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Roleplaying Tips Weekly E-Zine Issue #221
Something Dark, Something Evil, Something Bloody: Adding Elements of Horror to Your Game
Contents:
This Week's Tips Summarized
Something Dark, Something Evil, Something Bloody: Adding Elements of Horror to Your Game
- Something Dark
- Something Normal
- Something Evil
- Something Scary
- Something Bloody
- Something Fatal
- Something Papery
- Consider The Game Environment
- Sources Of Inspiration
Readers' Tips Summarized
- Team Leader Tips For Paranoia The RPG
From: Tim Riley
- Online D20 Gaming Platform
From: Johnn Five
- Board Games And Roleplay
From: Stuart Curtis
- Use Newspapers For Plot Design
From: Roger N.
- Encouraging Roleplay With XP
From: Robin Matte
- Three GM Tool Reviews
From: Strider Starslayer
- Battlematt Substitute
From: Peter Larson
Return to Contents
A Brief Word From Johnn
The Briar King Not A Bad Book
I recently finished The Briar King by Greg Keyes. It's
standard fantasy with a folksy flare. An evil curse is
awakening in the land and various characters in the book
become involved via seperate threads that eventually
collide. I felt the characters were great--I plan on
borrowing some for my campaign--by the game world felt a
little flat to me (pun probably intended). I plan on getting
the second book in the series when it comes out, though I
think I'll check my local library first.
Thinking About Eberron
Eberron from Wizards of the Coast comes out next month--the
same time my new campaign will start. I've been thinking
about using Eberron as my campaign's setting. Its theme is
"a cinematic world of pulp/noir action, adventure, and
intrigue." Sounds pretty cool. More slash than hack,
perhaps. I also have a new campaign world in the early
design stage. It requires a lot of work yet, so I'm weighing
the pros and cons of published versus homebrew world
carefully. Has anyone else cast their gaze upon Eberron yet?
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Contents
DM CAMPAIGN TRACKER: A TOOL FOR EVERY GAME MASTER
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notebooks and paper scraps! This carefully designed 16-page
booklet can record all the vital stats of your campaign.
Learn more at http://www.goodman-games.com/9700preview.php
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Contents
Something Dark, Something Evil, Something Bloody: Adding Elements of Horror to Your Game
By Kate Manchester
So you want to throw a little bit of horror into your game.
But how do you go about doing it without giving it that
cheesy B-Movie feel?
You need to consider the elements required for Horror. They
are the things found in a good horror movie (though they can
be found in bad ones too), and can be reduced to the
following: something dark, something normal, something
evil, something scary, something bloody, something fatal,
and perhaps one more: something papery.
- Something Dark
Bright lights and daytime settings do not typically make for
good horror. It's pretty hard to be scared when you can
clearly see what's around you. Therefore, be sure your
characters should be out after dark, and the setting either
dimly lit or not lit at all. If you're using an urban
backdrop, the surrounding area should be either empty or
nearly empty, and more than likely, far too quiet. All the
better to hear the screams of the dying or the sounds of the
attacker(s).
On the other hand, if you're going for a forest setting,
then the characters should have a sense of being
'surrounded' and 'watched'. Describing the errant night
noises (coyotes, owls, rustling leaves, etc.) can help
increase tension. There is much that can hide in the
darkness, so use it to your advantage.
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- Something Normal
Add a bit of normality to the story, or at least, a small
respite. After they've been chased or scared, let the
characters spend a little time catching their breath.
Horror movies often show the characters doing something
normal (taking a shower, feeding the cat, etc.) just before
the bad guy strikes.
One scene that comes to mind takes place in the movie the
Shining, where the wife is being chased by her insane
husband and hides in a room. The quiet is quickly shattered
by the sudden appearance of an axe chopping through part of
the door.
To accomplish this in your game, you could allow the
characters to interact with ordinary people or do ordinary
tasks. But once you've established that 'normal' pattern,
be sure to destroy it. For example, you could have the PCs
chatting with someone until the person is stabbed in the
back by the killer, who then proceeds to chase after them.
In addition, a campaign newspaper can also help establish a
bit of normality with stories that don't immediately pertain
to the matters at hand.
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- Something Evil
Every horror movie has to have a 'bad guy', whether it's an
alien, a zombie, a crazed killer, or what have you. But
whatever you choose, determine your baddie's motivation. Is
it revenge? Hatred? Brains? Colonization?
For example, Freddy Krueger (from Nightmare on Elm Street)
was attempting to gain revenge on the parents that killed
him by killing off their kids. Return of the Living Dead had
one zombie explaining their need for human brains by saying
'it makes the pain (of dying) go away'.
Knowing your villain helps you determine what actions, if
any, they will take against the PCs. But along with knowing
their motivations, you should also know their strengths and
weaknesses. While this is easier with a classic monster like
a vampire, it can be tougher with human enemies.
You might want to try drawing out the suspense by trying to
arrange it so that the PCs don't face the baddie until much
later in the scenario. Many classic horror movies often
don't show the creature until late in the picture,
preferring to show victims disappearing or the victim's
remains. If you opt for this, be sure to offer a really good
description of the baddie.
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- Something Scary
You can't have horror without a good scare. But keep in mind
that not every scare has to involve your baddie. How many
times have you watched a movie where you're startled by
something that jumps out at the characters, only to learn
that it's just a cat? By the same token though, try to limit
the minor scares, or you can wind up with characters that
either aren't scared or jump at every single shadow. (Then
again, dealing with the latter isn't all that bad...)
Also, keep in mind that one of the 'cardinal rules' of
surviving a horror movie is to never go anywhere alone. So,
try to separate the party members, even if you're only
separating them from a larger group. Not knowing where your
friends ran off to can heighten tension and increase the
scare factor. Especially if you hear a blood-curdling scream
not long afterwards.
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- Something Bloody
Blood is an important part of any horror setting. You can go
with the "a little blood can go a long way" philosophy, as
in the classic movie Psycho, where the actress's death is
shown by blood going down the drain. Or, you can go with the
"blood, blood everywhere" philosophy, where blood is used as
decoration, as is well demonstrated in the Silent Hill and
Resident Evil video games (as well as in many others) where
lots of blood, along with creepy music, can definitely set a
mood.
Blood can also provide clues. If the bad guy is wounded, for
example, the PCs can use the trail of blood drops to follow
it to its lair. A trail of blood could also lead to the next
victim. Worse yet, the characters see a lot of blood, but
there's no sign of a body.
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- Something Fatal
People die in horror movies. If you want horror in your
game, people should die. Don't be afraid to kill off NPCs or
retired PCs (though it's a good idea to get the players'
permission first). The more ties the PCs have to the dead
people, the more involved they will be in the plot.
In addition, the death of a known ally can increase the
shock value as well as the sense of loss felt by the PCs. If
you're watching a horror movie, and you really don't care
whether the characters in it live or die, then why bother
continuing to watch (or in this case play)?
For example, I recall one of the many Friday the 13th
installments featured a camper in a wheelchair that vowed to
get out of it before they died. I found it rather
disheartening when the villain killed the character by
catching him unaware.
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- Something Papery
If you don't have a campaign newspaper, consider starting
one. There are many things a newspaper can help you do.
For starters, the newspaper can convey a flavor of the
setting. The newspaper for my own campaign often contains
real stories of the time period to give my players a sense
of current events, as well as made up ones that are relevant
to the storyline.
As previously discussed, the paper can convey a sense of
normalcy. But it can also serve to provide foreshadowing.
Is it mere coincidence that there's a lot of lost cat ads in
the paper? Or something more sinister?
But wait, there's more a newspaper can do for your campaign:
- Provide leads to follow. If your players haven't a clue
about how to proceed, a newspaper article can sometimes
point them in the right direction.
For example, a series of 'brown-outs' (minor power failures)
have been seemingly affecting random parts of the city, and
the PCs have decided to investigate the phenomenon. Now,
throw in a story about a number of robberies or break-ins
that took place in the affected areas, and your players have
a possible lead. Then again, if I had a nickel for all the
times that my players decided to check out one of the real
stories instead of or in addition to my fake ones, I'd be
fairly rich by now.
- Provide tangible results of PC actions. For example, if
the players didn't find the killer, it wouldn't be
unreasonable for the killer's next victim to be the lead
story in the morning newspaper. Similarly, you can offer the
players a sense of accomplishment or pride by mentioning
their character by name, or at least referencing their
actions. For example, if Character X rescues people from a
burning building, the character should be mentioned (unless
they're not publicity hounds).
- Taunts. The villain can taunt the players, or vice versa.
Many serial killers sent letters to the police, perhaps most
notably the Zodiac Killer. However, taunts can also be
accomplished in a less sensational and more succinct way by
using the "personal messages" section found in the
classifieds of most city's newspapers. For example, having
the following show up in the paper: "Hey Z, do you know
where your mother is? -Slasher" may be just enough to
totally freak a player out.
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- Consider The Game Environment
Now that the elements of horror have been covered, it is
time to consider the setting once more. Not the campaign
setting, but rather the place where you run your game. The
atmosphere of where you play can and probably will affect
your players, so here's a few ways to create a bit of
creepiness:
- Turn out the lights in favor of using either candles,
colored bulbs, or black light bulbs. Just be sure that you
have enough light to be able to see and move around with.
- Use dry ice or a fog machine to 'fog' the floor. But take
care, chemical fog in a poorly ventilated room can sometimes
set off a smoke alarm, which could definitely kill the mood.
- Have creepy music playing softly in the background. If
you want to try using it to added effect, either set up
close to the stereo or have the remote handy so you can
gradually raise or lower the volume to offer audible clues
to approaching (or receding) danger, as many video games
often do.
As far as selecting the music, stick to stuff that doesn't
have a lot of lyrics, as that could distract your players.
The music from horror type video games (such as Silent Hill,
Clock Tower, etc.) would be a good choice, as would Midnight
Syndicate (I'm told they have one CD that's designed as a
D&D soundtrack), Joe Satriani, Alan Parsons Project (I
recommend side two of Tales of Mystery and the Imagination
if you can find it), Blue Oyster Cult (the instrumental part
of Don't Fear the Reaper), along with the soundtracks to
more classic horror movies (Friday the 13th, Jaws, Dracula,
etc.).
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- Sources Of Inspiration
In the end, it's not hard to add horror elements to your
games. The real trick is doing it well. So, I conclude with
a few possible resources to inspire. Keep in mind, this is
by no means a complete list, nor have I read, seen, or
listened to each and every one, as some are pulled directly
from lists of top movies and books, and others recommended
to me.
Books and Authors
Anne Rice
Blatty, William Peter "The Exorcist"
Bradbury, Ray "Something Wicked This Way Comes"
Clive Barker
Dean Koontz
Edgar Allen Poe, particularly the "Raven" and the "Tell-Tale Heart H.P. Lovecraft"
Jackson, Shirley "The Haunting of Hill House"
Poppy Z. Brite
Shelly, Mary "Frankenstein"
Stephen King
Stevenson, Robert Louis "The Strange Case of Dr. Jekyll and Mr. Hyde"
Stoker, Bram "Dracula"
Movies
Alien
The Birds
Dracula 2000
The Exorcist
Friday the 13th
Fright Night
Halloween
Hellraiser
Identity
John Carpenter's The Thing
The Lost Boys
Night of the Living Dead
Psycho
Ray Bradbury's Something Wicked This Way Comes
Salem's Lot
Silence of the Lambs
Music
Blue Oyster Cult
Joe Satriani
Midnight Club
Music from the Succubus Club
Music From Dario Argento's Horror Movies
Psycho: Horror and Fantasy at the Movies
Tales of Mystery and Imagination - the Alan Parsons Project
Themes of Horror Bernard Herrmann
Video Games
Clock Tower (1 - 3)
Fatal Frame
Resident Evil (various)
Silent Hill (1 - 3)
Return to Contents
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Return to Contents
Readers' Tips Of The Week:
- Team Leader Tips For Paranoia The RPG
From: Tim Riley
http://www.silven.com/
Always volunteer first to be the team leader. This throws
everyone off, and with power comes the ability to blame
or assign blame:
- Fellow team members who fire their weapons recklessly
(i.e. miss) are destroying computer property and are thereby
guilty of treason.
- Team members who have allowed their uniforms to be damaged
by mutant commie skum are in league with them and are
traitors.
- Team members who do not say "the computer is my friend"
when you say it are traitors because their thoughts are not
on serving the computer.
- Team members who question you are thereby questioning the
computer. Therefore they do not trust the computer.
Therefore fragging them would be ok.
- Always volunteer to stand watch. It is easier to shoot the
traitors who have fallen asleep or to summon the cleaning
crew to send the sleepers to the food vats.
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- Online D20 Gaming Platform
From: Johnn Five
Though I haven't used this software, it looks interesting.
Seems to be Windows and Mac OS X supported too.
http://groups.yahoo.com/group/d20map
Has anyone had success with it?
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- Board Games And Roleplay
From: Stuart Curtis
I haven't GM'd or roleplayed in quite a while now (lack of
time and gamers in South Wales, I'm afraid!) but I still
enjoy the newsletter you bring out. I have a few thoughts on
your musings about using board games as a GM aid in roleplay
games.
My campaigns tended to be grandiose affairs with characters
starting off on small tasks, picking up mentors, allies, and
enemies as they went along. This eventually led to realm
changing (in some cases, world changing) events that the PCs
were inexorably tied up into. The players loved it.
They often ended up commanding vast armies. (Now THAT can be
a campaign in its own right! Not the battles so much, the
running of the armies themselves, and all the intrigue,
politics, back stabbing, and alliances that go with that.)
They even went on to become rulers - that's where board
games came in.
There are a lot of lands-and-armies type of board games out
there, such as Risk and Kingmaker. Well, when the PCs became
quite powerful, and the inevitable clash of armies and lands
became near, out came the made-up board game (very Risk
like, but with added mythical creatures and spells) and a
few days of battling across the board would entail. Again,
the PCs loved getting into their part of ruler or general.
This can be taken a step further: the wargame table. But
this requires planning, room, and a lot of figures. It can
(and has) been done, and again, is a really impressive way
of expanding on the roleplay campaign. If the PCs loose,
are defeated, or even killed on the battlefield, then you
can have them injured and fleeing (or captured?) ready for
the continuation of the roleplay part again. If they win,
then it's back to the roleplay to see how they interact with
prisoners, what information (links to further the campaign)
they can discover, and of course, divide up the loot.
It is an easy job to make a board game. Just use the Risk
rules to start with and add bits as seems appropriate. Change
the landscape to suit. Draw it out on some cardboard and
name the regions. Counters can be obtained from other board
games easily enough. Then it's PCs versus the GM's forces.
If you have never had PC generals before, it is a most
rewarding thing from a GM point of view. They tend to become
paranoid about drinking from cups, food eaten, messengers...
And spies and assassins are everywhere! When you're at the
top, the only way is down, and there's an awful lot of
lieutenant I-could-run-this-army-better types ready to take
their place.
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- Use Newspapers For Plot Design
From: Roger N.
Here in the UK, on the weekends, we get bigger, fuller
newspapers than the daily variety. They're usually supplied
with numerous magazines as well as additional sections on
history, arts, etc. A simple read-through will provide an
GMs with hundreds of storylines.
For example:
Story 1) A famous novelist is in town carrying out a book
signing session.
Story 2) A terrorist group has threatened the government
with further action should "x" not take place.
Story 3) A new shopping mall is due to open the following
weekend.
Now take all three stories and combine into one, or better
yet, use something like Traveller as the game setting.
"An offworld Alien author will be honouring the world of
Ethan this week by agreeing to carry out the first ever book
signing session they have performed away from their own home
planet. During the week long visit the alien author is
abducted by the terrorist group in an effort to embarrass
the government. The terrorists use the new, but as yet
unopened, shopping mall as a hideout."
Now bring in the players! Private operatives hired by an
embarrassed government to recover the missing author without
fuss...
Hope this is of some use.
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- Encouraging Roleplay With XP
From: Robin Matte
Awarding XP is where many GMs falter. You want your players
to play the best roleplay they can. You incite them to play
better with rewards and cover them with gold pieces and
magical weapons, but what makes them legendary characters is
their XP--their level. Here's what I usually do when
distributing XP.
- At the start of each game, I take a blank sheet and watch
my players interact. When I spot a great idea, a great move,
from a character, I write it down. Same thing when it's a
bad move, bad idea.
"Good" or "bad" means that it actually WORKS with the
character profile. Burning down the forest to trap a dozen
trolls is a good idea for the true neutral fighter coming
from the biggest city of the kingdom, for example, but not
for the ranger or the druid.
- At the end of the game, I take 30 minutes, my once-blank
sheet, and think again about everything that happened in the
session. I talk to every player. I tell them what I liked,
what I didn't, what he should have done or what he shouldn't
and I then ask them what they think about what I said them:
they usually agree.
- To improve the use of skills, I give them skill bonuses.
Plus one, or two. Not plus ten! These bonuses depend though
on what they've done in the game. If a character, of any
class, decides to spend a couple of nights in the library
during the game, searching for the ruins of an ancient city,
I will give him bonus on Knowledge-History, accordingly. Why
not?
- Do not be scared to irritate anybody. Tell them what you
think. Of course, Dungeons and Dragons is a game, but it is
a relatively serious one. If there is not a minimum of
seriousness and determination, the game is spoiled. Don't
hesitate to remind your players what is the goal: BEING the
character for a couple of hours. FORGETTING yourself.
ENTERING a new world. ENJOYING victory but also possibly
SUFFERING a bitter defeat. It's all about that. Tell them
YOU WILL give XP, and other rewards for role-player their
character, not just playing it.
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- Three GM Tool Reviews
From: Strider Starslayer
Program Name: GURPS GURU
http://www.aquariuscreations.com/GURU.html
System: GURPS
OS: Windows (Works OK under wine)
Pros:
- Very exacting character generation program
- Handles enhanced ST very well, and skill defaults
- Extensible through included utilities
- Massive time saver (can easily make a character in GURU
within 5 minutes)
- Can make many kinds of printouts/saved copies
Cons:
- Doesn't handle enhanced ST cost reductions at all (for
sessile or no fine manipulators)
- Does not handle maneuvers well
- Extensibility utilities somewhat unintuitive
- Very few stats have descriptions
Comments:
I've been using this for my GURPS games basically since it
became free all those years ago. It's a great way to build
and maintain a GURPS character sheet, and in my opinion, is
actually superior to the product that the SJgames people
themselves put out.
Program Name: DC character builder
http://dc.darkalliance.org/
System: DC Heroes/Blood of Heroes
OS: Windows (works so-so under wine; VB program)
Pros:
- Built-in database tool allows easy rules updates
- Nice, relatively intuitive interface
- Very good gadget creation utility
Cons:
- Doesn't let you add/change advantages/disadvantages
- Some of the more esoteric power rules cannot be covered by
the existing set-up
- Program has not been updated in a LONG time.
- Program was originally more useful but was 'defanged'
(i.e. no descriptions for powers)
Comments:
Another old and useful program, this one was written by Mike
Love, who has put a fair amount of effort into it. The
program is possibly on the verge of being released open
source, and if so you can probably expect to see a
Java/Python version that will run on all OSes soon.
Program Name: AU spells
http://www.enworld.org/forums/local_links.php?action=links&catid=18
System: D&D (Arcana Unearthed)
OS: Microsoft Office (you'll probably need Windows too then,
though the Mac office would probably work)
Pros:
- Quite possibly one of the most detailed Excel macro-sheets
I've ever seen!
- Radically cuts down on the amount of lookups required to
figure out just how many spells your character can cast,
what level which spell is on, etc.
Cons:
- Oh god, my eyes! The colours in this program are PAINFUL!
- Spells lack actual descriptions; if you don't know what
they do in advance, it's back to cross-referencing spells
in the books
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- Battlematt Substitute
From: Peter Larson
I purchased a single sheet of A2 grid paper for 60 cents and
had it laminated for $8.50. So for $9.10 Australian, I have
a battlematt that is as portable as a Chessex matt and
compatible with whiteboard markers. All for less than 1/4 of
the price of a regular matt.
Return to Contents
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