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ITT: We come up with ways to scare our players So I'm still working on my backburner Silent Hill game and I realized that because it is a town, the town has it's own multiple stories. And there are only SO MANY "husband kills his whole family" houses that you can use, namely just one. I don't expect to use only material from the games but also some from my own and/or other materials. Also I know I don't have to do every house because in the game most of the doors were locked. I like the subtelty of scaring; you start with a "small wrong," something that normally wouldn't be what it is when you see it, like say, an old clock on the wall with it's minute hand missing. Then as the tension is very strong, you bring out the big wrongs, like a wall where a door used to be, or, hence my campaign, the world turns to rust and blood. Subtlety and pacing is key. I thought up a scenario for one of the houses. Before the PC's go in, they notice that part of the house is destroyed in the front, revealing half of a room broken from the home. Speed up through the PC's going through the house, after hearing the creepy bumps and yelling coming from upstairs, one of the players witnesses a man hunched over a woman thrashing on the floor, dragging her down the hall into the room at the end and slamming the door. Her cries for help, if they move the player, will cause them to want to get into the room and help her, but it's locked. They bash the door repeatedly, to the point where they end up falling out of the house: the room wasn't really there, you are now going to break your leg falling outside. Watcha think?
Anonymous
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>>17850262 great.. now i can't sleep. FUCK.
Anonymous
>>17850262 Did this guy ever say where his blog was? I'd LOVE to read more of his nightmares. Sadly none of it scares me, but it makes for such good reads.
I really hope this inspires some nightmares. I'd kill for these kinds of dreams.
Anonymous
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I don't know how, but use this. Make a curse that would make one of your PC grow skin on his face or something. Imagine the joy of having to rip your skin everytime you want to talk.
Anonymous
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Here's a good line you can use. "That thing used to be human." Thing being as far from humanoid or monstrous humanoid as you can get.
Anonymous
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http://www.youtube.com/watch?v=jrA-QzjkEPs Pair this with uncanny valley neighbourhood. Everything seems happy sunshine, but there's something... off.
Anonymous
>Best way to scare Players Hand a index card to each player face down. Say nothing besides "Read this card and keep it to yourself" Various things to write on it:>What was the last time PC X slept? On second though, have you ever seen PC X with his eyes closed? >It's coming >You know that girl you passed on the way into this building? Yeah, she could have prevented what's coming up >wHat dO yOu tHink iS oFf lImits? >Don't look behind you >DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE DIE
Anonymous
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I generally start at anosognosia ("No, I can move my arm no problem" "Sir... You're quadriplegic." "No, I'm not, my wife just stole my arm.") then just proceed on from there. Thank you Mr. Oliver Sacks, thank you.
Anonymous
Anonymous
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>>17854919 For the best effect, write it in blood.
Inquisitorial Librarian
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Hmm, since we're sort of on the subject of creepy notes, I've got a few I remember posting for the CoC creepy notes thread a while back...
Ah! Better yet, found the thread on Sup/tg/
http://suptg.thisisnotatrueending.com/archive/17382585/ Here's the few I posted, for example.
>"The lightbulb doesn't have a shadow." >"It's splitting you away from the group..." >"The thing in the lightbulb wants your shadow." >"Don't look away from your shadow." >"Don't look away..." >"Don't look away." >"Did you hear that? I could've sworn I heard something..." >"Whatever you do... don't turn around right now." >"Do you know where they are when you sleep?" >"I do." >"Heh." >"Oh my. That isn't good." >"Where's [Insert Name]? I haven't seen them in a while." >"Shhhhh." >"They're here..." Anonymous
>>17850262 And there I was, thinking that my dreams are weird.
Anonymous
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>ctrl+f 'spiders' >only a handful of posts Huh.
Anonymous
You guys have to remember contrast. During your horror campaigns you -need- to set up points of comedic relief, detached from the dark and scary corridors and nightmare rooms. When they get back to the bar or the base of operations, have some likeable NPCs that they can share a beer with in some downtime, tell some stories or jokes, something to relieve the stress. ALL HORROR ALL GRIMDARK ALL THE TIME gets tiring and strung out. Because this way they get to stand up from their cosy chairs and good friends and happy atmosphere and take another look at that darkened doorway back out to where all the horrors lie...
Anonymous
>>17854797 You really could've answered this yourself just by ctrl fing "blog," but if for some reason you haven't already, here it is:
http://owlmandius.livejournal.com/1242.html I want this man's mind. I *never* have good recurring nightmares. Hell, I never have a fucking *nightmare!* It sucks. Nightmares are fun and interesting and cool and neat to think about
PersonGuy
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I never want this thread to die. Ever.
PersonGuy
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>>17844400 I feel retarded.
>Mfw your picture is the cover photo for the youtube video I'm listening to. (Silent hill soundtrack) Anonymous
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>>17856016 I wonder what would happen if I subjected my group to my own nightmares. Of course, they would all have to be siblings for it to work...
>You're all at work at the tourist attraction >The kids' tickets are all messed up, so you have to write "1 kid" on each of them before you can sell them >The customers start lining up, becoming impatient >At regular intervals your mother walks in and tell you to hurry up, before running off >You wake up one morning to a lot of ruckus in the hallway >Your dad has been up all night, hammering poles into the floor and making tripwires, making it hell to walk in without tripping >"Ha, this will make it hell for any robbers!" >You have to get up in the night to pee >A shitload of spiders have nested among the tripwire, making it full of cobwebs There's probably some deep-seated psychological trauma here, but I just can't fucking figure out what.
Anonymous
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>epxloring caves >I keep mentionin how they feel watched >they sometimes see shadowy human figures from the corner of their eye peeking from corners, holes and from the ceiling >they they go sleep they sometimes wake up to the rattle of their bags moving >nothing else happens >players get crazy paranoid
Anonymous
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Check out creepypasta for a few cool ideas. Also, you want a tense situation to scare your players? Actually enforce rules for sleep deprivation, hunger, thirst, fatigue, fear, cold, heat, etc. That way, just coping with your mindfuck of a creation is a challenge before they even run into any of your vomiting abortion-creatures.
Anonymous
Anonymous
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>>17856016 >>17855601 >>17854797 >>17853061 >>17852730 You know, I wouldn't believe all the hype on this guy's ability to do creepy shit, but then I read through the thread again and realized something.
>>17845872 Fuck it, man. He planned this.
Anonymous
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I am thoroughly inspired by the archived threads linked herein. Thank you, kind sirs! Unfortunately, the only friends I have who'd play along for this kind of shit are either A) my girlfriend, a huge coward or B) a crazy bipolar nutjob who we're not friends with anymore.
Anonymous
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I just finished an adventure last night that went incredibly well. It's Victorian monster hunting. The group was banishing a brownie to a sort of magical disposal site, a cave. Someone dropped the cage and it broke. The little creature spilled out and everything went black. Each one of the players got to relive some nightmare version of the worst memory they remember (backstory). As they are all unable to stop reliving the nightmare, the nightmares take elements from the other nightmares. They would attack someone and it would bear their own or a loved ones face. Finally, the three of them stood off to fight one another, each seeing each other as some element of their nightmare. Even after they passed their check to regain sanity, they still hit each other a few times, not trusting their minds. Strangely enough, it was an excellent bonding opportunity as everyone felt like airing their dirty laundry.Another consequence is that they now hate Scotland and anything fey in nature.
Anonymous
Anonymous
dusty_thoreau !dlBx6XtTxs
>>17847084 this was EXACTLY what I was planning on doing.
Anonymous
>>17859286 It's a touchy thing though. If you suprise horror fans with horror, then its cool. Otherwise, it could blow up in your face. If someone was expecting unicorns and they get grisley murder, they may be some discontent.
Anonymous
>>17859522 This is nothing to take kids into who just downloaded D&D. This is serious fun for GURPS veterans on their Xth tour who have just grown tired of slaying dragons and blowing up orbital habitats.
Anonymous
Anonymous
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>>17856016 Well, I read both of the archive posts and he only mentioned the blog once in passing as far as I know. But thanks anyways.
Anonymous
is this archived on sup/tg/ yet?
Anonymous
Anonymous
Anonymous
Anonymous
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>>17865795 Bump again. Just because.
Anonymous
Anonymous
>>17846431 How do you, as a DM, let them know these things are moving without just making it super obvious, "oh there is shit going on here"
Anonymous
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>>17870063 It WILL be obvious. But you can still give them a double take by describing it nonchalant.
> The study is dark and silent. A thick rug with a red pattern muffles your steps. There's shelves along the walls with dusty books, heavy leather folders and tubes with maps in them. In front of the bay window there's a comfortable seat next to a small table with a glass flask and an ink jar and feather, a few handwritten pages litter the floor. On the opposing wall there is a large painting in an ornate oak frame. It shows the same study with a beautiful fall sunset out the window. The furniture is different and everything is tidy. A hint of simpler times, and a sense of serenity. later...
>You escape inti the study. Your candles cast eerie shadows that jump from book to book like imps. Everything is as it was. The chair, the table, the bloody body parts littering the picture at the wall, the red rug, the dusty shelves. Anonymous
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anyone gonna archive this?
dusty_thoreau !dlBx6XtTxs
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bump and archive this shit
Anonymous
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>>17870063 Describe something mundane on a shelf. Later, they need it, when they go into the room to get it...
"You take the small egg-shaped decoration from the fireplace"
Anonymous
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>>17855731 This. I haven't tried a horror campaign, but when I play Stalker, whenever I'm close to a safehouse, I get tenser, and whenever I leave, the moment the doors close behind me and I'm alone again...
Anonymous
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Can someone save this thread in an image? Thanks.
Anonymous
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Me (GM, speaking as demon-thing, concluding a monologue. I've been using a very distinctive raspy voice.): You think you're safe, don't you? You think that you'll survive this, and go home to your bed, and be free from all the terrible things that go bump in the night. Well, guess what? *Player's phone rings, it's my bro, using his cousin's phone for an unfamiliar number.* Player: "Hello?" Bro, speaking in the same raspy voice, just as we planned in advance: "You'd be wrong." Player literally dropped his phone and backed away from it like it was radioactive. I think I pulled a muscle trying to keep a straight face.
Anonymous
ARCHIVE THIS THREAD PLEASE FOR THE LOVE OF GOD
Anonymous
FOR THE THREAD PLEASE LOVE ARCHIVE OF THIS GOD
Anonymous
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>Running Dead space RPG, Lite rules. >Wondering how I can scare my players. >Suddenly, this thread. Continue, gentlemen!
Anonymous
has this thread been archived yet?
Anonymous
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>>17873894 >>17874224 >>17875930 doing it wrong. You need to type ARCHIVE THIS in all caps.
Anonymous
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Don't forget to describe smells. How a cellar is must, the aroma of coffee, fresh cut grass. Start off with mundane things and early on in the story. Don't wait till the 'scary parts'. It's more effective when your players are used to it, rather than them focusing on it too much cause "you just brought it up now".