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What are the most effective type of horror quests/sessions?

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Can it even be done?
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>>54937134
Horror RPGs require that your players be invested in their character. Not every group will get into it because a good horror game demands that players give a shit about what's happening. Breaking immersion will kill a horror game. Anyone running a horror game has an uphill battle to fight because they are dealing with a bunch of people who are probably well versed in the tropes of horror, who are separated from their character's perspective by a greater degree than you might find in a movie.

What works to create fear in literature and movies will not work in tabletop. Describing a bloody body dropping from the floor above doesn't do much to scare players. Instead, take a hint from video games. Make your players helpless against an unknowable and extremely powerful foe. Put them into a situation where they have to make a choice that they know is a bad one, but it's the only way to move forward.

When I run CoC scenarios I always tell my players that the system will be blatantly unfair to them. I tell them that survival is probably the best they can hope for, and I warn them that trying to fight anything would be like trying to barefist fight a grizzly bear IRL.
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>can it even be done.
Yes, yes it can. Exceptionally well.

http://suptg.thisisnotatrueending.com/archive/12130366/
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>>54937753
Ah, classic.
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>>54937134

Yes it can be done, but you need to have everyone be down for it.

I personally enjoying playing these games in full-skeptic mode. It's a blast playing the character in a Cthulhu game who refuses to believe in all the alien shit.
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I've successfully done two horror scenarios in non-horror games. It's not enough to have "spooky" things, there has to also be extreme confusion or powerlessness. The feeling of being trapped is also important.
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>>54937134
Almost any genre can be successfully translated to pen and paper rpgs, but you NEED the following:

A group that is into it. You CAN'T have horror if there's one player who's just breaking the fourth wall or intentionally acting against the spirit of the game/setting. The point is to experience the tropes, not to "defeat" them by meta-knowledge and common sense.

A system that allows the players to fear for their characters. This rules out almost every combat-centric rpg since threats aren't scary if the player characters are always equipped to handle them, and to survive them.

Basically don't have a group that tries to play it like they play D&D sessions, and don't use D&D with a fear system tacked on or something stupid like that.

This pretty much rules out running horror one-off sessions in normal dungeoncrawl rpgs, since it won't be scary no matter how much you dim the lights and throw ghosts at the players.
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Never make your horror known and defined, subtle wrongness is the way to go.
To be honest I never been affected by horrors of any medium. What would many consider a nightmare is but a fun adventure to me. That said, I find that giving players something to lose makes them much more invested in their characters. Powers, artefacts, a person that cares for them, or merely is hotter than anything they're going to get. It turns a suicidal lunatic into a paranoid wreck. Then subtly put your players against each other.
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