I've been
reflecting recently that I've never really
played a horror RPG that felt like horror. That's led me to consider what the horror genre is, what makes it feel
like horror, and why that's hard to translate into an RPG.
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Long, long pondering behind the cut... )
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"There's something a guy I used to game with did when suspense was the thing. He took out a deck of cards, and over the course of the scene, everyone took a turn turning one over. [...] I'm not sure how that would translate in a horror game, but in games where that system was used, every time the GM said, 'Turn a card,' everyone held their breath."
Dread does something similar, but with Jenga instead of a deck of cards. Failing the Jenga test results in player-elimination.
I think a game-mechanics solution has to be smooth and natural... it can't overwhelm the game. I also prefer some real tactical meat to it.
"One answer is to create, as a GM, a threat where, really, it doesn't matter what you do."
In a way, I think you're dead on. In another way, I think it's a ( ... )
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This is a very valid way to create suspense, and it sets very high stakes, but it's not a very common structure in horror fiction. The Ring is an exception... it follows the CoC investigation structure very closely, and I think for the same reason: the evil force is so powerful, so inevitably fatal, that confronting it directly multiple times throughout the story just isn't an option.
Your anecdote about the kidnapped PC and the cultists is very interesting. It sets up a pattern of knowledge about the stakes that the ( ... )
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