- 1. The meaning of fear
1. The meaning of fear
- 2. The players scare themselves
2. The players scare themselves
TIP: Be vague with sensory details. Let creatures, effects, the evidence of violence or madness, the trappings and costs of magic, and so on all be left up to the imaginations of the players. Suggest things, do not determine or mandate things. If a sacrifice was made and some human parts are left in a bowl, suggest it's shape, or colour, or size, or smell... and let them fill in the blanks. DO NOT be vague with empirical details of location. Denying information about the appearance of horrific things empowers players to create the details which matter to and lead them to horror. Denying information about distances, entrances and exits, stability of the floor, etc interferes with player ability to make choices and that is a barrier to generating fear as it leads to a loss of immersion and an increase of frustration.
TIP: Be vague with sensory details. Let creatures, effects, the evidence of violence or madness, the trappings and costs of magic, and so on all be left up to the imaginations of the players. Suggest things, do not determine or mandate things. If a sacrifice was made and some human parts are left in a bowl, suggest it's shape, or colour, or size, or smell... and let them fill in the blanks. DO NOT be vague with empirical details of location. Denying information about the appearance of horrific things empowers players to create the details which matter to and lead them to horror. Denying information about distances, entrances and exits, stability of the floor, etc interferes with player ability to make choices and that is a barrier to generating fear as it leads to a loss of immersion and an increase of frustration.
Performance Skills
Performance Skills
While play itself will be varied, strike different chords in the players, and follow your creepingly increasing pace toward terror, players need to be able to divorce themselves from the outside world and clean their mental slate before embarking on the journey. Have a little sequence of events that signal the start of the game and have it be long enough that players can get into character, recap events if necessary, and consciously choose to shift their mood. This might involve the use of a theme song for the story, or a series of news reports, the setting of the initial light level, the taking of specific seats, and the presentation of the first scene. With the comfort of this familiar starting ritual, the new and interesting events of the evening more easily are seen as the part of a the story's thread, connected but different.
- While play itself will be varied, strike different chords in the players, and follow your creepingly increasing pace toward terror, players need to be able to divorce themselves from the outside world and clean their mental slate before embarking on the journey. Have a little sequence of events that signal the start of the game and have it be long enough that players can get into character, recap events if necessary, and consciously choose to shift their mood. This might involve the use of a theme song for the story, or a series of news reports, the setting of the initial light level, the taking of specific seats, and the presentation of the first scene. With the comfort of this familiar starting ritual, the new and interesting events of the evening more easily are seen as the part of a the story's thread, connected but different.
Conclusion: