Jon
Well, to quote Brian, "Burn the books!"
Pete
PC
**
1. You don't need to run faster than the monster, you just need to run
faster than a team-mate.
2. Don't poke it, it's not dead.
3. Happiness is a loaded shotgun...
4. ..and a hand grenade.
5. If there's no body, wait for the sequel.
6. Don't giggle - GMs are evil.
7. Keep the NPC's close - in emergencies you can hurl them at the
monsters until they're wading in stiffs.
8. Don't open the box/read the book.
9. Sex = death.
10. Yes, it's dead. So?
GM
**
1. Dependant NPC's, the other white meat.
2. Never underestimate the value of the cheap scare.
3. When in doubt, go for the eyes.
4. Nothin' says lovin' like a carnivorous bun in the oven...
5. Hinting is golden.
6. Projectile vomit is the sincerest form of flattery.
7. There are *no* taboos.
8. Everything they think they know is wrong.
9. Deviousness is it's own reward.
10. Death is not the end.
Doctor TOC
--
The Reverend Doctor "The Other Chris"
Assignment: Secret Elf
Wu Name: Jive Talkin' Choirboy
ICQ # 4814586
Daleks! 3D - http://users.rcn.com/otherchris/
Time War RPG - http://jump.to/TimeWar
alt.tv.sevendays FAQ - http://welcome.to/7-Days
The TOC Files - http://members.fortunecity.com/toc
That's fine, if you burn the book it will turn out that the only way
to stop the mind-blasting horror is to use the book. If you don't burn
the book, your mind will be blasted by the book. Either way, the GM
wins.
--
<a href="http://kuoi.asui.uidaho.edu/~kamikaze/"> Mark Hughes </a>
"You have grown old in the fine art of bastardy. My compliments."
-Suresh Ramasubramanian
Jonathan Moyer wrote:
> So, what are the 10 rules of horror gaming? Either as a PC or as GM.
>
Never split the party.
--
Mike Cugley - http://freespace.virgin.net/michael.cugley/
Art pages: http://freespace.virgin.net/michael.cugley/Art/
Dark Sun Pages: http://freespace.virgin.net/michael.cugley/Athas/
Correction on that - ALWAYS split the party ... no, wait ... that one's for
the ... GM ...
--
Wrath
-----------------------
" We need bigger guns ... "
monsters and spirits
9. Under all circumstances stay together, don't split up into groups...
10. When in doubt, bring the chainsaw along.
11. Remember to use your vehicle as a battering ram
If you hear a noise in the attic, burn the house down.
Curiosity is fatal.
A fast car is better than a big gun.
Old is bad.
If you hear about strange happenings in the countryside, move to another
continent.
Always, ALWAYS wear your peril-sensitive sunglasses.
Books make bad things happen, illiteracy prevents them.
Surround yourself with friends who run slower than you do.
Do NOT surround yourself with friends who receive inheritances, invent
things, collect things, or know people.
People who don't speak english, or who speak with an accent, are evil.
: "Jonathan Moyer" <moy...@hotmail.com> wrote in message
: news:97c9d9bd.01081...@posting.google.com...
:> So, what are the 10 rules of horror gaming? Either as a PC or as GM.
: If you hear a noise in the attic, burn the house down.
Heh. Then dynamite the rubble.
: Curiosity is fatal.
Oh hell yes. Don't investigate any strange sounds.
And if you're walking along somewhere scary, and you
have a feeling that you're being stalked, and something
lunges out of the darkness at you, and it scares the
crap out of you, but it's just the cat - run like
hell, you friggin' moron, 'cause the killer's right
behind you.
Pete
> > Never split the party.
>
> Correction on that - ALWAYS split the party ... no, wait ... that one's
> for the ... GM ...
Right. Always tell the others "I'm going to check that spooky sound,
you guys wait here..."
Also: If the house whispers "Get Out...!", don't argue with it. Duh.
Got this one someplace to add to my .sig file: If you're going to
summon a demon, be prepared to give it a command.
--
You have to remove stuff from my e-mail to reply, it's not difficult
I will not, no matter how "good" the deal, ever purchase any product from
any company which gathers addresses from the usenet; period.
All you guys out to ruin a good Horror game should look here
--
Wrath
-------------------------
" What do you need ... besides a miracle ? "
" Guns ! Lots of Guns ! "
"Jonathan Moyer" <moy...@hotmail.com> skrev i en meddelelse
news:97c9d9bd.01081...@posting.google.com...
>14 Aug 2001 01:53:04 GMT in <9la0a0$4j5$1...@news3.bu.edu>,
>Peter Meilinger <mell...@bu.edu> spake:
>> Jonathan Moyer <moy...@hotmail.com> wrote:
>>: So, what are the 10 rules of horror gaming? Either as a PC or as GM.
>> Well, to quote Brian, "Burn the books!"
>
> That's fine, if you burn the book it will turn out that the only way
>to stop the mind-blasting horror is to use the book. If you don't burn
>the book, your mind will be blasted by the book. Either way, the GM
>wins.
And *that*, ladies and gentlemen, is the one and only rule of horror
gaming.
The GM wins.
--
Douglas E. Berry grid...@mindspring.com
http://gridlore.home.mindspring.com/
"Men never do evil so completely and cheerfully as
when they do it from religious conviction."
Blaise Pascal (1623-1662), Pense'es, #894.
>> Never split the party.
>
>Correction on that - ALWAYS split the party ... no, wait ... that one's for
>the ... GM ...
Ever notice how PCs never seem to need to use the restroom?
In a CoC game, where we had one female gamer playing the daughter of a
prominent (and missing) researcher, the characters were at a club they
believed to be a den of cultists. They all *told* me that they had
been drinking (specifying soda water.) After a few hours game time, I
told Max that her character really needed to use the restroom...
She *never* forgave me.
>If you hear a noise in the attic, burn the house down.
If you hear a noise in the woods, burn the forest down.
Oh no what have we done!!!!
At the end of the last Cthulhu scenario, that just what we did!
We were told that it was an ancient tome, one of the few of it's kind and a
most valued work.
As far as we were concerned, I read a paragraph, had a nightmare and so into
the fireplace it went.
Mind you, at least we probably did save ourselves from getting our minds
blasted.
Vicky
Terry Austin
Always carry a Great Dane with you. And the Scooby Snacks too... and
remember, it's just a guy in a mask.
In the two most recent Scooby movies, the latter turned out NOT to be
true.
--
Sea Wasp http://www.wizvax.net/seawasp/index.html
/^\
;;; _Morgantown: The Jason Wood Chronicles_, at
http://www.hyperbooks.com/catalog/20040.html
>Robert Haynie Jr. wrote:
>>
>> The best rule I can think of is -
>>
>> Always carry a Great Dane with you. And the Scooby Snacks too... and
>> remember, it's just a guy in a mask.
>
>
> In the two most recent Scooby movies, the latter turned out NOT to be
>true.
And in one, the obvious monsters were the good guys.
>So, what are the 10 rules of horror gaming? Either as a PC or as GM.
>
>Jon
You've gotten lots of humorous replies, but on the assumption you
might also want some genuine advice on GMing horror: if you haven't
already, I recommend having a look at Palladium's "Beyond the
Supernatural".
While is suffers somewhat from the Palladium system, the general
advice on how to run a horror campaign is probably the best I've seen.
Stephen Posey
slp...@concentric.net
> Also: If the house whispers "Get Out...!", don't argue with it. Duh.
>
> Got this one someplace to add to my .sig file: If you're going to
> summon a demon, be prepared to give it a command.
Someone on these groups mentions a couple more: If someone asks you if
you're a god, say yes. If someone asks you if you're Sarah Connor, say
NO.
Take off and nuke the site from orbit. It's the only way to be SURE.
Then I can only assume you haven't seen "Nightmares of Mine", by Kenneth
Hite. It's a guide to running horror, and it's chock full of handy tips.
It discusses different styles, settings, genres, and tropes of horror.
It gives advice on how to structure a horror adventure and a horror
campaign. It warns the GM of the different ways a horror game can go
wrong, and what to do if it does. It even covers the matter of why the
PCs *don't* just flee the house when they hear noises coming from the
attic.
If you're a GM who enjoys horror gaming, you can't do much better than
getting a copy of this book.
Ken
--
Here's more proof of the complete contempt for viewers which certain
directors, writers and actors hold.
-- Tony Davis, writing about "That '70s Show"
While I don't mind the humorous posts at all (indeed, they are all
funny :-) ), I *was* hoping for more serious advice. I'll look into
the book you suggested.
In particular, I was looking for the 10 rules of surviving of horror
game (as a PC). I believe they were in a Call of Cthulu book but I
can't find it. Mind you, I don't have *any* CoC books -- a friend of
mine suggested that they were in there somewhere.
Jon
hmm ... I'll have to look into it. Anything by Kenneth Hite has a
high probability of being extremely useful :-) .
Jon
...except that they *tried* that, and the horror snuck onto their
spaceship... ;-)
Walt Smith
Firelock on DALNet
1) The atmosphere is more important than the rules or the plot
- if a player is doing something technically wrong, or
is about to 'break' the plot, but it's making things scarier
or making the atmosphere, run with it and do damage
limitation later. Horror without atmosphere is boring.
2) Too much horror is bad for the game
- spending two sessions learning about a nameless horror and
seeing its effects and victims is way more effective than
"while running for the shoggoth something ugly appears".
Keep horrors offstage as long as possible and keep them few.
3) Important NPCs *must* be fleshed out and have quirks.
- reason 1: a lot of horror requires personal interaction, and
those people need to be real. reason 2: some of the NPCs will
have secrets. So as not to flag this consistently, make sure
all your NPCs have names and at least a little unusualness:
"Boris seems very reticent about his days in Stalingrad..."
Is it there that he was converted? Or did he just have an
unhappy love affair?
4) Limit PC resources.
- This is very hard, but there has to be a reason why the police
aren't called in or players can't call each other on cell-phones.
The tenth time the players are in a field which disrupts
communication, they'll get antsy *unless* there's a solid, in-
game reason, in which case it can be a clue: "my digital
watch has just gone dead -- heads up people"
5) Props
- A simple scroll is effective. I've cut a biro in half, painted
it blue and scrawled on it and called it a Byakhee whistle.
Torn off bits of paper. Notes that *are* notes. Etc. If you
are creative, you can use them for game effects, I wrote a
message in an old book once and then gave the players a set
of several books when they said they were searching the library
and said "each second of searching is a minute of real time. Go"
Gaming food is a prop too. I often ask for period-resonable food
only. Glass coke bottles or (root) beer only. No peanuts,
whatever.
6) Lighting and temperature
- I ran "Beyond the Mountains of Madness" (A++, *****, two thumbs
way up) and my biggest regret is I was too lazy to erect a
tent in the snow in my back yard and run at east a bit of a session
in it. But I did dim lights when appropriate (players allowed mini-
lights) and open windows until we started getting too cold.
7) There must always be hope until there is no hope
- Make sure there's a way out. Even if it's very unlikely or very
hard. If you get in the habit of running no-win scenarios, your
players may well lose interest. If they *fail*, do what you like
to them, but make it clear they could have won.
8) Your players will not spot obvious clues
- I often make this mistake. It seemed obvious to me, but no-one
picked up on it. Nowadays I make sure that vital stuff gets
presented in multiple ways, with more rewards to the harder-to-
spot ways. If they notice that all the corpses are left-handed
from circumstantial evidence, they get to remember the paper
article about the left-handed league and find the club when it's
nearly empty. If they don't do it until the coroner's report, the
club is guarded. If they ignore the coroner's report, then one
of them remembers the newspaper article and has a flash of
inspiration, but the club is now closed down and they need to
follow a clue found there, rather than get the info directly.
9) Since horror is anti-realistic, make sure realism is the basis.
- Horror is supernatural or extravagant; it needs a base of
realism to work on. Players need to feel their PCs are going
about their normal business when strange things are happening.
Think about ALIEN. The viewer knows that heading off to find
your cat is going to be fatal, but the character does not.
Work with point (2) on this. The first couple of times, they
find the cat. Maybe they find somehting the cat found -- a
shed alien skin. Maybe they find a gutted cat. But take your
time and do not punish palyers for playing the way their PC
should play.
10) Have fun, even if it means throwing everything in the air.
- One evening, you will be setting up for a night of apocolypse
with evil closing all around and a hair-raising finale. Only
problem is Dave has just broken up with his partner and Sergei
clearly is looking to kill something. Alise is cracking jokes.
You plans are not going to work. Period. Don't try. No-one will
enjoy it, and you will be disappointed. Do not waste your hard
work. Instead, Alise's PC's baby brother has fallen in love
with one of the cultists and has left a note saying he's off
to live with her. Guess who's going to be the sacrifice next
session? Make up a session of searching for him, interviewing
his teen-age friends and blowing apart cultists. Total side-
line, but everyone has fun and your opus is not wasted.
- Graham Wills
--
Graham Wills Data Visualization, Bell Labs
gwi...@research.bell-labs.com +1 (630) 979 7338
http://www.bell-labs.com/~gwills Silk for Calde!
Only because they waited. If only they'd listened to Ripley at the
start.
--
Better Living Through Circuitry
I'd like to elicit some general gaming advice from the peanut gallery.
In the next game I run, I want to isolate the PCs by making the
authorities unresponsive and unhelpful to a supernatural threat.
The trouble is that there's a difference between what the players know
and what the PCs know; even if the players know that they're supposed
to handle the situation themselves, they may feel obligated to go to
the authorities in order to stay true to their characters and the
world.
So, I'm curious what are some cues that I can give to the *PCs* that
they would find convincing? I'm sure the players will understand; I
just want to make it plausible for their characters to believe that
they are truly on their own.
Here's what I plan to do:
First, I plan for them to first run into official stonewalls. In fact,
this will kick off the campaign, as the PCs are character's who have
decided to investigate a friend's death, which the authorities have
not done a satisfactory job on.
When they try to push the stonewall, I plan for a threefold response.
First, they *will* be able to discover rumors, urban legends, and
quiet behind-the-curtains talk about the supernatural. Second, they
aren't believed if they try to go public: newspapers and the media
won't print tales of monsters and psychic powers, because everyone
knows they don't exist. Third, some sympathetic official to take them
aside and quietly tell them not to make waves: the cops know there are
Things out there, and the best thing they know to do is to let
sleeping dogs lie. It's best just to let the occult underworld solve
it's own problems -- don't get involved.
By and large the magic *is* self-contained: there is some overlap
between marginalized sections of society and the magical world, but
the concerns of the freaks and sorcerers are not the concerns of
society at large, and it will turn out not to be easy to work magic
into social structures. That is, you can't automate or systematize
magic, so it tends to exist only at the margins of civilization. PCs
will get involved mostly because they have a personal interest --
their friend's death.
How plausible would you find this conspiracy of silence, at the
character level? Perfection isn't needed, just enough for SoD to be
maintained. In your opinion, what could improve it?
Neel
Trust me, they ARE humourous...
From memory two are...
When you hear the character you sent ahead scream....run away..
and
The character with the highest movement rate will always survive...(showing
the wheel chair bound professor escaping some horrid entitiy, whilst all his
friends die)
The other rule is Keep An Airlock Handy for Waste Disposal. Worked in
both Alien movies.
Yes, both. There were only two.
> I'd like to elicit some general gaming advice from the peanut gallery.
> In the next game I run, I want to isolate the PCs by making the
> authorities unresponsive and unhelpful to a supernatural threat.
>
> The trouble is that there's a difference between what the players know
> and what the PCs know; even if the players know that they're supposed
> to handle the situation themselves, they may feel obligated to go to
> the authorities in order to stay true to their characters and the
> world.
Invent some past cases where the police have investigated, lost
a few men, been unable to prosecute because the courts don't
recognize the supernatural, and then had officers dismissed for
raving about witches and monsters.
The characters come to the police with their problem. The police
say they'll investigate. Time passes. Nothing happens. The
characters ask how the case is going, and get the run-around.
Then the sympathetic official takes them aside and says: "Look.
There are certain cases that police just won't touch- murders in
a drug ghetto, corruption in state politics, and anything to do
with this weird occult shit. If you want to find out what happened
to your friend, you're going to have do it yourself."
(I can see potential for a neat NPC ally here: a bitter old man
who had similar problems years ago, and now hates the police
because they refused to help.)
David W.
> The other rule is Keep An Airlock Handy for Waste Disposal. Worked in
> both Alien movies.
>
> Yes, both. There were only two.
I admit, the 3rd movie was sucky. But enjoyed the 4th film. It wasn't that bad. Had a
good adventuring party feel to my mind. Though Aliens is one of my top five favorite
films.
--
Tetsubo
--------------------------------------
Nothing is more terrible than ignorance in action.
-- Johann Wolfgang von Goethe
Glenn D.
>(I can see potential for a neat NPC ally here: a bitter old man
>who had similar problems years ago, and now hates the police
>because they refused to help.)
I would make him a former detective-sergeant now working as desk
sergeant, beat cop, or security guard at the morgue: a fellow who has
had his career wrecked by trying to investigate some cultist nonsense,
and who can give the PCs a feel for the cops' difficulties. You want to
make the PCs understand why the cops cannot do what they want them to
do. You do not want to make them resent the cops.
Better yet, I might start the campaign with a little teaser in which one
of the PCs is county sheriff in an election year, have him investigate
an occult case, and get him laughed out of the grand jury and of office.
(For a campaign set in USAmerica, that is.)
--
Regards,
Brett Evill
<ev...@NO.netspeed.JUNK.com.MAIL.au>
> I'd like to elicit some general gaming advice from the peanut gallery.
> In the next game I run, I want to isolate the PCs by making the
> authorities unresponsive and unhelpful to a supernatural threat.
> The trouble is that there's a difference between what the players know
> and what the PCs know; even if the players know that they're supposed
> to handle the situation themselves, they may feel obligated to go to
> the authorities in order to stay true to their characters and the
> world.
> So, I'm curious what are some cues that I can give to the *PCs* that
> they would find convincing? I'm sure the players will understand; I
> just want to make it plausible for their characters to believe that
> they are truly on their own.
Assuming the usual evil cult involved with the supernatural here... the
cult has a hoax worked out, with sacrifical lambs to take the blame for
it. The cops pull off the rubber mask on the shuggoth and find it is Mr.
Wilkins, who owns the haunted amusement park. He's busted, the
authorities are satisfied and the PCs either believe it or sound like
lunatics when they continue to insist the threat is real...
--
David "No Nickname" Crowe jet...@illusions.com Website being moved
"Actually, I know you're right, because, well, you're the Jetman, and you
have a strange, morbid fascination with anime that would make other
peoples eyes melt..." -Jim Milligan
>slp...@concentric.net (Stephen Posey) writes:
>
>>On 13 Aug 2001 18:02:38 -0700, moy...@hotmail.com (Jonathan Moyer)
>>wrote:
>
>>>So, what are the 10 rules of horror gaming? Either as a PC or as GM.
>>>
>>>Jon
>
>>You've gotten lots of humorous replies, but on the assumption you
>>might also want some genuine advice on GMing horror: if you haven't
>>already, I recommend having a look at Palladium's "Beyond the
>>Supernatural".
>
>>While is suffers somewhat from the Palladium system, the general
>>advice on how to run a horror campaign is probably the best I've seen.
>
>Then I can only assume you haven't seen "Nightmares of Mine", by Kenneth
>Hite. It's a guide to running horror, and it's chock full of handy tips.
>It discusses different styles, settings, genres, and tropes of horror.
>It gives advice on how to structure a horror adventure and a horror
>campaign. It warns the GM of the different ways a horror game can go
>wrong, and what to do if it does. It even covers the matter of why the
>PCs *don't* just flee the house when they hear noises coming from the
>attic.
>
>If you're a GM who enjoys horror gaming, you can't do much better than
>getting a copy of this book.
For horror RPGing I have read Beyond the Supernatural, CoC, Chill,
Stalking the Night Fantastic, GURPS Horror, and (dare I say it? ;-))
GhostBusters!
But you're right I haven't read Nightmares of Mine, thanks for the
recommendation.
Stephen Posey
slp...@concentric.net
Ahhh repressed memories... probably for the best, although 4 DID have its
moments...
Akimbo upside-down wrist-pistol fun :)
-Lord NAgasaki
-Lord NAgasaki
<jet...@illusions.com> wrote in message
news:cAYe7.38483$aq6.6...@e420r-sjo2.usenetserver.com...
>Or the blatantly obvious take on it for survival horror (not the CoC stuff
>you're doing, but still applies I think...) -
>"There are 7 zombies approaching and you have 3 rounds left in the gun..."
>A.K.A. the "Don't Give Them Enough Ammo" rule... make 'em RUN :)
>
Then there is always the players variant on the rule - keep the last
bullet for yourself.
Bluefire
It entirely depends on the character worldview. I've had somewhat
paranoid characters who'd find it entirely credible; I've had others
who just couldn't believe this was going on and would likely push at
it until something catastrophic (probably to a campaign-danger level)
occured.
The Thornlord
--
"Sea Wasp" <sea...@wizvax.net> wrote in message
news:3B7993...@wizvax.net...
LOL... when I was writing it I had images of the end of From Dusk Till Dawn
"Should I save the last bullets for us?"
"No, use them on the next scumbags who try to bite you!"
or words to that effect...
-Lord NAgasaki