From Johnn 4
Roleplaying Suggestions Publication #1177
Two fast hyperlinks for you earlier than digging into some scary ideas.
First is a free worldbuilding ideas PDF being provided by Ed Larmore who developed the Scabard app. In order for you some tricks to get you began homebrewing a world, you may get his 7-page information right here.
Second is a Kickstarter from my Brazilian good friend, Christian Zeuch. He’s knowledgeable map artist and best-selling DM’s Guild journey author and is providing the Wonderful Encounters & Locations Map Gallery. If you happen to want some superior, full-colour maps and 5E encounters, verify Christian’s KS out right here.
Okay, let’s speak about easy methods to scare our gamers.
RPT GM Bruce M. requested me for tips about easy methods to scare gamers throughout a particular Halloween one-shot he’s prepping.
Alas, I don’t have a ton of expertise operating video games particularly meant to scare gamers.
Nevertheless, the information beneath have labored effectively for me up to now once I’ve tried.
If you happen to’ve efficiently scared your gamers in a horror or Halloween sport, I’d love to listen to your GMing ideas! Please hit reply and I’ll share them with Bruce to assist him out.

3 Fast Horror Suggestions For Your Halloween Recreation
RPT GM Bruce M. requested me for tips about easy methods to scare gamers throughout a particular Halloween one-shot he’s prepping.
Alas, I don’t have a ton of expertise operating video games particularly meant to scare gamers.
Nevertheless, the information beneath have labored effectively for me up to now once I’ve tried.
If you happen to’ve efficiently scared your gamers in a horror or Halloween sport, I’d love to listen to your GMing ideas! Please hit reply and I’ll share them with Bruce to assist him out.
Tip #1: Deny Them Confidence of Element
When you’ve constancy of data you’re feeling assured.
And confidence is the very last thing we wish our gamers to really feel when attempting to scare them.
First although, please let me caveat what scaring gamers means to me for a second.
We will make use of low cost tips right here, corresponding to studying participant phobias and wielding these, or leaving the room and leaping out a minute later whereas popping a paper bag or slamming books collectively.
Approaches like these aren’t cool in my books (pun meant!) as a result of they’re imply. Whereas I take pleasure in prank, we wish gamers to have enjoyable, to not have coronary heart assaults or deep emotions of worry.
The context is simply unsuitable.
So I intention for floor stage scares.
And I really feel good gamesmanship and good craftsmanship as GMs compel us to scare gamers by way of the fiction and nice storytelling.
With that in thoughts, we wish to deny info to gamers in order that they really feel FUD => Worry, Uncertainty, and Doubt.
If and perceive every little thing that’s occurring in a state of affairs, you’re rather more assured.
Deny element to foster uncertainty.
However right here’s the place many GMs stumble.
When creeping participant Fog of Struggle nearer to occlude particulars, we do that on the encounter stage, not on the participant stage.
Do share with gamers what their characters see, odor, style, contact, hear, and relying in your GM type, intuit.
It’s not honest to disclaim gamers particulars their characters can entry.
So what we do as a substitute is assemble our journey, conditions, and encounters to obscure as a substitute.
For instance:
As a substitute of giving gamers clear line of sight to the hazard, we draw our map with turns, obstacles, and baffles.
Somewhat than a large, well-lit, and straight hall resulting in Room IV in your 5 Room Dungeon, you add:
- A 90° flip to dam sight
- A bizarre door on the finish
- A creepy magic mouth on the ceiling saying alarming issues
- Disturbing noises coming from behind the portal
- Graffiti alongside the partitions that seems to be arterial spray
We’ve modified the participant expertise from vibrant lights and protected passage to presenting a scary state of affairs with restricted info.
And we’ve denied gamers info that will give them certainty and confidence by way of nice journey design, not low cost tips.
As one other fast instance, the NPC with a golden exclamation mark over their head doesn’t have or give the celebration every little thing they should know to deal with and clear up the hunt.
“Simply go over there to that cave. Take this big lantern to mild it up. And don’t fear in regards to the smells of sulphur and coal. It’s only a pretend brimstone machine the wizard makes use of. And he’s not even an actual wizard. Piece of cake!”
As a substitute:
“You’ve bought to assist us! Please! Our kids are lacking.
The tracks lead into the darkest a part of the forest nobody has ever come again from with their sanity.
We hear screams at evening and worry the worst.
The gods received’t reply us. And the Baron’s guard refuse to enter the weald as a result of it’s so harmful.
Even the witch tells us that what dwells throughout the darkish wooden’s coronary heart throbs with a fiendish energy too robust to beat.”
We’ve given the gamers nothing however fear right here, whereas staying true to good storytelling rules.
So put in your storytelling hat and create worry by inflicting Fog of Struggle to encroach via murky particulars on the encounter stage.
Tip 2: Search Distinction
We developed to note patterns and variations.
Alert! That bizarre motion within the tall grass…is it the wind or one thing harmful?
We will hack this by searching for alternatives mid-game to deploy unhealthy issues via nice distinction.
It will set off an instinctive worry response in our gamers.
For instance:
“The hall forward has blood on the partitions. The door on the finish has scratches. And a magic mouth on the ceiling is warning you to remain away.”
Versus:
“Okay, is all people able to proceed?
Nice.
The hall turns up forward and your torches reveal nothing out of the extraordinary.
Little Phingers, your sharp eyes detect nothing uncommon.
Clarke, throughout the remainder you simply had, what spells did you memorize?”
Right here I’m creating an impact of “ho hum, every little thing is regular, there’s nothing to fret about.”
I’m purposely bottoming issues out so gamers are snug and assured.
Then I do that:
“Okay, you’re strolling alongside in your standard order and switch the nook……
And a horrible scene confronts you!
Blood spray covers the partitions.
There’s a mouth on the ceiling.
Sure! An precise mouth!
With cut up tongue…
Drooling blood-flecked spit…
And it begins screaming at you!
You see a door on the finish.
It’s coated in scratches.
Like somebody was clawing for entry…
Or escape!
Screams all of a sudden erupt from behind the portal!
What do you do!?!”
I hope you possibly can see how I ramp issues up abruptly right here.
I am going from a standard, boring hall to a horrifying scene.
Implied threats come from the blood spray and presence of a magic creature mouth-thing.
My sentences bought shorter, quickening the narrative tempo.
And all of the exclamation marks have been to point how my voice, physique language, and total pleasure went from ho-hum to manic.
This distinction will trigger an emotional spike for positive.
And nothing’s modified from our encounter plans.
Nor am I withholding info the gamers ought to have by way of their PCs’ senses.
It’s how we introduce and body issues, after which transition fast from regular to excessive in description and power, that creates the worry have an effect on we’re after.
And that is the important thing to the entire tip.
As scary storytellers, we intention for abrupt transitions in power.
We mix distinction in-game with distinction in our supply.
A peaceful voice would soothe.
A gradual and stage manner would chill out.
Mundane particulars would calm.
Then we drive ahead with sudden power.
We convey fast particulars about creepy or harmful stuff occurring.
We go from one power stage to a different in a context of horror and gamers will scream at greatest and get startled at worst.
This works in each instructions.
We will go from visceral fight or intense roleplay to calm and creepy waters to realize the identical factor.
It’s not the power course that issues.
It’s the distinction impact we search to realize.
When doable, stage issues at one stage of power and state of affairs. Then plunge into the other with velocity.
That’s scary.
Tip 3: It Will get Worse
To make your Halloween journey scary, pile on the menace.
Hold stacking.
Construct that rigidity.
The celebration enters the mansion cautious however assured as a result of they’re rested and totally succesful.
Then we begin a useful resource depletion sport.
We wick away spell slots, well being, ammunition.
We offer no protected place to recuperate.
And we ramp up the menace stage from minor to difficult, from difficult to harmful, from harmful to dire.
On the similar time, we run a rigidity meter on the mechanics stage by attacking and depleting their character sheets.
We ramp up the hazard and element on the story stage.
The stakes enhance. Problems come up. Penalties worsen.
After which we stack on much more on the setting stage!
Visibility will get worse. Areas get tighter. Dots between factors of Lore get linked for horrifying aha! moments in gamers.
We assault participant confidence and certainty by growing drama alongside three fronts on the similar time: System, Story, and Setting.
This makes our job a lot simpler.
We will attempt to simply make one facet extra dramatic and let that carry the entire weight of our worry issue.
Nevertheless it’s far simpler to extend rigidity a bit throughout three features of the sport to garner a giant worry impact.
Does that make sense?
Erode the characters’ energy.
Then add a small constraint or two.
Then have minor implications of beforehand earned rumours and information blossom come to full realization.
Every chips away at gamers.
Every will increase rigidity slightly.
And every provides as much as a cube bag of jangling nerves and unbelievable rising rigidity inside our gamers.
Over To You
As I discussed, I don’t run a lot horror.
These three ideas, from my expertise, work effectively.
And none rely upon the gamers. You might have management over execution and also you don’t want gamers to make this alternative or that.
You might have sway over the way you stage encounters, tempo adventures, and ship particulars.
And you’ve got affect over how shut participant Fog of Struggle encroaches.
That is unbelievable information for us as storytellers.

Talk about these sport grasp ideas on this thread on the official Roleplaying Suggestions group discussion board.