On How One Scares Combat-Stacked Characters-
Posted: Wed Mar 23, 2011 1:45 pm
From the introduction to the Legend of the Five Rings adventure Mirror, Mirror
"[C]reating horror in Rokugan is a different dance than trying it in GURPS Horror or Call of Cthulhu. If everyone is in character (which we are assuming in an otherwise functional game) you aren't trying to scare reporters and debutantes. That's easy. In L5R horror, you have to scare six hard-core, heavily armed
martial artists, some of whom come from an entire clan of professional demon hunters who do not fear death because they know for a fact they will reincarnate."
Much of the same holds true in D&D- even Ravenloft. You have to terrify people who, for example, believe in deities who at least APPEAR to be real enough to answer a priest's call for fire from the sky. Wizards who know how to turn a ball of bat droppings into a room-clearing pyrotechnic display.
And the thing is, you can- Just look at George Weathermay or Rudolph van Richten.
Both of these guys have faced down monsters that would have sent most rational people screaming into the hills, never to return. Physical threats mean nothing to them, in terms of actually getting them rattled.
But because of who they are, it doesn't matter how ready they are to hack and mutilate things they have become. If your players are willing to create people, not just mathematical exercises in rolling dice, you can get 'em. I once had the privilege of playing alongside a guy who had created what was, on first blush, a very two-dimensional character. The guy was a ranger whose entire family was already dead and who had no close friends or associations. Two swords and a bad attitude, that was about it.
But because he had REASONS his family were dead and he refused to get close to anyone, this ranger, the most terrifying combat beast in our party, a man who was totally blase about a werewolf lunging through his bedroom window or the eerie unison voice of Toben the Many, dropped his swords in nerveless dread when he saw a little girl walking along a riverbank, singing to herself... because he knew he would never reach her in time before the ghoul under the water rose up to carry her off.
Much is made of the DM's duties in a horror campaign- and they are pretty steep, no lie.
But never forget, nobody can scare a character who refuses to play along, Fear and Horror checks be damned.
"[C]reating horror in Rokugan is a different dance than trying it in GURPS Horror or Call of Cthulhu. If everyone is in character (which we are assuming in an otherwise functional game) you aren't trying to scare reporters and debutantes. That's easy. In L5R horror, you have to scare six hard-core, heavily armed
martial artists, some of whom come from an entire clan of professional demon hunters who do not fear death because they know for a fact they will reincarnate."
Much of the same holds true in D&D- even Ravenloft. You have to terrify people who, for example, believe in deities who at least APPEAR to be real enough to answer a priest's call for fire from the sky. Wizards who know how to turn a ball of bat droppings into a room-clearing pyrotechnic display.
And the thing is, you can- Just look at George Weathermay or Rudolph van Richten.
Both of these guys have faced down monsters that would have sent most rational people screaming into the hills, never to return. Physical threats mean nothing to them, in terms of actually getting them rattled.
But because of who they are, it doesn't matter how ready they are to hack and mutilate things they have become. If your players are willing to create people, not just mathematical exercises in rolling dice, you can get 'em. I once had the privilege of playing alongside a guy who had created what was, on first blush, a very two-dimensional character. The guy was a ranger whose entire family was already dead and who had no close friends or associations. Two swords and a bad attitude, that was about it.
But because he had REASONS his family were dead and he refused to get close to anyone, this ranger, the most terrifying combat beast in our party, a man who was totally blase about a werewolf lunging through his bedroom window or the eerie unison voice of Toben the Many, dropped his swords in nerveless dread when he saw a little girl walking along a riverbank, singing to herself... because he knew he would never reach her in time before the ghoul under the water rose up to carry her off.
Much is made of the DM's duties in a horror campaign- and they are pretty steep, no lie.
But never forget, nobody can scare a character who refuses to play along, Fear and Horror checks be damned.