Horror Tips

by Drew Hamilton

How to run a good horror game is a request that I see pop up on various internet boards and chatrooms on a fairly regular basis. To help out all you horror junkies, I’m putting together the collected recommendations that I’ve found effective in my games.  

Horror is truly an excellent genre; it brings out a strong and recognizable emotional response in all of us and can really bring out the best and worst in both the characters and the people who are playing them. Sadly, it’s also a misunderstood and often poorly portrayed genre.  

First off I want to be clear about my definition of horror. Your typical movie critic or video retail shop will lump pretty much anything with a monster, ghost, or serial killer into the horror genre, and I have always felt that this isn’t right. When you saw your last slasher film, or zombie apocalypse flick, did you ever actually feel scared? Did anything from those films actually keep you up at night? If you’re like me, then the answer is a big hairy no. This is where so many people seem to go wrong, they equate some kind of monster or vampire or shadowy guy with a knife with fear, something that sadly is not always the case (if it were then this would be a much shorter article). Horror, real horror is the kind that makes you scared, the monster movie that when you see it in the theater makes you not only jump out of your seat when the monster first leaps out of the shadows, but also makes you sleep with the lights on that night.   

Now that we’re clear on that, let’s look at what to do to make your game scary. First off, figure out what you want your antagonist to be. The exact nature of the antagonist will dictate what tricks and toys you can use to add fear to your adventure. A monster or mutant, ghost, psycho killer, what ever works for you. Flesh out how you want them to work, what their basic concept is. A Monster will typically stalk the players through some kind of dark and mysterious lair, a ghost might throw things and create visions, a psycho killer might be hiding in plain sight (and could even be one of the players!).  

Monsters, Mutants, and Aliens:

Monsters

A good first rule is also a classic horror movie tactic: Don’t show the monster. A lot of the better horror movies, Jaws, Alien, ect. showed little more then fleeting glances of the monster. This worked so well because it takes the corny and bogus (a mechanical shark or guy in a rubber suit) and turns it into the scariest thing known to mankind, the unknown. When you don’t let the audience (or in the case of an RPG, the players) know what they’re looking at, they have the tendency of filling in the blanks. Seeing little, if any part of the monster in an RPG is tricky, but can be done. Keep the monster in the shadows, describe only small portions of it at a time, a claw here, a tentacle there, a shadowy shape moving at the end of the alleyway. If you really feel that you need to describe the whole thing in detail, wait for the finale when the players are all set to slay this dark terror of yours. 

Just because they aren't seeing the monster, don't let them KNOW they aren't seeing the monster. Use your descriptions of the environment to raise the tension, when someone gets scared their mind is much more likely to play tricks on them. Work that into the descriptions, talk about how the shadows seems to move, how there could be something just meters down that dark hallway and they would never know. 

Try to avoid horde style monsters when you can, yes a flood of undead can certainly be scary, but they also have the tendency to be used as a kind of cannon fodder. This goes back the definition of horror, massive hordes of zombies, or aliens, or whatever are awesome, and can present some fun combat encounters, but they usually don’t bring out the same level of fear as a single mysterious enemy. Compare the sci-fi horror classic “Alien” with its good, but much more action oriented sequel “Aliens” and you’ll see where I’m coming from. In action oriented horror stories the heroes usually have plenty of resources that they can use to help them survive. Resources mean confidence and confidence suppresses fear.  

I’m not saying that zombie apocalypse adventures/campaigns are bad. I’ve run and played in them before and they can be very fun and entertaining. It’s just that they tend to be more “action-packed” then “bone chilling.” This goes back to my definition of horror, “Aliens” is an awesome movie and would make for a sweet RPG adventure, but it just doesn’t inspire fear in the way that “Alien” does. 

Ghosts

These can be fun, as it gives the GM lots of room to work. Poltergeist style ghosts tend to work well, in that they get all the bonuses of being invisible, so you don’t have to worry about showing the shark. Where you can have a lot of fun though is with what else Ghosts tend to do, make visions and hallucinations to scare the players. A shadowy figure moving at the end of a hallway, a blood spattered room that is clean and spotless moments later, creepy messages written on walls, all these can appear and disappear when the players need a good WTF moment. Naturally hallucinations work best when they are tied into the plot or character of the ghost. When you design the ghost’s back story exact concepts for what kind of hallucinations will work should come to you. 

Psycho Killer

This is your slasher movie staple bad guy, some dark figure with a knife, axe, ice pick, machete, or whatever power tool happens to be available. This guy can be tricky to get right as (in my opinion anyway) there just aren’t many good (and by good I mean scary) examples of this character in film. Jason Voorhees and Michael Myers are two classic boogeymen that jump right to mind as being not as scary as they should be. The problem with them is that while they are both nasty imposing figures, they are also fairly known threats. They come from outside the group and are usually identified as being individuals in their own right, so there really isn’t any mystery about them. They come right out in front of the heroes and almost seem to say “Hey guys, how’s it going? I’m Michael and I’ll be your boogeyman for this evening, I’m strong and nearly unstoppable, but I only move at a walk. So as long as you run and scream a lot you should have no trouble staying just out of my reach until you can figure out how to drop a piano on my head or something.” Obviously, unless this is exactly what you’re going for, it’s usually better to take a slightly different route. “Scream” while still not doing a really great job of keeping the villain scary, does bring to the forefront and important element in creating a good, scarier then before, atmosphere: mystery. Scream isn’t so much about Ghostface stabbing an entire high school’s student body to death as it is about a handful of people trying to figure out who he is before he gets around to stabbing them. When you import him into an RPG a character like Ghostface can really be fun to use, because he can directly attack a core component of the group, teamwork. Try this trick, when you plan out the adventure, set up a couple of places where the players will want (or be forced) to split up. Normally you’d keep going and just hop around the table from one player to the next giving each a few minutes of play time until they can team back up. With the Psycho Killer you might want to try something a little different. Send all but one player out of the room (have them go pick up the pizza, refill everyone’s Mountain Dew and the Cheetos bowl, take a smoke break, whatever), run the remaining player for a few minutes, and then have him switch with a player that’s out of the room and run that player for a little while. If your group is small enough, do this with everyone, if it’s a larger group you may want to only do this with two or three of them. When you call everyone back into the room and resume normal play, the killer has struck again. With a little prodding the players will start looking at each other when making their list of suspects, and might not want to be alone with each other. This technique will also work with a shape changing monster should you want to take that route. Also not that Ghostface likes to call his victims ahead of time, this gives him character, something that the players can interact with. Michael and Jason by comparison look very flat and two dimensional to the point of being interchangeable with each other. 

Adventure Design and the Game Session 

Setting the Mood

Some people really like to play this one up, and it certainly can help out a bit. Play in the evening and keep the lights a little lower then usual. It might not be a bad idea to rearrange your lamps a bit to make this work, but a good layout is to turn off any lights that don’t directly light your play area. The goal is to try and eliminate the outside world, make it feel as if the universe is composed of the table, the players, the gm, and blackness. It seems to help focus the imagination and remind the players that they can never tell if something is out there. 

Soundtrack

Some GMs swear by a soundtrack, and they can certainly contribute to a game if applied correctly. This is a place where a laptop computer can really help support the GM. Preloading a laptop with some music tracks that will fit the mood of certain encounters will allow that song to be quickly brought up, or taken out with minimal room for error. It’s usually not a good idea to just take a CD that seems to contain appropriate music and throw it in the stereo and hit play. Not only does this make the music more like background noise then a soundtrack, but almost without fail it’s going to play songs that really don’t match the action. Nothing ruins the mood more then playing a piece of music that just plain doesn’t fit. Soundtracks to movies and video games are a good source of music that is specifically designed to enhance a mood without taking away from it. Soundtracks also tend to be a little less known, so the music will seem more like part of your adventure and less like something that’s been playing on the radio for the past five years. 

Plot

A typical horror plot is usually based around two key questions:

1) Who/What is trying to kill us?

2) How do we escape or make it stop? 

           As you can see these are also the same core questions typically associated with mystery stories. As a result it’s usually a good idea to try and think of the adventure as a mystery when you start designing it. Give your players lots of areas to explore, clues to find, and so on. This is actually a pretty rewarding way to go as it’s really great to see that look on a players face when they finally figure it all out. 

Surprise Them

If possible, don’t let them know that it’s going to be a horror game until it’s already is. Have the adventure start like any other adventure that you run. Maybe the player characters are sent to look for someone or investigate something, it might even be as simple as having them start off by doing something totally mundane like driving to the movies.  

Suck Them In

Sometimes it’s good to start off with the third question of “Where are we?” The mysterious ghost ship, the abandoned military base, the creepy house at the end of the street, all these give players a good location to explore initially. Once they are all in, slowly bring out the bad. An adventure might start with the player characters going to an amusement park trying to find a friend only to result in them getting locked in after closing time and stalked by an axe wielding maniac. By letting them look around as the place is closing down you can establish not only the setting, but also slowly work in the creepiness of the location as park guests and employees leave.  

Red Herrings

As always when dealing with mysteries throw in a red herring or two. Hinting that the killer is the Principal of the local high school, only to have the players discover that Principal Smitty is the next victim is good, but don’t overdo it. If it happens once or twice it’s a cool twist, if it keeps happening it’s annoying and makes the players feel like they can’t win. 

Use the System Against Them

This works best when the GM uses a GM screen, something I strongly recommend that all GMs do in every game. Nearly every game system out there has some mechanic for allowing the players to make a roll to see if their character notices something. Perception, Spot, ect. all provide ways for the players to notice a hidden object or something in passing. Use this system against the players, have them roll to spot something and, no matter what they roll, you tell them something like “You don’t notice anything out of the ordinary.” What you don’t tell them is that there was nothing out of the ordinary to notice. But, because they made the check and assume that they failed it, they end up on edge worried that there’s some key piece of information they are missing, or a monster lurking just out of sight. For systems that give automatic success (rolling a 20 in a D20 game for instance) just throw them something small and not especially valuable, an almost empty lighter, a pen, some other small thing that doesn’t really have a purpose but might be handy in a later encounter. 

Combat, or Lack There of…

One thing that I realized very quickly about RPG horror adventures is a relative lack of combat. Combat can certainly happen, but when compared to more typical adventures, there tends to be a lot less shooting. A big part of this goes back to the invisible monster formula that worked so well in films like Alien and Jaws. The less you see of the monster, the scarier it is. Unfortunately engaging in combat with the monster usually means seeing it. This isn’t to say that you can’t have any combat encounters in the adventure, just that it’s more likely that combat will come from some kind of third party that just happens to be in the area, such as mobsters, guerillas, pirates, or whatever would be appropriate for the adventure setting. This third party could in fact be the reason the players are in the monster or killers hunting grounds in the first place.  

Reduced combat encounters can be a tough hurdle to overcome for a GM, even an experienced one. So much of the rules and character stats are dedicated to combat that it can be very hard for a GM to wrap their head around the idea of leaving it all by the wayside. If you do it right though, it works and it works well. Often a lack of combat will actually make the adventure that much more frightening and suspenseful. Not only will you have more time to dedicate to describing the environment, but part of inspiring fear is to take people out of their element, out of a place where they feel safe.  With so many RPG characters designed with combat in mind, being in a position where a laser pistol, machine gun or sword isn’t the solution can help make it clear that the character is in a place that they don’t belong. 

So what’s a GM supposed to do to fill in the time? Use the setting, atmosphere, and clues to keep them busy. In the course of an adventure there are plenty of things that a hero might have to overcome without using their fists. Again look to popular fiction, you’ll see that in most horror the Heroes spend a lot of their time going around town, gathering clues, and trying to find useful materials or information. Try and emulate that, figure out what you want your overarching story to be in relation to what’s going on, and feed it to the players piece by piece. For each new location or clue try and come up with some kind of riddle, puzzle or trap that the players will have to overcome before they can proceed. Maybe the players, while searching for clues about the origin of the monster check out an old military base and get trapped inside one of the buildings or rooms. While they find an important piece of information there, they are now trapped and need to get out before the monster kills again or worse yet before the building is demolished the following morning with them still trapped inside.  

Never say No to MacGyver

When dealing with puzzles and traps it’s a good bet that the players will come up with a solution that you didn’t think of. This is GOOD. A GM loves it when his plan comes together, a good GM loves it when the players plan comes together. If the solution that the players come up with sounds reasonable, LET IT WORK. The impossible should be out of course, but if the players decide to use the welding torch’s gas tank as a rocket to knock down the wall instead of welding together a ladder out of scrap to climb over the wall, then by all means let it work. Most horror heroes have to use their brains to survive, so let the players use theirs. 

Failure to Launch

Every now and then making the players think they are about to enter combat is enough to get a good rise out of them. For example they could walk into a room in a haunted mansion and have the door slam shut behind them and the light go out. Call for an initiative check (which the players will of course win) and let them take an action or two, then the light comes back on and the door is unlocked. If appropriate you can also use this trick to introduce a clue or effect, perhaps a message scrawled on the wall that may (or may not) have been there before the lights went out. As with all tricks this is something that shouldn’t be used more then once or twice. 

Keep firing! Keep Firing!

It’s tough, but it is possible to actually make the players fight nothing at all. With fake spot checks, good description and atmosphere there’s a chance that well armed players might choose to open fire “just in case.” Use this. Let them make their attacks, and have them roll perception/spot/search checks to try and locate a target. Let them shoot at shadows for a few rounds and then call combat over. An extensive search of the area will reveal nothing since there never was anything there to shoot. 

Captain, I think I Found Something...

If your adventure requires that NPCs get killed off, you might want to consider just disappearing them. Coming across the bloody mess that was once their friend just tells someone that whatever is out there is nasty. Finding no trace of their friend at all is much scarier because there’s no telling what happened to him.

 Ending it

A big part of horror is the hero overcoming an enemy that is bigger stronger and better equipped then they are. The monsters are always sneakier and faster, the killers always able to survive multiple gunshot wounds, and ghosts can pretty much ignore any law of physics they want. In the end the players will have to discover or create a way to beat their opponent. How you as the GM want to approach the end is up to you. Usually the villain has some kind of weakness, monsters usually end up at the mercy of some kind of modern machine, killers either pursue the heroes right into a trap the heroes set up or make a critical mistake after the hero learns the killer’s identity, ghosts usually have some critical weakness like sunlight, or have an object or person that they are bound too. Similar to non-combat encounters taking out the villain is usually a matter of giving the players the tools and seeing what they do with them.

 You’re Safe…. Or Are You?

A cheap trick, but one that works occasionally is to pull the same stunt that is often pulled by horror movie directors. Make the heroes feel like they’ve won, make them feel like they’re free and clear and ready to move on, and then bring the villain back for one last battle. You can do this in RPG saws well if you know how. First end the adventure in a way that appears to result in the villain being destroyed or the heroes escaping. Have a break, give out any appropriate awards (experience points, whatever) then, if there is time in the evening (“Come on guys, we’ve got time to start the next adventure, lets kick it off so that you can be thinking about it until next time!”) , or at the beginning of your next session start back up right where you left off, as the heroes walk away the villain emerges from hiding (the monster jumps out from the bushes or stands back up, the killer sits up on the gurney he’s being hauled away on) and attacks for one last brief combat encounter.