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1

For horror to be effective, the situation has to actually be (or at least appear) dangerous. If the player feels he can openly mock the Big Bad with no consequences... give him Consequences. Hurt the character. Not just hit points, but something lasting. Now, I wouldn't do that at the drop of a hat, and not per se at the "first offense"; but if a player ...


0

I would also try to find some Zombie campaign rpg games. Some of them have good examples of how things should work and have a lot of story ideas and system behind it to support everything. An important factor is the system with which you are running the game. I would suggest the AFMBE (All Flesh Must Be Eaten). It has a lot of short adventure tips and ideas ...


3

When players get complacent, change things In my own campaign, the PCs are trying to survive a viral zombie outbreak. This is how I've run that campaign. Setup During their first month the PCs outran and outfoxed the zombies because zombies are slow and stupid. Zombies have no traits that make them dangerous except numbers. If there are enough of zombies, ...


6

Safety in numbers only applies if you can trust the others Are you familiar with the game Werewolves of Millers Hollow? If not; it's basically a game you play with 10-20 people. Each person is either a citizen or a werewolf. The game is divided in "night" where people close their eyes and the werewolves secretly pick a victim who leaves the game and a ...


7

True horror requires player buy in, characters with powerful motivations, a willingness to be less than powerful, and a willingness to make the wrong choices for drama. All it takes is one computational demonologist or heroic soldier and all the "bad decisions" go out the window in favour of "let's shoot the big green monster until it stops making us crazy." ...



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