Post Horror and Horror tips for GM's
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Nothing scares parties more than rust monsters
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Running out of good pics, doubt this thread will get many replies too. thought this one was the most terrifying so I saved it for last.
I like spooks.
>>52327575
OP, avoid anything related to Stphen King.
One of my favourite posts Ive ever seen on tg was a post about how, if you're focusing on a particular fear, you don't just use that fear, you use what makes it scary.
Arachniphobia is a good example. If you just throw spiders at peoplw, at most you'll disgust them. But if you use things like scuttling creatures, many eyes and hands, traps, poisons, cocoons, forms of encasment, you'll both get a more robust idea and you'll make a scarier, more memorable encounter.
Fear of the sea/deep sea is another great one. For that, i'd focus on darkness, a lethal atmosphere, unusual creatures, predation and the unknown.
Just my thoughts. Also, the more agency the players have, the harder horror is. As my Nechronica game is teaching me.
1) Start the PCs in the shit. You start the game at the point where an encounter with the plot is inevitable. Anything befote this point is preamble, or backstory. Use a flashback if necessary.
2) They have to go deeper to get out. Their solution--likely just survival--has to involve further interaction with the problem. They have to kill the monster, or fix their sinking ship, or isolate samples of the plague. If the PCs can escape by literally walking away from the problem, it's not a good scenario.
3) The world is not their friend. In some fashion, the situation should be rigged against them. Whether it's a powerful international conspiracy with ill intent, or it's just freezing outside and you don't have a parka.