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How do I scare my players?
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How do I scare my players?
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>>47416040

Rape them.
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>>47416090
Scare, not scar.
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>>47416199
Rape their parents
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Build tension with atmosphere. Just describing your oh so scary monster won't cut it.

Look at the film Aliens. The thing that made it scary was the build up of tension in the first half. You had a cramped, dark atmosphere where very quickly you realized something horrible happened. You see the signs of desperate battle, the abrupt violence that overcame the defenders, and the unsettling surreal absence of bodies.

This is followed by discovering a bit of hope in the form of Newt and the location of the colonists' tracker beacons. All of which is quickly dashed with the revelation of the inhuman nature of the adversary (the hive, embryo impregnation, etc). All of this before you even see the face of the terror that has befallen these people.

This is terror. The build up of the sense of danger vs the revelation of the danger; horror.

Every group is a bit different at what gets their hearts going. My male players get spooked by atmosphere because I play to their genre-saviness so they quickly imagine all of the terrible things that may await them if they investigate that ghosting blip on the auspex scanner.

One of my girls gets freaked by uncanny valley. Things that are near-human but something subtle hints at wrongness.

Another girl admitted to me that she had nightmares after one session in which she goofily tried to teleport while teleporting. She slipped through the cracks of reality and apparently was very unsettled by the visions I described to her.

Learn your players and what grabs their nerves. Play with suspense and forboding, don't go for the jump scare. Seed the atmosphere and let their imagination do the heavy lifting.
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>>47416204
But it's not rape if it's a woman.
>>
Get them drunk, have sex with them, then tell them you're pregnant.
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In short, atmosphere and immersion.
>Turn off all the lights, dark everywhere. except yourself
>Have the CD player on the other side of the room
>Have it covered so no LEDs can be seen
>Subtly turn it on with a slow, barely audiable instrumental
>Talk quite and slow, so they can hear but must lean forward

You must drawn them in completely, have them forget the world outside. As Alfred Hitchcock said, there is no fear in a fright, it is the lead up to the fright that is scary. You will get one fright, one chance. After that it will be wasted as there is the expectation is established after it which detracts from the unknown that you had previously. Take your time, draw it out, scares and horror only get worse as time wears on, so long as the tension gets deeper.

Jump scares no longer work on people as they are conditioned to accept them. They react but there is no fear.

Maccabe and gore does not scare people as it is not scary, it's unpleasant to look at sure but it is not scary.
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In my experience, like most things, get into the game mentally yourself. In short, scare yourself first. If you're afraid of something, and can communicate that, you'll find it a lot easier to frighten people. It doesn't even really need to be a specific thing. You don't have to be afraid of ghosts, but you can be afraid of the unknown of death or the idea of a haunting force that you can't harm or see or hide from. Find the source or the fear.
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Roll a bunch of dice at random times with a suspicious expression.
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>>47416040
Show them this board. Tell them that you think the people here are brilliant and have great ideas that you plan to use.
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>>47416335
This works incredibly well.

Don't forget to smile or chuckle once in a while.
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>>47416335
This helps but if used on its own will only make panic rather then real fear. Use with several tactics at once.
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Like pic related. Fuck with their trust OP. Fuck. With. Their. Trust.
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I read a story on here a long ass time ago that involved a GM running a space-horror game, complete with making the players wear gas masks and inadvertently turning them against each other. Anybody else know what I'm talking about?

I would be incredibly grateful if anyone could deliver.
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>>47416248
But if OP is maleanon and tries this he goes to jail
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>>47416040
1. Know what creeps out your players or is generally distressing to them.
2. Isolation and the fear of the unknown are your greatest weapons. Use them.
3. Make them occasionally feel powerless, without making them feel inconsequential.
4. Never fully explain what's going on, feed them small bits and pieces.
5. Prevent them from using 'easy out' spells or abilities that would instantly resolve challenges.
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>>47416040
Spook them.
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>>47416410

Nevermind, found it:

http://suptg.thisisnotatrueending.com/archive/12130366/
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>>47416553
Fire can also scary.
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>>47416402
The specific mechanic there won't work in tabletop I think.
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>>47416565
Isolation and the unknown can contribute to fear.
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>>47416593
Once tension is properly built up, a spooky surprise can release the tension with a good scare.
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>>47416576
It certainly wouldn't invoke fear if you start changing your games' rules of thumb around. In fact it may come off as kind of bullshit.
You'd have to be careful with it
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>>47416616
Even an otherwise mundane situation can contribute to an atmosphere of fear... if one altered detail can turn the context on its head, and that leads to frightening implications and deepening mystery.
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>>47416040
Eternal Death. No Resurrection. Basically your dead characters are soul locked and they can not change bodies or come back.

EVEN WORSE: Have their dead party members haunt them.
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>>47416040
Make 50% of the treasure chests mimics.
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>>47416040
>Take a revolver
>load one bullet
>Place it on the table
>every time your character is attacked, you must play russian roulette
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>>47416666
I think that what's scary about death is fear of the unknown. Just, not knowing what happens after those final moments, on earth or to one's mind. Will your family be glad you died? Will anyone in the world remember you in ten years? Do you stop to exist? It can be hard to bring those fears through in tabletop RPGs.
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>>47416679
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>>47416040
You know how there are some details you don't notice until it's too late?
There was an NPC traveling with the party, and all the players just assumed she had been there as they met up with another NPC.
But when they got there, she was already there, as if she had been there the whole day.
There was no warning that she had left, because the characters themselves didn't notice.
Freaked my players the fuck out.
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>>47416335
My players hated it when I did this, it got them so on edge.
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>>47416576
It's not about the rules or mechanics. It's about expectations and set-up.

The more logical the reason for the expectation to be turned on it's head, the better.
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>>47416693
Another part of fear is worrying about the consequences of failure. Sure, it's one thing if the PCs die, they signed up for it. But what about innocent people that might be hurt if the players fail? But when losing (or simply not winning fast enough) means an innocent child being eaten alive by goblins, or a gorgeous maiden forced to marry to a vile and abusive knight? That kind of thing can raise the stakes in way that simple damage and soul-shenanigans could not.
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>>47416222
What did you describe to the girl that slip out of reality?
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>Atmosphere
>Tension
>Immersion

The tools of the amateur. Want to know how to really scare your players? Threaten their gear.
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>>47416815
Players can have quite a lot of attachment to material goods, especially treasure they think they earned. In moderation these feelings can be used by a clever DM.

>select all the pizza
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>>47416693
>Will anyone in the world remember you in ten years? Do you stop to exist?

I shall live forever.

It's always been a secret dream of mine to build a massive, hidden Aztec Pyramid complex about 50ft underground in East Texas. I'd fill it with gold, silver, jewels, and most importantly, Venetian glass and African artifacts from the 1400's. In the center would be a massive, 25ft tall statue of Huitzlopoctili, surrounded by bronze statues of humans lifting skulls to him. X-rays reveal that the statues aren't statues, but rather human remains permanently sealed in wax and then bronze. The walls of this temple are literally plastered with Zodiac signs and a direct representation of the night sky as it would have been seen in 1476, with different precious gems representing the various stars in the sky.

At the base of the statue of Huitzlopoctili is one word, carved in ancient Latin characters - CROATOAN
.
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touchdem
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>>47416923
you magnificent bastard
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>>47416576
It could be something as simple as having your players roll for something they'd only expect during combat situations after they've gotten that they expect to be safe. Get them used to one specific thing equaling safety, then spring something on them.
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>>47416040
False Hydra
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>>47416815
I still can't decide whether rust monsters are bullshit or brilliant. What's especially funny is my arguments for both are kind of the same
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My player was being cheeky when he came to the session saying he would just play himself.

So I put his fiance and his dog into the game and role played her as if she'd never seen a horror film before (even though she's an old school /x/phile). He was completely paranoid for the remainder of the game. The experience taught me that the player has to cherish something and fear losing it to get really emotionally involved and properly afraid.
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For a Halloween campaign of call of Cthulhu I shut all the lights off and lit 4 candles, one for each player.

I had a friend help me by lurking around in all black.

Their exploring an old house, and I'm detailing how it creaks, and my top floor starts creaking like someone's up there.

They hear a door open and roll to hide. The front doorknob wiggles, then slowly creaks open then slams shut.

When a character died, I blew out the candle. If they had another character I replaced the bright tall candle with a little tea light.

It really messed with them. Flickering lights, creepy stuff happening. And the candle lifeline was my favorite part. They spent a lot of time protecting their little flame.

Atmosphere, the setting your using, and the system really matter if you wanna unsettle or scare them.

Unrelated but my friends and I were trying out five nights at Freddy's when it first came out. and a thunderstorm knocked out power at 11pm so I lit a few candles, thunder wind and rain whipping super fast and tiny candles in the middle of the night really made it tense for us.
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>>47416222
This haha.
Had a game where i did the whole "little girl running into a corn field" thing.
Shot was hilarious. They were legging it from something they couldnt see chasing them and kept running into a scarecrow(golem) playing possum.
Then shit got fun.
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>>47417047
>>47416815
>You find a +11 vorpal masterwork rock.
>Next to some +10 weightless full plate encrusted with jewels of power and enchantment
>You see a lone very timid and afraid rust monster sitting on this loot, if stressed the loot is gone forever
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>>47416666

Mega Satan hath spoken
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>>47416040

Threaten their /gear/. A rust monster will get your average fighter turning a 180.
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>>47416576
Its about trust.
And you CAN exploit that.
Lets say you have a fantasy world right?
Monks of the order of Oggly woobadah whatever.
Cool guys, not religeos just philosophical.
Travel around teaching healing and beaing cool beans.
Total pacifists.
Spend the whole campaign doing good things on their behalf, since, as pacifists, they can only hire some mercs to fight off evil.
At the end of the campaign pcs kill generic bbeg no 27 and stop his dread summoning of whatever.
Monks hold victory feast, invite all the liked npcs along and drug the third course.
Or just get everyone smashed.
Pcs wake up on the altar watching every npc they give two shits about me sacrificed and have to overcome drugs and bonds then fight off highly skilled unarmed specialists to stop the summoning of THEIR dread devil lord watsitface, lord of long term planning.
Establish a belief.
Reinforce that belief.
When they internalise that belief...
Violate it
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"are you sure you wanna do that?"
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>>47418322
In GURPS you can actually take a feat (or what they call it) for your charcter that means the GM has to ask you that if you're about to do something monumentally stupid or suicidal. Could be it's once per session.
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>>47417138
Cool idea, might have to steal it

What's a tea light?
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>>47419012
In old world of darkness there is the "common sense" trait that works the same. Being a newbie and knowing the DM was kinda harsh I took it as fast as I could.
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>>47416692
I once played LARP where combat mechanics used these toy guns, that when fired, make a sound and smoke (it was using some little little pyrotechnics)... excepts sometimes it wont do shit. WHen you shoot at someone, you either insta killed or missed. I kinda liked that.
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>>47417367

>The good guys were secretly the bad guys all along!

DO NOT DO THIS. IT WILL *NEVER* COME OFF AS COOL AS YOU THINK IT WILL.

_NEVER_

ONCE MORE FOR EMPHASIS

___*NEVER*___

Instead, go read everything this ancient namefag ever posted.

http://archive.4plebs.org/tg/search/username/Awake/

And while we're at it

Awake, Awake, Awake
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>>47416231
At least one parent part is suppose to be male.
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>>47416040
HOW do you open the door?
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>>47420350
>The good guys were secretly the bad guys all along!
>DO NOT DO THIS

It doesn't count as being bad if it's just like... ONE of the good guys was helping the bad guys all along, right? This is specifically advising against the good guy faction gets revealed to be evil?
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>>47420436

Yes and no.

Yes if there was no sign, clue, or build up whatsoever that could possibly clue them into betrayal. That's gay. Supergay, even.

See, build up and pay off are what stories are all about. If you are going to heelturn and pull a 180 on a character, for god's sake, make sure to establish some fucking narrative that could hint at it.

If it's a guy established to have money problems or greed issues or some shit, then that's your build up for when the "Sorry friends, can't feed the family on a good man's wages" moment comes. And you know what? It feels good, because it makes sense. There's an explanation there, something the players saw as existing before the moment came.

And that something is all you need. Something more than nothing. Because "nothing" is what you have when you go "The good guy was secretly the bad guy all along."

And I get it. On some level, you want it to be a surprise. You think it should be a total surprise, a total shocker. But our eyes roll when it happens in movies, when that kind of shit comes out of nowhere without some kind of build up, so it will happen in your game as well. Because oddly enough, people don't actually like to be surprised in stories. They like a set up and they like a pay off.
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>>47416040
Bills. And debt.
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>>47416040
Dogs on two legs
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>>47420409
CIS scum
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You really can't actually frighten your players, the best you can do is create an atmosphere of uncertainty and place their characters in legitimate peril, or at least what appears to be legitimate peril.
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>>47420201
>not using real guns and simmunitions
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>>47420436
>>47420599
I had a fun variant on this for a game of Mage, the characters whose personalities were the most blatant stereotypes were also the ones who tended to be in disguise or double agents. Fat feminist mage fucking up during an investigation; later discovered by the party to be a guardian who was planting false evidence.

Drongo australian mage by the name of "Larrakin", happens to find a cache of hithero undiscovered artefacts and tells both sides of a schism about it. Also keeps mind shields up at all times. That one was a seer spy.

The more the players can fill in themselves about a character the less noticable that character is when dropping clues that they're about to betray the party. With larrakin, the players figured it out after realising that every other mind mage in the region had been killed off.

The really important bit of course is for the players to understand who betrayed them about 5 seconds before you reveal it.
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>>47419984
It's a really small, short candle.
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>>47419984
This kind of thing
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>>47416040
You don't. Horror is the lowest genre and it simply doesn't work in RPGs.
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Build up tension, describe the place, set up an atmosphere. Try using sound in your advantage, like something playing a tune at 18hz, it can disturb people.
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>>47416040
Have the king's Taxmen cone to collect their income tax
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>>47416040
______________________________________________________________________________________________Boo!______________________________
____________________________________________________
____________________________
__________________
_______

_________
_________________
__________

_____
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>>47421274
Oh fuck! I can't and won't be sleeping tonight

O_O
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>>47416040
Find out their neuroses, their fears, their triggers

Get their character powerless then make it personal. Colours, smells, phrases - anything that makes them remember
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>>47416335
Luckily I'm known for having a shit poker face '

Which works especially well for this, although they don't know I'm trying to suppress a smile over the fact that I'm actually doing nothing.
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>>47416989
>>47416923
I feel like there's a reference I'm not understanding here.
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>>47417041
What? Are the extra heads made out of paper-mache or something?
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>>47416810
>What did you describe to the girl that slip out of reality?

She found herself on a table, surrounded by disgusting giants with mangy beards and orange crust around their mouths.
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>>47421382
>I feel like there's a reference I'm not understanding here.
It's every ancient-aliens missing-colony Atlantis-y pseudoscience narrative mashed together.
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>>47420968
simunitions are great, but good luck getting that shit. They don't seem to like to sell their product to civilians for liability reasons or something. They also don't sell the conversion kits to civilians either.

which seems really dumb to me but whatever.
>>
Dunno.
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>>47417367
See, I would be more inclined to have the players half way through the feast realize something vaguely unsettling about the order, just unsettling enough to make them investigate instead of outright murder, or just ignore. From there, you set up roadblocks. If they think their way around them, that's fine, but if not, that's better. Gradually introduce more upsetting hints about how the monks might not be what they seem. In the end, don't give the monks a world ending agenda, just an abysmal and selfish one (eat people for immortality, capture mindbreak the new monks instead of actual recruitment, something like that)
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>>47417367
I usually don't like overnegative posts in this kind of thread, but this time I have to say that what you wrote is absolutely and indisputably awful.
>>
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>How do I scare my players?

It's more of an art that a science. Just start with things that scare you, and experiment from there
>>
There's a webcomic called Demon, where a guy has the ability to transport his consciousness to the nearest person's body in a certain radius every time he dies (I think it's 1 km, but I don't remember exactly). He evades the authorities by constantly killing himself.
The only way to kill a demon is by killing them normally and having the only other person in that radius also be a demon, or have nobody else in the radius.

Have the PCs try to fight one, and drive them mad with paranoia. They can never really know if they're safe.
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>>47416040
Poison their cheetos
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>>47416040
Your best bet would be creating nervous atmosphere.

To really invoke terror in your playes you have to learn their deepest fears.
Deep sea,giant robots,darkness,spiders,left-wing extremists,woman,dying alone are all tools in your arsenal.

This will make your players either hate you or love you.
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>>47416040
Well, hairless bears ARE a great place to start
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>>47417367
See, the idea of messing with expectations is one thing, but by god "THIS RELIGIOUS GROUP IS ACTUALLY EVIL!" is so fucking overdone that it's downright mindboggling.
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>>47416923

you fucking dick
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>>47416040
Jump at them form a dark corner.
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>>47425797
give them a good spook
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>>47416040
http://suptg.thisisnotatrueending.com/archive/12130366/
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>>47425772
Don't lie, the academic insanity that would come about because of this would be monumental.
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>>47427643
sorry to be a party pooper, but
>implying archaeologists wouldn't eventually recognize a hoax, no matter how well constructed
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>>47427643
>the conspiracy theories that would come about because of this would be monumental.

FTFY
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>>47416040
Put the notes for the scary stuff, and only the scary stuff, into a container, book or binder covered in Call of Cthulhu printouts.
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>>47427702
>>47427946

Oh, I don't think I'd be able to convince them it's REAL or anything. I'm just hoping to create a debate and make it plausibly done well enough to not be easily disprovable.

It doesn't have to be verified, just unexplained. That alone would cause a nightmare headache for everybody trying to figure the thing out for years, especially given how academia functions.
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>>47428175
>>47427643
Carbon dating
Checkmate
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>>47425141
>women
kek
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>>47416402
Sounds like a standard jump scare desu.

>>47416040
Here's your answer OP
https://www.youtube.com/watch?v=8bkgkEhzric

He's discussing video games there specifically, but the advice still holds. You don't scare your players. Your players scare themselves.

A good way to do this is resource depletion. When they need to keep going, but they can't, and they need to start making hard choices... That's when tension starts rising, and they become putty in your fingers.
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>>47416040
"Have any of you heard of a game designer named John Wick? I just discovered his blog this week and I thought he had a lot of great ideas."
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>>47421382
https://en.wikipedia.org/wiki/Roanoke_Colony

Of course, "Croatoan" was the name of a nearby tribe and island, members of which in subsequent generations occasionally had blue eyes and fairer skin.

So that part isn't so much of a mystery.
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>>47421480
It's a legend of zelda thing i think
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>>47416402
>>47416576
Cthulhu devours 1d4 investigators per round.

Savage Worlds has a suggestion for creatures that can only ever be shaken.

The main violation of expectations one can pull in tabletop RPGs is destroying the assumption of "if I keep hitting it, it will die," or the alternative "I have 13 hp, and it does d6 damage; therefore, it can't kill me."

Of course, you always get good reactions if you describe the monster instead of name it. You'll get better reactions if you made up the monster so nobody knows what it is.
>>
Implications.
I once managed to get my players seemingly paranoid by implying that the NPC they now met was going to murder them.
This was in roll20 so I didn't see their faces though, but they did sound disheartened on TS.
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>>47416923
You son of a bitch
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>>47427702
>>47427643
>>47427946
>>47428175
>>47428302
You don't have to convince anyone in the academic world. They'll all immediately recognize it as being bullshit.

/x/ won't though
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>>47416040
Tell them next week's session is at ISIS HQ.
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>>47430742
Don't post that evil here
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>>47416040
Giant demoness' popping out of nowhere uncomfortably pinning your paladin against a wall
>sup
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>>47429368
>>47421480
>>47417041
http://goblinpunch.blogspot.com/2014/09/false-hydra.html
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>>47431735
Fuck. That.
I now know what the players are (trying to) face on Friday night.
>>
>>47416040
Unless they're colossal vaginas you're never going to actually scare your players.

Yeah, they'll be quaking in their boots as the trenchcoat clad DM describes spooky atmosphere in between gasps from his inhaler, shitting themselves in between handfuls of cheetos

Play games to have fun, trying to be sp00py with your players is retarded and not going to happen. If you try and do IRL jumpscares on them you'll just get punched in the face out of surprise and will deserve it
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>>47419984
You can get a hundred of them for cheap at Ikea. (Also they smell like vanilla and are divine...)
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>>47431735
>no saves
>no way to resist its abilities
Yeah, so much fun.
>>
>>47416040

Personally, I think that RPGs are far too unreliable a format to truly scare players. However, we all gather to play out the stories we consume. We play fantasy because we like fantasy novels, movies, art, etc. We play superheroes because we like superhero comic books, cartoo s, movies, etc. The same goes for horror. We like horror movies, stories, and the like and that's enough reason to play them for me.

I think a more productive mindset for making a horror RPG work is to not focus on scaring, creeping out, or disturbing your players. Paper, dice, conversation - such banality detracts from scariness.

Instead, think of what makes horror tick. Think of what literary devices and methods bring it about. Consider the genres that are one degree away from horror - mystery, science fiction, suspense, thriller.

Horror at its core is a slice of Hell. Hell is that place where God's love doesn't exist. Don't get hung up on your personal religious beliefs just roll with this for a second. Imagine that there is a benign essence. A feeling of love for you, a feeling that no matter what happens, this being loves you and will protect you. All is good where there is God's love.

Hell is completely devoid of that feeling. Nothing loves you. Nothing has your back. Everything there is hatred, true hatred. Everything there is suffering, torment, despair, the very lowest depths of the soul and beyond. And it is out to consume you and everything there is that is you. Most of us once believed in Hell I'm sure, even if we've long eschewed such beliefs. But when we believed, there was a primal fear of being there for all eternity.

Horror is Hell. Playing a horror RPG means plunging characters into a metaphorical slice of Hell and playing to see if they can survive.

More on this tomorrow. Gotta sleep.
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>>47424881
>It's more of an art that a science.
speaking of which, showing your players pictures of the horror you would otherwise have to describe verbally is a good way to get a more visceral reaction. Adding creepy music into the mix can't hurt either.
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>>47416040
Introduce a loli NPC. Don't have her do anything to your players, just let the paranoia slowly gnaw at them.
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>>47416040
It's like hypnosis. If they want to get scared they will get scared. This is the only reason many classic horror movies like The Exorcist were ever considered scary.
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>>47416040
With atmosphere
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Take their stuff
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>>47416040
Do fear roll-play and let them negate the penalty on one action by role-playing 1 step for each -1 of penalty. This gets them to generate an atmosphere of fear or get hit with the fear of fighting with a disadvantage. It also lets them keep more player agency.
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>>47416040
"Good news everyone, we're gonna play gurps next"
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>>47435760
"We're converting to Iron-GURPS and changing the three books each session."
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>>47416561
>>47416410
The reveal that there is nothing to reveal is pretty fucking lame. Props for the atmosphere, but "lol, I was just making everything up, you never had a chance of not just dying confused and in the dark" is shit-tier DM'ing.
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>You're walking down the hall when... *rolls*
>*rolls (#ofplayers) times*
>You see absolutely nothing out of the ordinary.
>Few OOC minutes pass where the players feel like it really was nothing.
>They walk through that area again.
>Rolls
>Surprise! 4 rust monsters drop from the ceiling.
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>>47437730
Even better.
>*rolls randomly*
>Hey cleric. What's in your chest slot again?
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Apologies for the ant picture. It's the only one I could find.
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>>47432475
deaf people are immune and you can temporarily negate the effects with an anti-charm spell. That feel like enough of a chance to me
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By planning a tabletop game on a day that will cause a thunder storm and knock the lights out
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>>47434150
>listening to cracked
>muh pseudoscience
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>>47441398
That requires knowing the future
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>>47416040
I'm late to the party bu, over my years of gm'ing, i've had amazing success creepifying and scaring the be jeez us out of my players by shifting my descriptions to include less visual (so their mind's eye can fill in lots of the details) and more smells. I think smell, being more primal, awakens some other part of their brain and then they fill in the visuals based on more primitive reckoning... but i'm not saying that's why it's worked for me so I could be wrong. But it definitely worked... even time.

Obviously they can't be smelling bubblegum and flowers... but entering a dark room that smels of a recent fire, the stink of burnt wood striking their nostrils while the sickening stench of something the reminds them vaguely of burnt bacon making them think twice about the charred, somewhat human-shaped masses hudled near the room's exit... that shit works so much better than actually telling them what they see.
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>>47416576

I played some trustfucking though. Some real good trustfucking. Hope no one else has brought it up, am not through the thread yet, but need to get it out if my system.

This was a fanmade little adventure that got a bit of reputation, featured in a magazine for a German rpg (I think).

Goes something like this.

>fantasy setting
>heroes meet old guy in tavern
>tells of a cursed village not too far away, full with demon worshippers and a mindcontrolling chieftain, they're about to sacrifice people on a pyre (or something like that)
>asks to deal with them, provides food and equipment, anti-mindcontrol necklaces and such
>the village is fucking hard, demon worshippers everywhere
>Heroes are bound to be overpowered one after another, watching in horror as their friends get those necklaces torn off of them and succumb to mindcontrol, turning against their allies
>Twist is, players with removed necklaces get a piece of paper from the GM
>The town is actually populated by decent normal looking people who are about to get rid of possessed fuckers
>The necklaces twisted the perception of their wearers
>Old tavern man was a dick all along

I'm not telling this really well, but we were slow that evening, didn't see it coming, and had lots of fun.
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>>47417138
how did you see the dice rolls without breaking your eye sockets
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>>47445663
So were the ones with the necklaces possessed?
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>>47441639
Cracked just took well known audio science and made a cute macro.

Cracked is still shit though.
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>>47448019
No, our perception was just heavily twisted. We wouldn't even hear the villagers speech correctly, everything just seemed threatening, with no clue that something was off.

When I wrote that in reality, the villagers were decent people "getting rid of possessed fuckers", I actually meant that they were getting rid of something evil on those pyres, I just don't remember correctly what it was. Maybe some demon cultists that were followers of the old tavern man. Something like that.
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