Using Fear in Campaigns

Post/Author/DateTimePost
#1

zombiegleemax

Oct 22, 2004 22:04:17
Ok I admit it I like fear. I like being scared. Does this make me weird? Yeah probably, but to me there's nothing better than a scary campaign. That's why I'm here to give you ways of making your campaign the scariest it can possibly be.

The first way to do this is Game Room Atmosphere. Try to get the room around you as dim as possible without having to read by flashlight. (Note: Some people might take this as a sign of you trying to be romantic. This can lead to a completely different kind of terror ;) ). Spooky music or a Halloween sound effects tape can also lend itself to the feeling of dread you are trying to bring about in your players.

Second, think of the Game Setting in which your campaign takes place. A lonely hamlet set in the middle of a dark, leafless forest is a much better setting than say a warm sunny dale. Be sure to use creepy details when describing the setting. Describe how the fog seems to reach out toward your PCs, or the way the eyes of a painting seem to reach out. Also feel free to toy with your players' psyches from time to time. Have them thoroughly search a room only to turn around and find a bright red scarf hanging from the doorknob. The scarf was clearly not there before. How did it get there? Is there some unseen force watching them? They'll be jumping at the slightest noise and attacking anything.

Another important aspect of bringing fear to a campaign is the Type of Enemy. Now in a fantasy world Goblins and Orcs can be scary if there's an army of them waiting at the gates, but they don't cause the fear that we are looking for. Many monsters can however if played right. Imagine, if you will, a group of PCs in a small boat in the middle of a fog shrouded lake. The water is as still and calm as a sheet of glass. No sounds can be heard through the mist. Suddenly, a quick yelp from the back of the boat causes them to turn. Pepe, the NPC hired to man the rudder is gone. Only a slight ripple in the water gives any indication as to what's happened. Now what fiendish beast could have taken him? It could be a dragon, a naga, some sort of Dire Beast (The movie Anaconda D&D style). The important thing is they are stuck in the middle of a lake, with a monster they can't see.

Keep these three things in mind for a scary campaign. Low levels adventures work best. It's harder to scare a mage who can bend the very forces of the universe to their will than it is to frighten the young naive apprentice who has to rely on Prestidigitation to get him out of most binds. I would recommend levels 1-5. Keep the PC's off balance. Have them jumping at their shadows and swinging their swords at the smallest noise. Use NPCs as cannon fodder. Finding the grisly remains of a NPC (or the lack of remains) can be very nerve wracking with the right description.

In closing, fear is a great tool. When used properly is can make for highly memorable games. However, given the high magic nature of D&D this can be difficult. I hope that this article has helped point some of you in the right direction for creating some great adventures .
#2

zombiegleemax

Oct 29, 2004 14:12:07
Good advise, but it takes good roleplayers to actually be freaked out by this stuff. A good article.
#3

angryman

Nov 21, 2004 9:58:06
To be scared, you have to be willing to be scared. So you pretty much have to tell the PCs outright it's a horror theme campaign, as you will likely be frustrated by PC's gung-ho attitude. "A monster in the lake? I cast fly!" "I polymorph into a dire shark and eat it!" "I lightning bolt the area!" etc. I'm not sure D&D is a good game for horror. PCs are too powerful, basically. Look at Cthulhu. PCs have almost no hit points, combat ability is counterproductive. In one game I ran, I allowed a PC to have an assault rifle. He was terrified that it failed to kill what he called a zombie. (It took minimum damage, ie 1 -from 1d12- from piercing attacks.) But it does add atmosphere.
#4

zombiegleemax

Dec 05, 2004 17:32:59
There's also the whole "Paladins are immune to anything to do with fear" thing going on. However, on the whole, it's a very intriguing idea. Whether or not to scare them, having things like that will certainly razz them a bit. "What do you mean I didn't notice the red scarf? I rolled a freaking 32 on spot!"
#5

zombiegleemax

Dec 06, 2004 13:33:26
I want to add caffeine to the list of necessities. I have only run two of what I'd call scary modules, and it was the same on both times. Everything was the same, except the first time, I served mountain dew and coffee free at the table. The first time, the players were pretty terrified to the point of one having to leave the room for a while, and the second time it went without any reaction at all. A little adrenaline boost really adds to the terror.