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Quoted By: >>17847073 >>17856173
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?
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?