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  1. - Top - End - #1
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    DruidGuy

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    Default Making Horror Horror in 5e

    As the Rime of the Frostmaiden showed, the standard rules of D&D are ill-suited for horror campaigns. So I've come to an idea to borrow some ideas from other RPGs and convert them for use in 5e.

    First of all: each character must have the Sanity score, so I will use that optional rule in the upcoming Van Richten's adventure.

    Sanity is going to be roleplayed pretty as much as Humanity from the World of Darkness. Here is the scale of conversion:
    VtM Humanity 5e Sanity
    10-8 30-18
    7 17-10
    6-5 9-8
    4 7-4
    3-2 3-2
    1 1
    0 0

    Stress and Panic borrowed from Mothership RPG

    Stress Points.
    The primary way you gain Stress Points (SP) is by failing a saving throw. Whenever this happens, you gain 1 SP.

    There are a number of other ways to gain SP as well, and the DM is encouraged to come with their own. Here are a few examples.
    • Certain creatures (such as aberrations or undead), haunts and locations can give you SP just by interacting with them, or seeing them.
    • Getting knocked unconscious
    • Going 24 hours without taking a long rest
    • Going without food or water


    Getting rid of SP is a lot like healing from rest. Whenever you take a long rest, you can attempt a Sanity check to relieve your Stress. The DC equals to 5 + your current SP. If you succeed, you relieve 1 SP for every point your check exceeds the DC. For example, if you currently have 10 SP, and your Sanity check is 17, you relieve 7 SP, so your new amount is 3 SP. If another creature gives you therapy by succeeding on a DC 15 Wisdom (Medicine) check during a long rest, you gain advantage on the Sanity check. Once a character receives the therapy, it cannot receive another one for the next 24 hours.

    Eventually, stress, damage, and emotional wear and fear will bring you to your breaking point When that happens, there's a chance that you'll lose control and panic.
    PANIC
    There are two steps in overcoming panic and madness.
    1. Sanity saving throw. You must make a Sanity saving throw with a DC equal to 5 + your current SP. If you fail, your Sanity score decreases by 1, and you panic and move on to step two.
    2. You panic. It is resolved in a form of madness. Your madness level increases by 1, and you immediately suffer the level's effect (as determined by rolling on the Short-Term Madness, Long-Term Madness, or Indefinite Madness table in the Dungeon Master’s Guide, as appropriate). When the effect ends, your madness level doesn’t change. Any time your madness level increases, you suffer the effect of the new level.



    If you panic while having level 3 madness, your madness level becomes 1. In this way, you can potentially accumulate multiple forms of madness. If you accumulate a form of madness that you are already suffering from, reroll until a new result is reached. For every level 3 madness you accumulate, you gain a -1 penalty on Sanity checks and Sanity saving throws.

    Bouts of short- and long-term madness can be cured as described in the Dungeon Master’s Guide.
    Madness Level
    Level Effect
    1 Short-term madness (lasts 1d10 minutes)
    2 Long-term madness (lasts 1d10 x 10 minutes)
    3 Indefinite madness (lasts until cured)
    The DM has a lot of sway here in determining when is a good time to call for a possibility of Panic, but here are a few places where it would definitely be appropriate:
    • After seeing more than one teammate delve into madness at the same time.
    • Encountering a strange and horrifying creature for the first time.
    • Getting hit with a critical hit.
    • Losing more than half your current hit points in one hit.
    • Rolling a natural 1 on a saving throw
    • Seeing another teammate die
    • When all hope seems lost and death seems certain
    Last edited by Oerlaf; 2021-05-15 at 02:03 AM.

  2. - Top - End - #2
    Bugbear in the Playground
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    Default Re: Making Horror Horror in 5e

    So this is something ive been curious about for a while. The horror genre.

    What is it that people get out of it? And more specifically what are you trying to get out of a 'horror campaign'. Is it the same fear/dread that people experience from horror movies? What exactly are you trying to simulate with your stress/sanity system?

    Why did rime of the frostmaiden fall short, in your opinion?

  3. - Top - End - #3
    Orc in the Playground
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    Default Re: Making Horror Horror in 5e

    Usually horror stem from helplessness. Which is why in my opinion 5e does it so poorly, the system is designed with characters being powerful heroes in mind.It doesn't mean it cannot be done tho, just that it's hard.
    I've successfully completed a session where the pc were employed to kill a beast terrorising a village. Problem is, heroes or not, the creature is still the apex predator, and seems to regenerate every wound it takes. Once they understood they could not win in a conventional manner, my pc had to be creative to fend the regular attacks of the creature while investigating its origin to find a way to defeat it. Nothing makes a d&d player sweat like a monster he can't kill.

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    Segev's Avatar

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    Default Re: Making Horror Horror in 5e

    What is your goal with these mechanics?

    It looks like you've put thought and work into them to make them help you compels a slide into panic and fear and madness. Do you want to tell your players how frightened or mad their characters are?

    Madness ratings work better than fear points, but can still be tricky to make any better than simply being a debuff. Fear ratings just don't work well except as debuffs, the way 5e already handles it.

    Horror is about evoking emotion from the audience, not so much about how scared the PCs are. You can use fear and panic as a compulsion, but it won't help the game feel like horror to the player. Losing agency over your PC's actions and losing empathy for his emotions takes a player out of the game.

    Using panic - like the Frightened condition - to enforce fear responses can help prevent PCs from acting like action heroes, but that should be used more sparingly in horror than in action movie genre games. It is a garnish to keep the tone steady, not a way to convince the players that things are scary.

    The emotion you want in horror, more than outright fear, is disquiet. A sense that you can't trust your surroundings, and that you can't maintain that which keeps you safe. This is why well received horror monsters tend to have ritualistic weaknesses. You cannot keep the sun up all the time, so vampire will always be able to come back the next night. You cannot guarantee utter silence as you live your life (and trying is stressful), so the monsters from A Quiet Place make your life constantly tense.

    Madness is a good horror element because it makes you question your own senses and judgment: the ultimate disquiet. Using madness well is more involved than telling players what weird or disturbing behavior their PC has developed. Instead, give players personalized notes to tell them what they perceive. And when they have applicable madnesses, tell them things that aren't true except in their madness.

    Did you tell a player two weeks ago he had been replaced by a doppelganger, and have him play the monster until the other PCs figured it out and rescued him? then the PC with paranoia as a madness might get references in his notes of what he sees that offer increasingly convincing evidence that another character or group of characters is a doppelganger. Get him jumping at shadows.

    Leave things out or distort them, too, so madness can leave them blindsided as well as wasting resources.

    Horror as an emotion is all about betrayal. Not just of the interpersonal kind, but of expectations of how the world works. Of things that keep you safe not doing so reliably, or turning out to be traps. Of wholesome things that are secretly corrupted. Of impossible choices. When dealing with a memory modifying villain, the inability to trust your own memories is a bit horrifying. How much worse to discover that one of those you trust due to his or her eagerness to help and kind disposition is the evil memory modifiers who doesnt know it because part of his coverall was to modify his own memory? Or to discover that YOU did it. Something so terrible that you didn't want to remember doing it, but tragically not knowing who did it guides him to seek a new island.

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    RedWizardGuy

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    Default Re: Making Horror Horror in 5e

    Sandy Petersen, of Call of Cthulhu fame, made an (in my opinion) utterly excellent tie-in source book for using the Cthulhu mythos in 5e. It includes rules for sanity and corruption, and is really high quality. Can’t recommend enough.

    I’ve run Call of Cthulhu a few times. One of the main attractions of playing a horror game, I think, is that the heightened atmosphere and threat makes all your actions and decisions as a player more meaningful. You become more invested. When the tension does break, the release and adrenaline rush is that little bit higher.

    To paraphrase the CoC sourcebook a little, the issue with running 5e as a horror game is that player characters are superhuman. In regular Call of Cthulhu all the pc’s are human, 15 hp would be an exceptionally buff character and combat is deadly. In D&D your character could be an armour-plated turtle wizard who can challenge the very gods themselves. So to bring horror back into it, along with the threat that sanity checks represent, there’s a few things you can do:

    - Keep it grounded. Horror works best when it infects a “normal” situation. The haunted hotel is creepier than the ancient temple because your players know what a hotel ‘should’ be like, so as a DM you don’t have to work as hard to make the setting uncanny and wrong. Similarly, even in fantasy or sci-fi settings there are activities that feel familiar and safe. Subvert those expectations. Think of the scene in alien when the crew is eating dinner. Now imagine a group of PCs sitting in the tavern, relaxing, when a few tables over an elf begins to choke...

    - Death isn’t scary. In 5e, injury and resurrection comes cheap, and your players are designed to fight monsters, not run from them. The threat needs to be realistic, by which I mean the players need to feel genuinely in danger (in game, obviously). Don’t reveal your monsters too early, but show what they can do. Ramp up the description of the threat, the setting. Use status effects- paralysis, domination, blindness. Split the party up and have PCs feel terrified they’re gonna be attacked when they are alone. You want the tension to be at the highest point when the party finally corners the creature/s, and the combat to be a catharsis.

    - Make the world meaningful. This ties in to the previous point- the players aren’t going to be scared about the fate of characters they don’t care about, places that are bland and empty. I would strongly recommend working with your players to make characters that fully fit into the world, have ties in it, backstories they created and feel invested in. You want the threat of corruption and insanity to matter, to be meaningful. You want them to care. Similarly, you want NPCs that the players like and care for- if the friendly cleric who has patched them up time after time goes missing, you find the familiar warm and comforting shrine where he works corrupted with a sigil of twisted living wood, oozing blood-red sap- that works much better than if the victim is someone they’ve never met and have no reason to care about.

    - Work hard to get your players invested. This starts at session 0; let them know this will be a horror game that needs a certain atmosphere, so they come prepared to approach it expecting that experience. This is a tabletop rp, people are going to crack jokes and laugh at ridiculous dice rolls and that’s great! You want them to have fun. But you also want the kind of players who will respond positively when you ramp up the horror, start building the tension and will buy into that atmosphere you are trying to create.

    I’m by no means the best at explaining all this. TL,DR- horror is the result of emotional investment. All the sanity checks, monsters, drama- the purpose of all of that is to increase player engagement. Rules on their own aren’t scary.
    Last edited by SpanielBear; 2021-05-15 at 05:29 AM.

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    Default Re: Making Horror Horror in 5e

    Segev said it much better, but I agree. Having a stat or number or mechanic that says ‘you are scared now’ does not make a horror game work any more than a horror movie or book, its about making the players feel tense and uncertain.
    Its hard to accomplish because you cannot simply relay the information to achieve the desired emotional response, in fact providing information (too much or the right kind) is almost a certain way to dispel the illusion that you are otherwise be trying to create.
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    Ettin in the Playground
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    Default Re: Making Horror Horror in 5e

    Make the adventure about not encountering the monsters.
    They do not know what the monsters are they just know they exists and are crazily dangerous.

    That or everything is dangerous: the bricks the house is made from are mimics, the river is continuous streams of oozes, each object is a mimic, the food is in fact a swarm of parasites that disguise hypnotically, the trees are evil killer trees, the colours are colours out of space, the clouds are in fact each made by those kaotri monsters that emits fog and the biggest clouds have the biggest monsters, each and every npc is a succubi or an evil shapeshifted titan, that log over here with a rabbit on top of it is a predatory monster, the ground is in fact a landscape ooze, the moon is an elder evil, the stars are countless glowing ice copies of the shards of pandorym, the air is made of invisible stalkers and so on.
    The more you know the more you are in danger and the more you know the more you are worried that what you do not know is ready to hit you.
    Also the monster themselves are made of traps and the traps made of smaller traps and so on recursively except at some layers there can be traps made of monsters.
    Last edited by noob; 2021-05-15 at 04:39 AM.

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    Default Re: Making Horror Horror in 5e

    The easiest way to keep horror horror is to make sure any monster you use is at least 10 CR above the actual party level. Even veteran smart players know that fighting a CR 15 monster when they're level 5 is suicide, so they'll probably be somewhat horrified trying to take it on directly.

    Or, at higher levels...the CR 10 party might have to be staring at a Balor before they get horrified.
    Last edited by Angelalex242; 2021-05-15 at 04:41 AM.

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    Default Re: Making Horror Horror in 5e

    A game all about *not* fighting the monster(s) could go very well or very poorly, depending on your table. D&D is generally a very combat centric game after all.
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    Ettin in the Playground
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    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by Kane0 View Post
    A game all about *not* fighting the monster(s) could go very well or very poorly, depending on your table. D&D is generally a very combat centric game after all.
    You can have fights just not with the monster.
    Call of chtulu for example can involve a lot of "Shooting the people that knows stuff so that they can not explain anything to keep your sanity up"
    There is a book that explains stuff? Set it on fire.
    There is people that wants to do rituals and you can not know whenever it is to keep something banished or to summon something? Shoot them it is likely summoners.

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    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by SpanielBear View Post
    Sandy Mitchel, of Call of Cthulhu fame, made an (in my opinion) utterly excellent tie-in source book for using the Cthulhu mythos in 5e. It includes rules for sanity and corruption, and is really high quality. Can’t recommend enough.
    Seconded. Sandy Petersen's Cthulhu Mythos For 5E is an outstanding product which somewhat to my surprise manages to make 5E more consequential and scary even without violating 5E norms like "Greater Restoration fixes most problems." Partly it does this by violating other norms like "most poisons and conditions offer a save every round to end them, and often grant immunity for 24 hours after they end", and partly it does it through art and atmosphere, and partly it does it through filling the universe with nightmarish horrors that don't so much threaten to destroy the world as make you wonder how it has managed to not be destroyed so far and whether that was a fluke.

    Normal 5E campaigns including WotC adventures treat happiness and prosperity as normal, and adventures are about deviations which briefly threaten this happy equilibrium (and lead to player/DM boredom when the threats cease to be both serious and believable), but a Cthulhu campaign makes you see the gameworld in the opposite light, where happiness and prosperity are precariously won and getting to watch your children grow up and your parents grow old is a hard-won victory, compared to the alternative of having them be:

    (1) disintegrated into nothing along with the rest of their planet,

    (2) enslaved by pitiless fish-men and used as breeding stock,

    (3) paralyzed as living statues and driven into madness, or

    (4) disassembled and reassembled into living components in a huge biological machine of unfathomable purpose.

    I don't know if all of that is enough to make it a horror game per se, but it certainly makes for a good adventure game with unsettling implications.

    @OP, one thing you may like about the Dread rules from Cthulhu 5E is that not only are they heavily consequential (Dread is a cumulative condition like Exhaustion, and higher levels of Dread have long-term effects like a chance of driving you mad), but you can gain Dread from psychological stress, such as the realization that the meat pies you've been eating are probably made from human flesh, that your parents have been planning for years to sacrifice you to their fish-gods, or that someday your entire species and all of your descendants will inevitably vanish from the cosmos and that nothing you can do will prevent it.
    Last edited by MaxWilson; 2021-05-15 at 05:36 AM.

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    RedWizardGuy

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    Default Re: Making Horror Horror in 5e

    Knew I should have checked the name*... I’ve edited my original post.

    I think if you get the players caring about the consequences everything else falls into place. The rest is basically set dressing.



    (*Ciaphas Cain is a fun and different take on the Warhammer 40k setting, but perhaps not the atmosphere we’re discussing...)
    Last edited by SpanielBear; 2021-05-15 at 05:35 AM.

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    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by SpanielBear View Post
    I think if you get the players caring about the consequences everything else falls into place. The rest is basically set dressing.
    I agree. People like to focus on mechanics like Sanity / Dread, but those are really just aids to add even more consequences on a per-PC level. The core of the experience is that the universe is a cold, uncaring place which feels no obligation towards you or anything you care about: Y'All Are Not Special/You Can And Will Fail.

    It's kind of the opposite of 5E's normal message for players. :)
    Last edited by MaxWilson; 2021-05-15 at 05:44 AM.

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    DwarfFighterGuy

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    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by kazaryu View Post
    So this is something ive been curious about for a while. The horror genre.

    What is it that people get out of it? And more specifically what are you trying to get out of a 'horror campaign'. Is it the same fear/dread that people experience from horror movies? What exactly are you trying to simulate with your stress/sanity system?

    Why did rime of the frostmaiden fall short, in your opinion?
    Horror done right is gets the adrenaline flowing and having your character live through a horror encounter, scenario or campaign can be very rewarding.

    I never played the RotFM, and this is the first suggestion I've heard that it wasn't a success. I would speculate that the greatest disconnect of 5e from the horror genre stems from the player character empowerment. Horror when you feel you are losing control, when you feel that fighting is more dangerous than running. When your surroundings are confusing and potentially dangerous. Player characters are built to take control of the situation, and that's anathema to horror.

    -DF

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    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by DwarfFighter View Post
    Horror done right is gets the adrenaline flowing and having your character live through a horror encounter, scenario or campaign can be very rewarding.

    I never played the RotFM, and this is the first suggestion I've heard that it wasn't a success. I would speculate that the greatest disconnect of 5e from the horror genre stems from the player character empowerment. Horror when you feel you are losing control, when you feel that fighting is more dangerous than running. When your surroundings are confusing and potentially dangerous. Player characters are built to take control of the situation, and that's anathema to horror.

    -DF
    I've run bits and pieces of RotFM that I stole from it, but I'll tell you--if it's supposed to be a horror game I had no idea at all. It plays as more of a Gloomstalker's/Skulker's paradise--the fact that it's always dark just means PCs have tactical advantages. There are some survival elements (have to seek shelter during blizzards; townsfolk are desperate for food so Goodberries give you a lot of leverage) but it doesn't come across at all as horror, and I don't actually see any signs that it's trying to do so. It's just an adventure that happens to be very dark, and my sense of why it's dark was less about horror and more "so we can justify short encounter distances".

    RE: <<Player characters are built to take control of the situation>>, that's true to some extent... of the local situation. Player characters are built to take control of what's in front of them, but that's what makes things like Gobogeg (from Sander Peterson's Cthulhu Mythos for 5E) so terrifying... imagine player characters running around the local area trying to warn people in a 1 mile radius to leave the town before anyone has any more nightmares, but then an unlucky roll escalates Gobogeg's influence to 10 miles, and now they have to depopulate all the animals and creatures within 10 miles before the influence escalates to 100 miles, or they have to somehow track down Gobogeg underground and kill it (despite its 60' burrow speed) before it can escape and/or kill them. 5E PCs aren't built for that kind of taking control, the situation starts already out of their control and just gets moreso.
    Last edited by MaxWilson; 2021-05-15 at 11:07 AM.

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    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by noob View Post
    You can have fights just not with the monster.
    The key thing to remember with combat in a horror game is that combat is a relief. It means that the game is snapping back into a familiar lane, that mystery and helplessness are getting replaced by concrete rules and abilities.

    Because a good horror game is all about the atmosphere. It's about the building tension, the sense of dread and wrongness and vulnerability, and most of all about the unknown. Game mechanics--even stuff like sanity damage--undermine that. Every time you so much as touch a die, it's a reminder that you're playing a game, that you have the ability to accomplish things, that you have power. Seeing a corpse that was forced to eat its own intestines isn't horrific because it might mean sanity damage, it's horrific because holy **** what could have done that to a person?

    I've managed to run some decent horror sessions in 5e (and other systems), and that's the key. The players cannot understand what's going on, because reason is the anthesis of fear.
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    Ettin in the Playground
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    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by Grod_The_Giant View Post
    The key thing to remember with combat in a horror game is that combat is a relief. It means that the game is snapping back into a familiar lane, that mystery and helplessness are getting replaced by concrete rules and abilities.

    Because a good horror game is all about the atmosphere. It's about the building tension, the sense of dread and wrongness and vulnerability, and most of all about the unknown. Game mechanics--even stuff like sanity damage--undermine that. Every time you so much as touch a die, it's a reminder that you're playing a game, that you have the ability to accomplish things, that you have power. Seeing a corpse that was forced to eat its own intestines isn't horrific because it might mean sanity damage, it's horrific because holy **** what could have done that to a person?

    I've managed to run some decent horror sessions in 5e (and other systems), and that's the key. The players cannot understand what's going on, because reason is the anthesis of fear.
    Then why even use a D20 system if you want to avoid the players picking a dice?
    There is a lot of systems that do not involve rolls including the very simple "players tells what they do and the gm says what happens" that could be introduced way faster and not involve the dice.
    Last edited by noob; 2021-05-15 at 11:38 AM.

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    Default Re: Making Horror Horror in 5e

    Horror in D&D

    Step one: Confirm you party wants a horror game; alot of people forget this step, and its not the default assumption for most D&D players. If the players are not interested in being scared, they will not engage with these bits and you'll be playing something more like The Witcher, but still not a horror game.

    Step two: Make the monsters *monstrous*. Doing goblins for your low level party? Go watch some Goblin Slayer. Do that at them (based on age of the group and content consent of course, assorted content warnings on Goblin Slayer, its pretty brutal). Goblins aren't some local race with an "evil" label and thinly veiled racism overtones. They are some sort of infestation from another world hell bent on exterminating human lives as cruelly as they can, closer to Alien than to OOTS. Oh... goblins have acid blood... that could be funny.
    A simple horrific encounter I had "accidentally" occured when a party of all martials ran into a werewolf, and they had no magic weapons and the fight was in the dark, in the rain, so fire was out, and who buys enough acid to kill a werewolf? They had to drown it in a nearby river, it was brutal. This just compounds as higher level arise if you keep the magic weapons and damage options limited, and sprinkle elemental resistances or immunities around.
    Aboeth is a good example that is practically unkillable in a permanent way without a raft of highly specialised knowledge, capable of creating a perfect clone expressly to continue its vendetta even if you do figure out how to keep it dead, with a set of powers that leaves them barely every needing to confront you and quite capable of destroying your life, and quite willing to.
    Similarly most infernal critters just reform, somewhere in the vastness of the lower planes, and come back shape shifted into your old home town lover/brother/parents/children, who they ate while you were out and made into a lovely diorama with their bones and skin for you to find after they mess with you for a few days/weeks/years. They live forever and are full of terrible spite. With some time and planning and gaslighting you can leave them too paranoid to trust any ally with only a couple of events.

    Ravenloft presents alot of modifications that help too: Resurrection is a BEAST making death a threat again, alot of the transport and divination is kneecapped, monsters have modified weaknesses and strengths to leave the player fumbling for answers and unsure if they can fight X critter/boss man because the CR's are not a know quantity, or indeed if they can actually kill the thing property if at all.

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    Default Re: Making Horror Horror in 5e

    Honestly to me having some kind of "sanity score" removes a lot from the horror, it doesn't enhance it.

    Horror is all about presentation. By itself, there's nothing horrific about what is essentially just another HP bar you have to deal with and which will sometime apply other mechanical effects.

    Also, Rime of the Frost Maiden isn't quite horror, it's more like a Predator movie where (at least for many of the memorable encounters) you're fighting beings at a disadvantage, there's tension because you never quite know if running is better than fighting, and your surroundings seems to be against you, which make it feel great when you're making the monster bleed.

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    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by noob View Post
    Then why even use a D20 system if you want to avoid the players picking a dice?
    There is a lot of systems that do not involve rolls including the very simple "players tells what they do and the gm says what happens" that could be introduced way faster and not involve the dice.
    I know; I wrote one. The only reason I would use any d&d edition for horror would be if it was just the odd one-off session in a longer campaign.
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  21. - Top - End - #21
    Ogre in the Playground
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    Default Re: Making Horror Horror in 5e

    As kaoskonfety says, be sure your players actually want a horror game first. And not just simple trappings like haunted houses and werewolves and Draculas. Horror is about fear and dread, and that means targeting a person's weaknesses and safety zones. If you know one of those people with a litany of triggers, they absolutely should not be invited to a horror game. I have a player in my pool like this, and I've had to make it clear that they aren't invited to any of these games for their sake, not as any kind of snub or punishment.

    Get to know your players. Learn what they find creepy, what makes them paranoid, what sort of thoughts can keep them up at night. Ask them pointblank if you need to. Develop your scares on two levels- foreboding and direct. Most of your horror will come from the former. You need to insinuate that the things your players fear are right there, present, just hidden. Imagine the players are a kettle of water- you want to lower them onto the stove and gently turn the dial, bit by bit, increasing the heat. Right when you start to get a rolling boil, turn off the stove and remove from heat. In-game, this means presenting proof that they're actually just paranoid and what they feared isn't true. In a horror film, this is where the victim investigates the strange noise and a cat jumps out instead. Haha, it's just a cat, see? There was never any danger, it was all in your head!

    And as soon as they breath a sigh of relief, and their heart goes back to normal- slam that kettle down and crank up the dial to high. The fear is real, it's here, there is no escape! The horror was behind you the whole time, waiting for you to let your guard down. As a DM, you must be absolutely brutal at this phase. You shall show no fear in harming the PC's. Savage them.

    Now, this can be incredibly unfair from a player's point of view, and unsatisfying if railroaded as the above. Because they had no real chance to prevent the bad thing, whatever punitive measures you take feel unearned. This is where you earn your supervillain degree- design the fear in such a way that it has to obey certain rules itself, and doesn't just get to hurt the players for free. It's a magnificent trap, and it only works if the players take the bait. This does mean that occasionally the players will bypass or easily defeat your horror. That can seem like a letdown, but this too serves a purpose. It lets the players know you aren't messing around, and that their failures are on their heads. This can increase panic and tension later, making your foreboding that much stronger, and any direct scares that much more terrifying, as they will know that they have messed up and that the consequences are about to be dire.
    Last edited by Waterdeep Merch; 2021-05-15 at 12:20 PM.

  22. - Top - End - #22
    Ettin in the Playground
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    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by Grod_The_Giant View Post
    I know; I wrote one. The only reason I would use any d&d edition for horror would be if it was just the odd one-off session in a longer campaign.
    The starting point is "an horror campaign" so the original poster wants stuff that does not fit the "odd one off session" case.
    If you went and explained to your players "so you wanted a dnd campaign so we will have a dnd campaign but without dice nor dungeons nor dragons and a whole lot of existential horror, the creeping emptiness from witnessing those who witnessed the unknowable without ever being able to witness the unknowable itself and a lot of hiding from things you can not see" maybe they would say "and when do we kick the treasure, kill the door then grab the monster and bring it back home?"
    In a one off the answer is "the next session" here the answer would be "not in this entire campaign"
    Last edited by noob; 2021-05-15 at 01:38 PM.

  23. - Top - End - #23
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    Default Re: Making Horror Horror in 5e

    Running horror in 5e is all about how you run it. Orcs sitting in 10x10 rooms guarding pies cannot be horrific, no matter how hard you try.

    to make something 'horrorific' in 5e, I have three rules
    • some enemies must be legitimately unbeatable. If the correct answer is always "run at the monster" then this is not a scary story
    • horror campaigns require death, so horror campaigns should be short and everyone should have a backup character
    • Enemies must be proactive and unpredictable


    This still isn't "horror" as such. It's just suspenseful. But you can't do horror without the above. Here's a quick example of a horror campaign I did a while back.

    Haunted House
    • Any out of combat action taken by the party adds 1 d6 to a pool of "threat die" indicating that the house gets more unwelcome to them as their presence continues
    • Any disruptive action eg (loudly casting a spell or breaking down a door) alerts the denizens of the house, causing the ghosts and monsters to come out. Threat dice are rolled to determine the severity of the encounter. (higher total = more deadly)
    • At the highest rollable threat level, a powerful juiced up vampire (the main villain) comes out and does his best to kill a character.
    • Traps punish the players for moving too quickly.
    • Certain points force you to roll the threat dice
    • The final boss encounter can only be unlocked by solving a mystery, which requires lots of time spent on tedious tasks like investigation checks.


    This makes every choice filled with tension for the players, even with "heroic" rest rules. Making such an adventure 'horrific' is all in the narration.

  24. - Top - End - #24
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    Segev's Avatar

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    Default Re: Making Horror Horror in 5e

    An example of horror that could be done in D&D:

    An isolated village or new colony has just gotten itself settled after some sort of upheaval (possibly simply "the foundation of the colony"). They're enjoying a bit of idyl, and a lot of couples are forming and being all lovey-dovey and a spate of marriages happen, etc. Lots of hope for the new generation about to be born next spring as winter sets in and they've got their harvest and stores set up.

    Spoiler: Possibly unsettling
    Show

    Then the men start to have nightmares wherein their wives are dead. Their wives reassure them, but it wears on the men.

    And one morning, after a hard snow, the wives are all gone. Missing. They're found, dead, buried in the snowfall, a long enough walk from the settlement to be inconvenient but not so far as to be easily forgotten.

    A few weeks later, after the funerals, the husbands of those wives are all found, suicided, on their wives' graves.

    Another snow later, covering the tragic markers, just near the end of winter, large-bulbed flowers are found growing out of the graves. When they bloom, wailing infants are found inside.

    What does the depleted town do, with all these helpless ones to care for, born in such mysterious and tragic circumstances?
    Last edited by Segev; 2021-05-15 at 02:12 PM.

  25. - Top - End - #25

    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by Segev View Post
    An example of horror that could be done in D&D:

    An isolated village or new colony has just gotten itself settled after some sort of upheaval (possibly simply "the foundation of the colony"). They're enjoying a bit of idyl, and a lot of couples are forming and being all lovey-dovey and a spate of marriages happen, etc. Lots of hope for the new generation about to be born next spring as winter sets in and they've got their harvest and stores set up.

    Spoiler: Possibly unsettling
    Show

    Then the men start to have nightmares wherein their wives are dead. Their wives reassure them, but it wears on the men.

    And one morning, after a hard snow, the wives are all gone. Missing. They're found, dead, buried in the snowfall, a long enough walk from the settlement to be inconvenient but not so far as to be easily forgotten.

    A few weeks later, after the funerals, the husbands of those wives are all found, suicided, on their wives' graves.

    Another snow later, covering the tragic markers, just near the end of winter, large-bulbed flowers are found growing out of the graves. When they bloom, wailing infants are found inside.

    What does the depleted town do, with all these helpless ones to care for, born in such mysterious and tragic circumstances?
    Answer: kill them immediately of course, for the XP.

  26. - Top - End - #26
    Ettin in the Playground
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    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by MaxWilson View Post
    Answer: kill them immediately of course, for the XP.
    The real mystery is why the village was not on fire and destroyed by raining meteors and running fighters carrying around adamentine battering rams before the villagers could explain their nightmares.
    Were the adventurers dumping dex?
    Last edited by noob; 2021-05-15 at 02:26 PM.

  27. - Top - End - #27
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    HalflingRangerGuy

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    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by Angelalex242 View Post
    The easiest way to keep horror horror is to make sure any monster you use is at least 10 CR above the actual party level. Even veteran smart players know that fighting a CR 15 monster when they're level 5 is suicide, so they'll probably be somewhat horrified trying to take it on directly.

    Or, at higher levels...the CR 10 party might have to be staring at a Balor before they get horrified.
    I started DM'ing Out of the Abyss with Sanity Scores of 20 that went down by one on every fail... and eventually ended up switching to this method (significantly above expected monsters by CR) as the more effective means of creating tension.

    That being said, my party consisted of several veterans who were very adroit at gauging when they could or couldn't take on challenges significantly above expectation. I get the inclination that a less experienced party would either get TPK'd a lot and quit or get the impression that they were repeatedly being railroaded into running away.
    Last edited by verbatim; 2021-05-15 at 05:28 PM.

  28. - Top - End - #28
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    MindFlayer

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    Default Re: Making Horror Horror in 5e

    Probably about 70% of the actual rules in the PHB are around whether you prevail in hostilities. The essence of D&D in its raw form is that the tension comes from the question about if you will win. Take away the question and the game changes completely.

    So if you have an enemy that is actually terrifying, such that you can't fight it then the question is gone.

    To me, the essence of making horror work - even approximately, is putting that question back in. The party cant fight the threat, but they can fight its agents. They can beat the agents but will it cost them resources needed to survive the night? Will it cost them time needed to stay ahead of the threat? You prevailed, but did you get the information you needed?

    Playing an RPG is about decisions. If you can't make meaningful decisions you are not really playing. To make a decision you need information and agency. This means that as a DM you have to make sure to give players choices - not to just run or to hide, but where to run to or where to hide. On the other hand giving information is hard - the best horror stories involve mystery and keeping the monster hidden but if you hide too much then you take away the element of play around making informed decisions.

    Horror works well as a narrative format, like tragedy, because we can feel for the characters and be unable to help them. We see the door left ajar. We see the bloody footprint that the character missed. We see the scene with the empty grave. We can see things and know things that the characters cannot. This duality of perspective - showing the character's ignorance is pretty hard to do in an RPG which puts you at a disadvantage.

    Managing information is really important.


    If fighting directly is hopeless, then it can cause some game balance issues as well. Class abilities for out of combat become much more important to survive the adventure and some classes are a bit short on those. Your party barbarian trying to quickly skim thae ancient texts to understand some part of the horror hunting them is at a disadvantage, or the fighter looking to investigate the scene of a death to discover what had happened. Honestly, I feel that you could just roll characters with no class and just some proficiencies and stats as abou enough to try and stay ahead of the threat - but at that point is it D&D still?

  29. - Top - End - #29
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    Segev's Avatar

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    Default Re: Making Horror Horror in 5e

    Quote Originally Posted by MrStabby View Post
    To me, the essence of making horror work - even approximately, is putting that question back in. The party cant fight the threat, but they can fight its agents. They can beat the agents but will it cost them resources needed to survive the night? Will it cost them time needed to stay ahead of the threat? You prevailed, but did you get the information you needed?

    Playing an RPG is about decisions. If you can't make meaningful decisions you are not really playing. To make a decision you need information and agency. This means that as a DM you have to make sure to give players choices - not to just run or to hide, but where to run to or where to hide. On the other hand giving information is hard - the best horror stories involve mystery and keeping the monster hidden but if you hide too much then you take away the element of play around making informed decisions.
    This, I think, is a crucial observation. Especially for adapting horror into D&D.

    The observation of the relationship to tragedy is good, too; you can use some of the same tools. The "Gwen Stacey Choice" is a tragic one, but horror can be accomplished by making similar but smaller-scale choices necessary...over and over again. It's not so much about letting people die all the time to save others, but it's about having to retreat from one angle (because the Main Horror is just too strong) and having to determine what resources to expend and what to fight to preserve against its agents or against the environment that is between you and safety.

    I've not played Five Nights At Freddie's, but my understanding of how it works is that you have a ration of electrical power and a lot of places you have to pay attention to. So your resources are your own human attention and that energy you can use to protect certain areas. The tension arises from the constant need for vigilance and the question of whether you can afford the energy costs here, or if you should risk it. How far can you push the risk before you MUST spend your resource? How much resource can you afford to minimize the amount of attention and precision you need in your timing?

    In D&D, the choices might be whether you fight these creatures to secure those resources, or to break through to a safer area...or if you just try to hide here, knowing The Monster is still here and might find you. It might be whether you give some resources to another group - allied or strangers - not knowing whether they'll survive or not nor how much the resources you share will change those odds...and not knowing whether you can spare them. It might be a question of whether it's worth cutting off a limb - with all the horrible dangers that being crippled represent in a high-stakes situation - to escape a trap, or to risk the time it will take to extract it safely (and not know if it will be usable until you get it out) and see whether the horror comes for you while you're still pinned and trying to escape.

  30. - Top - End - #30
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    Flumph

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    Default Re: Making Horror Horror in 5e

    Both Rime and CoS are great horror adventures in 5e.

    I don't think you need extra rules just a different approach.

    Making the game more complicated is not the way.
    If you are trying to abuse the game; Don't. And you're probably wrong anyway.

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