Whatsamatter?
Scared?
When
former D&D Brand Manager Keith Strohm
came to work at TSR in Lake Geneva, he and
I became fast friends. He was really looking
to get into a D&D game, but (although
it seems strange to me now) I wasn't running
one at the time. Then I was getting ready
to run a Call of Cthulhu game. I was
looking for players who would really focus
on roleplaying, and I could tell Keith would
fit that bill.
(As a digression... the current Another
Rant has made some readers think that
I advocate treating all gamers equally and
letting anyone into your game and respecting
them no matter how they play. Nothing
could be further from the truth. I'm terribly
picky about who plays in my games. I only
want to game with certain types of people.
I don't criticize those who play differently
than me -- but I don't want them anywhere
near my game table. End digression.)
So I invited Keith to join in the game. He,
on the other hand, was very leery. When I
asked him why, he said that he didn't like
the idea of a horror roleplaying game. He
didn't think that a game could be scary.
Heh
heh heh, I thought. Fresh meat.
I
convinced Keith to join in anyway. By the
end of the first session, Keith was so unnerved
that he had trouble sleeping that night. Now,
at the time, I lived in a 100-year-old church
next to a graveyard (no, I'm not making this
up). Keith lived a fair distance away, so
he would stay with us on game nights and go
straight to work the next morning (technically
he stayed with Bruce Cordell, who also was
in the game and lived in the basement that
we turned into an apartment, but now I'm rambling
about my personal life and you don't care).
It
wasn't long before Keith started telling us
that he saw and heard strange things in the
house at night. While I'm not a complete skeptic,
I suspected that these experiences had more
to do with the frightening nature of the game
than anything actually supernatural going
on.
The
point is, Keith quickly became a believer.
Games can be scary. (I have many memorable
Cthulhu gaming stories from over the years
-- most of them involving Keith. Maybe I'll
share some of them in later columns.)
Fast
forward to today. For months -- almost a year,
in fact -- I've been working off-and-on-again
on d20 Call of Cthulhu. Before that,
I played the original Call of Cthulhu
game all the time. I took people through one-shot
adventures as well as running two campaigns;
one lasted about a year, and another closer
to two years.
I'm
still surprised, however, at how many gaming
professionals I've spoken with about CoC who
don't believe a game can actually be scary.
They contend that the best you can hope for
is to get a group of players who are good
at roleplaying and will pretend to be scared.
They contend that a group of adults, sitting
around a table, laughing, eating chips, and
drinking sodas in a nice, bright, warm home
can't possibly get scared. Getting scared
would mean they believe what's going on is
real, and everyone knows that only a lunatic
would believe the events in an RPG are real.
Hmm.
A good horror movie can scare you. A roller
coaster can scare you. But you know that those
things aren't real, and that they present
no real danger, right? You can achieve the
same sort of thing with a game. Remember when
you were a kid, and you sat around a campfire,
or in your bedroom at night with only a flashlight
on, and someone was telling a ghost story
or one of those urban legends about the guy
with a hook for a hand? Remember that feeling?
A game master can indeed instill that feeling
in players.
Here
are a few very basic tips on how to instill
a mood of horror:
Turn
off the lights. Play with only dim lighting
or even by candlelight. Avoid making it so
dim that players can't read their character
sheets or are encouraged to nod off (you laugh,
but it can happen).
Make
the players sit with their back to an open
area rather than a wall. You can accomplish
this simply by not closing the door into the
room you play. Make sure that an area behind
them is dark. Every once in a while, glance
into that area or through the door as if you
saw or heard something. Do this subtly, then
go back to whatever you were doing. Don't
do it so much that the players actually ask
you what's wrong. Do it so that they unconsciously
start to wonder what's going on behind them.
Do
something sudden and dramatic when things
are at their creepiest. After describing
what the PCs see as they wander around the
old warehouse, examining the strange things
they find there, SHOUT the appearance of the
monster. Blow out the candles or turn off
the lights. Drop a book on the floor. It's
a cheap scare, but it'll produce dramatic
reactions in your players. They'll also start
to wonder what you're going to do next to
scare them -- and that will scare them all
by itself.
These
are only a few suggestions. But they'll get
you started. And remember, you don't have
to play Call of Cthulhu to introduce
horror aspects in your game. You can make
an evening of D&D or Star Wars
or whatever game you play one of creepy tension
by incorporating one or two of these techniques.