{"id":15588,"date":"2018-10-26T07:00:03","date_gmt":"2018-10-26T12:00:03","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=15588"},"modified":"2018-10-24T11:36:51","modified_gmt":"2018-10-24T16:36:51","slug":"finders-archive-horror-in-gaming","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/finders-archive-horror-in-gaming\/","title":{"rendered":"Finder&#8217;s Archive: Horror in Gaming"},"content":{"rendered":"<p>Hi everyone and welcome back to Finder\u2019s Archive. This time around, I\u2019m going to be looking at horror games, and why they are so difficult to get right in a roleplaying game context. (Seems fitting as Halloween&#8217;s almost upon us, doesn\u2019t it?)<\/p>\n<p><strong>Definition of Horror<\/strong><\/p>\n<p>First, we should define what horror <em>is<\/em>. If you look at the textbook definition of horror, it\u2019s defined as an \u201cintense feeling of fear, shock or disgust.\u201d But this is not actually what we consider horror to be when we think about it. Generally, within games (and films), it\u2019s a sense of fear and shock and often gore. So, they\u2019re trying to hit all the major high points, but only rarely does any single book or film dive deeply into just one subject. That is what we\u2019ll be looking at here, but we\u2019re going to do so in reverse order.<\/p>\n<p><strong>Suspension of Disbelief<\/strong><\/p>\n<p>In order for your game to be a horror game, you need to get the players to buy in, and suspend their disbelief. This is something that\u2019s incredibly hard to do with roleplaying games, because humans are (as a general rule) pack animals. We feel safe when we\u2019re in a group, we seek comfort with each other, and our instincts tell us to do everything in our power to lighten the mood when we\u2019re afraid, whether that is by cracking jokes (my own personal failing: I apologize profusely to my GM in my early years for doing just this when playing Ravenloft), or grabbing food, drinks or even just calling for a toilet break. Anything we can do to break that tension.<\/p>\n<p>So, for this to work, you first need the players to buy into it. They need to <strong>KNOW<\/strong> that this is a horror session so that they can mentally prepare themselves for that. Ironically, just knowing that a horror game is coming up makes people more susceptible to it, even though we all assume otherwise. That\u2019s because we\u2019re expecting something horrible and terrible to happen, and we\u2019re sat there waiting for the moment, which causes us to break that tension a bit less.<\/p>\n<p>Part of doing this though is setting the mood. That means anything you can do to break your normal gaming space into a \u201clight within the darkness\u201d type setting. For example, you could host the game in the evening where you normally do it during the day use candles instead of normal lights (I would suggest using LED-candles though, they give better lighting, and there are just some times where you have to read that character sheet); using music of a tone fitting to the setting (my own group&#8217;s personal favorite back in the day was this <a href=\"https:\/\/www.youtube.com\/watch?v=XN5BFIHXs_I\">little piece of music;<\/a> but even a simple trick such as moving your gaming table around would work well. Simply put, try to put the players out of their comfort zone.<\/p>\n<p><strong>Disgust in horror<\/strong><\/p>\n<p>Probably the easiest for you to manipulate as a GM is disgust. This Is where the players sit there and go \u201cOkay\u2026 That is VILE.\u201d That is scenes like the ones you find in the old film <em>Se7en<\/em> where they are reliving the various sins in the most explicit manner possible. This is normally in the form of acts that humans are not supposed to engage in (flaying people alive and that sort of thing) over to simple excess of normal behavior, like the glutton in <em>Se7en<\/em>. In many ways, the excess route is actually better than the abnormal behavior for the simple fact that it\u2019s a type of activity that most of us can recognize or partake in on a regular basis (like eating), but not to the extremes that could be presented in a horror setting. This is something that takes us out of our comfort zone and causes the disgust effect.<\/p>\n<p><strong>Shock in horror<\/strong><\/p>\n<p>We\u2019ve all seen the jump-scare, in films or games. It\u2019s the person jumping out from behind a wall going \u201cBoo!\u201d as well as the horrible things crawling through ducts and trying to grab you as you run down a corridor in <em>Dead Space<\/em>. It\u2019s even the things you\u2019ve already seen, but which have an added layer to them, like the extendable mouth of the Alien in the Aliens series. You know perfectly well that the monster is there, but then it turns out to have a reach of about a foot more than you expected.<\/p>\n<p>This is not quite as easy to pull off in tabletop gaming as it is in a movie or a film, as there\u2019s rarely anything actually jumping out at you (unless the GM starts chucking dice or miniatures at his players, but that\u2019s usually in frustration \ud83d\ude1b ), but it can be done with the right amount of work. The key here is that sense of security, making the players see what they expect and having them go \u201cAh! I know this, this is familiar\u201d and then throwing in something completely unexpected and out of the blue. This is not to say that you should throw something necessarily deadly at the players (though it should be a significant threat, otherwise it doesn\u2019t work), but you should use the sense of familiarity to your advantage.<\/p>\n<p>For example, if you have a group of PCs making their way through a goblin-infested cave, you should let them see what they always see. Goblins, lots of them, then some Goblin mounts, some lousy (literally full of lice) treasure and lots of disgusting dirt. Then you suddenly have them come upon the mastermind of the place, in a location that\u2019s almost sterile in its cleanliness. It turns out that the Goblins are in fact led by a Dwarf, who\u2019s had enough of the humans in the area, and is using the Goblins for that purpose, fully intending on getting rid of them when they\u2019re done. The players will likely be rather discomforted by that, or at least find it weird. They\u2019ll likely kill him, but as they\u2019re leaving they suddenly hear a distorted scream, and a ghostly figure charges them, trying to possess one of the PCs \u2013 in short, their opponent is now back, as a vengeful ghost.<\/p>\n<p>Players have become so used to what\u2019s dead STAYING dead, unless it\u2019s a spellcaster, that they\u2019ll almost always assume that it STAYS dead, which you can use to your advantage.<\/p>\n<p><strong>Fear in horror<\/strong><\/p>\n<p>This is the most difficult one of the 3 definitions to use in your games, and the least evident. I personally find it to be the most fulfilling though. This is incredibly difficult to build up, and don\u2019t be frustrated if you fail to do this (I fail 90% of the time when I try), but it\u2019s a matter of making the players (not player characters) fear what comes next. Not in terms of \u201cOh my god, he\u2019s going to chuck a dragon at us,\u201d but in terms of \u201cOh man! Something around that corner is going to be nasty, I can hear it breathing!\u201d In short, you need to use premonition and ambiance to maximum effect. Describe anything and everything as being somewhat suspicious. After all \u201cIt\u2019s a 20-foot long corridor, 8 feet to the ceiling, and 5 feet wide\u201d is much less scary or interesting than \u201cThe tunnel through which you\u2019re going is approximately 20 feet long, with moisture dripping down from the 8 feet ceiling above. The walls are slick, as you brush against them, the 5 feet on which you can move not giving you much space in your armor, and below you, a mist moves across the floor, in waves, as if some great beast was slowly drawing breath and releasing it again.\u201d<br \/>\nIt\u2019s all in the presentation and look to your favorite horror books on ways to improve your own presentation and crank up the tension for your players.<\/p>\n<p>That\u2019s it for this time, I hope you\u2019ve enjoyed your stay in the Finder\u2019s Archive.<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>Hi everyone and welcome back to Finder\u2019s Archive. This time around, I\u2019m going to be looking at horror games, and why they are so difficult <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/finders-archive-horror-in-gaming\/\" title=\"Finder&#8217;s Archive: Horror in Gaming\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":1580,"featured_media":15597,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[1783],"tags":[2087,912,26,642],"class_list":["post-15588","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-finders-archive","tag-gm-advise","tag-horror","tag-rpg","tag-tabletop-gaming"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Finder&#039;s Archive: Horror in Gaming - d20 Radio<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.d20radio.com\/main\/finders-archive-horror-in-gaming\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Finder&#039;s Archive: Horror in Gaming - d20 Radio\" \/>\n<meta property=\"og:description\" content=\"Hi everyone and welcome back to Finder\u2019s Archive. This time around, I\u2019m going to be looking at horror games, and why they are so difficult [...]\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.d20radio.com\/main\/finders-archive-horror-in-gaming\/\" \/>\n<meta property=\"og:site_name\" content=\"d20 Radio\" \/>\n<meta property=\"article:published_time\" content=\"2018-10-26T12:00:03+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/www.d20radio.com\/main\/wp-content\/uploads\/2018\/10\/Horror-Devil-Pictures-Wallpaper.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1600\" \/>\n\t<meta property=\"og:image:height\" content=\"1000\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Kim Frandsen\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Kim Frandsen\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"7 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/finders-archive-horror-in-gaming\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/finders-archive-horror-in-gaming\\\/\"},\"author\":{\"name\":\"Kim Frandsen\",\"@id\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/#\\\/schema\\\/person\\\/4940e816278eeae32b8be78a408fa7fc\"},\"headline\":\"Finder&#8217;s Archive: Horror in Gaming\",\"datePublished\":\"2018-10-26T12:00:03+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/finders-archive-horror-in-gaming\\\/\"},\"wordCount\":1360,\"commentCount\":0,\"publisher\":{\"@id\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/#organization\"},\"image\":{\"@id\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/finders-archive-horror-in-gaming\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/wp-content\\\/uploads\\\/2018\\\/10\\\/Horror-Devil-Pictures-Wallpaper.jpg\",\"keywords\":[\"GM Advise\",\"Horror\",\"rpg\",\"tabletop gaming\"],\"articleSection\":[\"Finder's Archive\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\\\/\\\/www.d20radio.com\\\/main\\\/finders-archive-horror-in-gaming\\\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/finders-archive-horror-in-gaming\\\/\",\"url\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/finders-archive-horror-in-gaming\\\/\",\"name\":\"Finder's Archive: Horror in Gaming - 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These days I freelance as a writer for various companies (currently Fat Goblin Games, Flaming Crab Games, Outland Entertainment, Paizo, Raging Swan Games, Rusted Iron Games, and Zenith Games), I've dipped my hands into all sorts of games, but my current \\\"go-to\\\" games are Pathfinder 2, Dungeon Crawl Classics and SLA Industries. Unfortunately, while wargaming used to be a big hobby, with wife, dog and daughter came less time.\",\"url\":\"https:\\\/\\\/www.d20radio.com\\\/main\\\/author\\\/kfrandsen\\\/\"}]}<\/script>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"Finder's Archive: Horror in Gaming - d20 Radio","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"https:\/\/www.d20radio.com\/main\/finders-archive-horror-in-gaming\/","og_locale":"en_US","og_type":"article","og_title":"Finder's Archive: Horror in Gaming - d20 Radio","og_description":"Hi everyone and welcome back to Finder\u2019s Archive. 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