealed shut with a latch
and a gleaming new combination padlock. I'm gonna see if those numbers that
we found on that crumpled note work. OK, so you dial in the numbers 17, 45, and 11
from that scrap of paper, and the lock opens. Okay, then I open the door.
Can you roll a Perception check for me? Six.
I failed. The room inside is cinder block walls.
And they're covered with this scrawled writing a
nd symbols that's even
covering the floor and the ceiling. Someone's installed some bars across the single
window that looks out over the field, and it's like a jail cell in here. And in the middle of the
floor is just a bare and brown-stained mattress. Okay. Well then I'm just gonna close the
door and wait for the guys to arrive. A hand touches your shoulder, like somebody's
come up behind you without you noticing, and you feel another one slide up the front
of your shirt as a warm breath
y voice purrs into your ear, "Did you come here to play?"
And on that, let's cut to Mike in the parking lot. A good cutaway to another character is a
spectacular way of leaving your players with a sense of dread or anticipation, which
only heightens the mood that you're going for. The hardest part of that is trying to give all
your players as much equal time as you can before hitting some dramatic moment than just suddenly
switching to the next player around the table. Isolating the PCs from
each other can be pretty
difficult to do. There's the player mantra of, "Never split the party," which makes them
reluctant to just do that on their own. Which is why I've had to hit them every once in a while
in the bathroom from time to time when they're alone and... you know, with their pants down.
But isolating them can also be done with trap doors, and magic, and walls that come down
separating them from each other. Or if you give them some sort of in-game reason why they have to
spli
t up. Such as they know that they have to go to these two different locations in a certain
amount of time in order to achieve their goal. But they don't have enough time to go to both
of these locations, one, then the other one. So they have to split up, divide the party, and
go to these two locations at the same time in order to achieve whatever their goal is.
I said earlier that actiony heroic-type RPGs are a little bit more difficult to
make horror. And the reason for that, with games lik
e Dungeons & Dragons, the heroes
are larger than life characters and capable of defeating their enemies. Just like these heroes
here that are leaping to face this giant. But horror doesn't come from being a heroic
badass that's got hundreds of hit points at their disposal. Horror comes from helplessness.
So make the Player Characters feel helpless. In most horror, our heroes aren't
well-trained well-armed badasses. They're normal everyday people who have now been
thrust into a horrifying s
ituation. In Alien, our heroes are a group of space truckers who
have to deal with a single monster that they know very little about, and all that they have
are some homemade flamethrowers and cattle prods. And then we get to Aliens, our heroes are now
a squad of capable space marines armed to the teeth with weapons, cool technology, and a basic
idea of what it is that they're about to face. The movie doesn't begin becoming horror until
they get beaten down. Now most of them are dead. They
have very little ammo, and many of their
toys no longer work against these monsters. They're trapped on this remote planet. They're
outnumbered. And their world starts becoming smaller and smaller as they start sealing off
different passages and boxing themselves in. So with heroic RPGs, where our characters are
extremely capable, create the horror by making them feel helpless. Maybe the wizard casts
their offensive spell against the bad guy, and instead of damaging the bad guy it somehow
makes the bad guy stronger. And now the PCs realize that all their cool weapons and all their
cool abilities that they've used to overcome all odds previous to this, they're now completely
meaningless for the situation that they're now in. Or maybe their spells and their powers
they do work just as effectively as before, but they still aren't enough for whatever this
situation is. In Aliens, our marines' guns they did work. They did kill aliens just fine.
The problem was that there were mor
e aliens than they could possibly handle at that time.
Night of the Living Dead, the zombies are weak. They're slow, they aren't intelligent, and our
heroes are armed. The helplessness comes from the fact that there were just so many of them, wave
after never-ending wave, and their fortifications are not going to hold up against that.
So remember that helplessness doesn't necessarily mean that the monster has to be just
super-powerful and impossible to destroy. More that the direct approach i
f they try to face
this obstacle by just going straight at it and attacking it, that clearly is not going to work.
Next, leave an unknown to the bad guy. Don't reveal everything at once. Lovecraft once famously
wrote that the oldest and strongest fear is fear of the unknown. The unknown factors: what the
enemy is, what it's capable of, its weaknesses, where it is, its numbers, or possibly what the
monster even looks, like those are all horror seeds. And revealing all of that too early, or
j
ust giving the players an opponent that they're already familiar with, that's a wasted opportunity
if you're going to be going for horror. So hold some of that information back, but also
make it clear to the players that they know that they don't know all of the information,
because that's the part that you need to have. Take giant fishermen, for example. They are
in a lot of games. Dungeons & Dragons, Conan, Call of Cthulhu. By themselves they're
not too scary. I mean, I wouldn't want to m
eet one of these things on the street, but
they're pretty straightforward RPG monsters. And once you see one you're all like, "Cool.
Well now let's kill it. Roll Initiative." But instead of just having the monsters step
out in front of them where everybody can see it, and they know exactly what it is, show this thing
to the player in pieces. A single claw reaches in through a porthole, maybe swipes at one of them
or grabs something. Then maybe the claw retracts and it's replaced by kind of
a large unblinking
eye. And then the smell of fish or something fills the air. Then they hear a splash as this
thing dives into the water and swims away. And that leaves a lot of unknown to the players right
there. They're going to be sitting there going, "What was that? How big was that? Where is it now
and how many of them are there?" Those unknowns, that creeping paranoia that happens
because you're missing all the information, that is where the horror itself comes from. That's
why so m
any effective monster movies we don't see the full monster for a while because once you've
shown the monster it then loses its impact. So when possible, build up to the reveal. Ramp
it up. Maybe at first we only see the gory aftermath and the carnage that this creature
can do as they stumble across its victims. Maybe they notice a particular smell in the air.
Maybe they hear something scuttling around in the walls, but they never see it or get any idea how
big this thing is. So now the Play
er Characters they know what the bad guy can do, but they
don't know what the bad guy necessarily is. Meanwhile, a completely different
tactic you could do instead, to show the monster but then have it evolve or
change, making the unknown nature be whatever the nature of that change is. For example,
going back to Alien, we see the alien in full light after a dramatic entrance. And
then, minutes later, we find this molted skin that tells us that it has now changed, it
has become something e
lse. And then we have a giant creature that's mostly hidden in shadows
until the very end. Or coming back to The Thing, we get the reveal of the monster's nature very
early on. It is horrifying and it is dramatic. But then the unknown factor becomes where, or more
precisely who, the monster is now, because the monster is constantly changing and not knowing
who it is, that's where the real terror is. To help keep things unknown, and not just to
the characters but to the players themselves, g
ive familiar things a twist, something that they
aren't expecting or they aren't familiar with. Like, let's say that you have an evil wizard
in a high fantasy game. Don't just give that wizard spells that the players are all familiar
with. Give them something that the players have never seen and therefore don't know how
to handle. Instead of casting a classic fireball that everybody and their dog knows,
you take the Range and the Damage and the Area of Effect of that spell and just change i
t from
fire into something else. Such as all the people in the Area of Effect they now start bleeding from
their eyes and their nose and their ears for that same amount of damage, but there is no explosion
or anything about it that says this is just really a reskinned fireball. Or maybe you could have some
sort of evil minion or a friendly NPC, that wasn't going to survive that spell's damage anyway, they
just suddenly swell up and explode and they shower everybody in that Area of Effect wi
th scalding
blood or shards of bone and that's where the damage comes from. So the damage is the same,
but the presentation as far as what caused it, that's where it gets weird and disturbing
for everybody. And that unknown factor of, "What was that? How did they do that? Can they do
that again?" that's where the fear starts coming in, because the players feel vulnerable because
they know that they don't know what's going on. Next, show the horror but also know when to pull
away. Remember
that we're going for uncomfortable, so describe the gore, the wounds the
gritty details as that knife blade slides up underneath the Player Character's ribs and
starts poking around in all their soft organs. Or the sound of their buddy's skull crunching in
the monster's jaws, then the pop, and then their brain comes squelching out their ears. Lean
into the horrific. Lean into the dark matter. But just as importantly as that, know when to
stop. And there's two reasons for that. First, if eve
ry encounter that they have is
at maximum gore and maximum discomfort, players can become quickly desensitized to that.
It loses its impact if it's always set at maximum. So learn to do it when it's going to be the most
effective. A dramatic entrance and then all of a sudden it drops back down and then it pops
back up again once we get to the big climax. Or it can be just kind of a gradual increase
as things get steadily and steadily worse, building up to a big climax. Because even after a
while, even the most shocking and strange things they can start becoming banal if they're always
set at maximum. And you don't want those things to become banal. You want them to be effective
tools. So learn when to hold back. That way it's more effective when you want it to be effective.
And the second reason is, while horror is to focus on dark subjects with the
intent of making us uncomfortable, don't cross the player's line. There are a lot of
subjects or levels that a player might draw
the line at. And some of them might be more obvious
than others are. So while yes, we are purposely pushing ourselves very close to these lines in
order to achieve maximum discomfort, there does come a point where it's no longer enjoyable or
fun for your players if you step beyond that line. And finding out where your players' lines
are, that does require communication, and that's communication from everyone back and
forth. And this is where we begin discussing areas or touching on areas s
uch as X-cards or Lines
and Veils. This is a subject that deserves its own video, because I do have a lot of opinions on
this one. But the short of it is, if you're not familiar with the term X-cards, these are a means,
either a card, or a safe word, or other method for your players to quickly communicate when a line
has been crossed and a game has lost its fun. And that's when the GM or the other players
need to stop whatever it is that's going on. Lines and Veils, on the other hand, this
is something that's done before the game or between the various sessions in the game. This
is a list of subjects or areas that have hard Lines that are not to be crossed, and Veils where
we can have it but the camera needs to turn away from it and the players don't need to interact
with it. Both of those have their uses and both require communication from everybody that's at the
table, because the reason that we're all here in the first place is in order for us to have fun.
So while yes, h
orror should focus on the horrific and uncomfortable situations and uncomfortable
subject matters, a Game Master needs to learn when and where those limits are in order
for all the players to enjoy the game. I will say though that one game that really
communicates this concept extremely well, and the best that I've actually ever seen on
this in an RPG book, is Kult: Divinity Lost with what they call the Horror Contract. I was very
impressed with how they addressed this topic. Now this leads
us to a very common question that
Game Masters ask whenever they're wanting to try out horror for their group. And that is, "Should
I use the player's own phobias against them?" Now I personally hate this question. And the
reason that I dislike it is because I think I know what the person is trying to ask when they
ask that. But the phrasing of that question is so terrible that I always just have to say, "No.
Never do that," at least not without really talking to your players first about w
hatever
that is. Because the key word to that question, why that is a bad question, is the word 'Phobia'.
Fear comes in a lot of different forms, and not all forms of fear are created equal. Personally,
I'm afraid of spiders. I don't like them. They're creepy and they better stay the hell away
from me. But I'm not what you would call arachnophobic. There is no irrational, possibly
debilitating response. I just don't like spiders. There's also the source of fear that's involved,
such as tra
umas, personal traumas for the player or someone that's close to them that might
make them afraid or uncomfortable whenever they're approached with certain subjects related to that
trauma. But that doesn't mean that being able to exploit that trauma for our fun-time imagination
game is something that you should do, because they might not find that enjoyable. For example, let's
say that I wanted to run a game that involved a story that had a an alcoholic man who viciously
abuses his wife, an
d one of my players had a personal experience with that, either a parent,
or themselves, or a close friend of theirs, and this is now a very sensitive subject for
them. That might not be very fun for them to have to experience that in their game, which they're
using to escape real life in order to have fun, and it might be a dick move on your part to
intentionally put them through that just to make them uncomfortable for a game. So yeah, definitely
talk to your players and get an idea about
how they would feel about using their own personal
fears or something like that when it comes to a game. And yes, if you do approach it right, and
they trust you, and you approach it very well, maybe, just maybe, it'll be perfectly fine
to do. But you have to talk to them about it. However if you're just wanting to use just
a regular fear that doesn't have a phobia or a trauma or anything to it, a lot of fears
really don't translate that well into a game. For example, I'm also afraid of he
ights. Get me
up a 12-foot ladder and my knees start locking up on me. However, not once, not one single time
in a tabletop role-playing game, has heights ever bothered me. Same thing with spiders. They don't
bother me when they're presented to me in games. Sure, yeah, you could do something extreme with
spiders, like have them suddenly burst out of a person's eyes, and now they're clutching their
faces, blood and spiders are now pouring between their fingers. Okay yeah, that would definite
ly
get me. But not because it was spiders. Because that's a horrifying situation. You could have done
that with anything. It could have been worms, or maggots, or ancient roman coins or something. It
was the presentation. The fact that it was spiders had no change of how my response was. So many of
our real world fears don't translate that well when it comes to a tabletop role-playing game.
However one big problem that I see whenever somebody's trying to focus too much on using
the player's
real fears in the game in order to tailor it for them, is that they're neglecting
their Fantasy Fears. And what I mean by that is these are fears that we don't actually have
but we like to pretend that we're scared by. For example, one of mine is children. Creepy
children in horror movies, man they get me. I even give baby or childlike qualities the different
monsters in my own games and stories because I find them so damn creepy. However children
in real life they don't actually scare me.
Much.
Another one for me is the devil and possessions. Man I love a good religious horror. I eat those
things up. You add a creepy child like in The Exorcist, and holy crap that movie freaks me out.
But the devil and demons aren't things that I'm actually remotely afraid of. When I was a little
kid, my babysitter kept me up late one night to watch Michael Jackson's Thriller, which scared the
crap out of me. Later on, the TV trailer, not even the movie, just the TV trailer for Return of the
Living Dead, especially the Tar Man, that thing gave me nightmares. Zombies terrified me. And
because of that, starting around the age of 13, I watched every zombie movie I could get my hands
on. I love zombie movies because they terrified me as a little kid. Again, I don't think zombies are
an actual threat that I'm going to have to face, but I still love being frightened by them. So Game
Masters, when you're talking to your players and you're trying to figure out what their limits
are in
order to personalize the game, what it is that they don't want, but what it is that they
want, and maximize everybody's enjoyment for it, don't just ask about what scares them in real
life, but ask them what it is they like pretending to be scared of. Because those can actually be the
most effective when we're doing this in a game. As you can see, there's a lot of different ways
to approach horror. It's very personal as far as which subjects and which methods might work for
individual play
ers or entire groups that might how it might work for them. But once you find that
moment where all the players around the table are really getting into it, and they're uncomfortable
or maybe even a little bit scared, but in the way that's got that energy or excitement,
everybody's got that energy of fear going on, but they're excited, but they're also tense,
there is nothing that's quite like that. Hey, thanks for watching. If you enjoyed
the video please give it a Thumbs Up. If you want t
o see some more of our stuff, such as
game reviews or how-to's, just hit that Subscribe Button. Till next time, amigos, stay awesome.
Okay, can we finally get back to my character in the shower? Because I'm still
like freaking out about that.
Comments
Hurriedly scribbles down "Ancient Roman coins bursting from peoples eyes"
I just realized that Ducktales is essentially Pulp Cthulhu with Disney Characters...
The scariest moment I ever ran in RPGs was in Temple of Elemental Evil. They were in the room with the two Leucrotta. The game said that they mimiced the voice of their last victims. I had them crawl out of their lair speaking in a child's voice saying "mommy, mommy I'm scared" while a second one creeped after it saying "get behind me, and close your eyes" and whie they fought they would scream the agony of their last victims and their cries as they lept around the room. I wasn't intending horror but as my players reacted I just fed into it more.
"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown... and of the Irish." -Lovecraft
Today is the day Jack the NPC finally gets his answer on why Seth has a strange interest in adding bathrooms and npc's needing to use the bathroom.
I like Berserk. The creator of berserk said he didn't think monsters should be angry, he said he thought they should be sad. His monsters therefore have a subtle lonesome melancholy quality or a woe-some expression and it's kinda freaky.
Am i weird in that i'd happily watch a """live""" play of an RPG with Seth as every player + GM?
The rule of laughter that I have with my players when I'm running a horror game is that I ask them to not laugh at or make fun of the horror. They can tell jokes, make nervous wise cracks and it's all good. But the moment they start calling Cthulhu "tentacle hentai boy" the mood is gone for the rest of the game. So joke all you want but keep the horror sacred.
The first monster I set my PCs against in ravenloft campaign was a ghoul. not a hoard of ghouls, just one. they defeated it easily--it just ran away from them. but when they defeated him they found out his name, his family, something of who he was before he became a ghoul. The only treasure on the ghoul was a doll made out of hair that he used as a substitute for his child. a horde of zombies is threatening, one zombie is scary, a zombie with a backstory is horror.
Children giggling has become a trope in horror. if something will be terrifying, small kids will be giggling.
"I don't think zombies are an actual threat that I'm gonna have to face."-- Seth Skorkowsky I'm just going to write this down on a slip of paper and hold on to it. Just in case.
As a director, wish I could remember them, said with regards to why he included funny moments in horror films was because, as you said, it's natural for humans to just suddenly break out in laughter at the most inopportune times as a natural coping mechanism, when all your surrounded with is horror, eventually you crack and just burst out laughing, you won't know why you find it funny, it's a natural brain response. So by including those breaks in the horror for levity he can control WHEN you laugh and it acts as a release valve for it rather than having you suddenly laugh at a deeply tragic scene.
That shower room cliffhanger was perfect and I learned a lot from it. The old simpsons treehouse of horror with the zombies was the most terrified I ever been I think. I was 5, and the idea that people you love or know could suddenly want to kill you (or your friends) in your own house just... messed me up for two weeks. And two weeks when you're 5 feels like forever.
Chillies evolved to repel animals from eating them but then along came humans ... a horror story for capsicum audiences.
Me as the DM: "Okay guys, we're doing a horror game this week, but that doesn't mean we can't crack a joke now and again." The Players: emulate their inner Adam Sandler that's deadlier to their health than any monster short of Nyarlathotep
My daughter is absolutely creeped out by anything zombie/undead related. Unfortunately, we didn't discover this until I had started a campaign where the big villain was a necromancer. The campaign took three years of real-time to play out and the undead showed up in the first 6 months of the campaign. In the next campaign I ran I promised her "No Undead". Well until they ran into a very old vampire. She was able to handle that better than zombies and skeletons.
Sometimes I just rewatch Seth's videos to feel the tranquility, safety and fun he somehow manages to always convey.
I love your example of the re-skinned Fireball spell. This makes it so much easier to create new, level appropriate spells, too.
I've said it before and I'll say it again: i see Seth, i smash like. This is seriously one of the best rpg channels on the tube. Great to see you again, Seth
Thank you for including Delaware. But why is it yellow? You guys are pretty hard core! Delaware is usually a hard line in my groups.