So I ran the Hanging Tree. It was a strange, difficult yet ultimately rewarding game. I must admit running spooky ghost story style horror is one of the hardest styles to run simply as it relies so heavily on the player buy in, as I theorised about previously. As a result, I found myself as GM to be strangely weaponless. With the style the GM must
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I think I have a slightly different sensibility when it comes to running horror. I am a big fan of a formula which includes:
*Isolated characters, physically or socially (ie: you know about monsters, but can't tell anyone)
*Several minor but undeniably supernatural occurences near the start of the game, to get the characters as close to the "I beleive in the supernatural" tipping point as possible
*A strong sense of personal danger, constructed in a way that's not easy to run away from
So where you'd play the early part delicately, so as not to ruin it with cheap scares, I might aim for a more hands-on frighterific opening, relying on player buy-in and carefully established boundaries to prevent massive sceanrio melt-down.
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Maybe because it dips into the ideas of curiousity and fear more directly? Good question...
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As I have said before, I am interesting in exploring the mechanic in Dread further. The mechanic doesn't determine success of failure but really pits the player's fear of being eliminated against the fear of being helpless in game. In general terms, a player has no story control unless they pull from the Jenga tower and risk death. I have heard of games where people were too scared to pull from the tower and so were helpless in game, which only made them more scared. This sounds like a much better way to approaching horror gaming than a traditional RPG in many ways.
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"Is there any way to help the players "buy in" do you think?"There are a number but this also depends from person to person ( ... )
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