Timeline for Preventing saturation in a horror campaign
Current License: CC BY-SA 3.0
8 events
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Jun 2, 2013 at 20:37 | comment | added | Tom | Great observation. I'd call that a good use of plot (cause and effect), related here to the idea of pacing. It also constitutes a nice plot twist - a reversal of expectations. | |
Jun 2, 2013 at 14:34 | comment | added | StuperUser | 'Don’t provide the CHARACTERS convenient ‘home bases’ (such as a room with a door they can lock) to sleep or heal in, where they can control their safety to turn off threats' Some great horror (Night of the Living Dead, Assault on Precinct 13) is about having a safe place become unsafe. Providing places that seem safe but become traps to be forced to escape from can be really terrifying. | |
Jun 2, 2013 at 13:35 | comment | added | StuperUser | Great answer, but that the meme 'began with the fearful “28 Days Later”', is decades off; what would Romero and Russo say? Lots more source material to draw on. | |
May 31, 2013 at 18:36 | comment | added | Erik Schmidt | Excellent answer. I love this bit: "Avoid quantifying opponents and environment when feasible as this allows players to intellectualize their odds of success, taking emotion out of the equation." | |
May 31, 2013 at 18:35 | history | edited | Erik Schmidt | CC BY-SA 3.0 |
Eluded -> Alluded
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Aug 20, 2012 at 0:28 | vote | accept | user2525 | ||
Aug 20, 2012 at 0:24 | comment | added | Runeslinger | +1 for laying out the narrative process. Don't shy away from using elements of others' answers: we want the best answer possible. | |
Aug 19, 2012 at 18:30 | history | answered | Tom | CC BY-SA 3.0 |