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Preparing for Horror
REATING YOUR OWN HORROR ADVENTURES
Cis like crafting any other D & D adventure with one exception: your goal is to horrify your players in the most fun way possible. Frightening adventures benefit from an atmosphere of dread, conceived through a combination of terrifying narratives, dramatic presentation, and game elements encouraging fear. Drawing out the anxiety and anticipation of players requires deliberate consideration, though. The tools and techniques in this chapter provide ways to make sure your game is both spooky and safe i n ways right for your specific group. A toolbox of horror-focused rules also provides options for what sort of grim adventures you might create. At the end of this chapter, a horror adventure puts these methods to use and leads characters on their first steps into the Domains of Dread. P R E PA R I N G F O R H O R RO R
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Before you run a horror game, consider the following steps to ensure the willingness and full engagement of your players. I f a group gathers to play a fun, low-stakes adventure but is immediately thrust into unexpected horror, the game can feel like a trap. You should avoid this. Rather, set expectations with your players about what a horror-focused game means, and determine what topics and themes will encourage or discourage players' participation. UND E R STA N D I N G HORROR
Your primary goal as a D M running a horror adventure is to facilitate a fun D&D experience. This book assumes you and your players enjoy the thrill and suspense of scary stories. The audience of a horror movie can enjoy the menace on screen because they know it can't harm them (and they have an idea of what to expect from the film's trailer). In the same way, your players count on you to make sure an adventure's terror doesn't target them personally or otherwise step beyond the game. Your goal is never to make players feel uncomfortable or threatened. As D&D adventures aren't scripted, unexpected elements can arise during play. If your whole group can agree to the terms outlined in this section, everyone should have an exciting, enjoyable experience. SET E X P E C TATI O N S
Well before you assemble a group around a game table, pitch the adventures you're thinking about running to your prospective players. Note the types of conflicts that might arise, the tone, and major themes. Telling players what to expect prepares them as they imagine what sorts of characters they could create and launches conversations about content to be embraced and avoided. You don't need to reveal the major plot points or twists in your story, but share the kinds of monsters and general themes you're interested in using, other horror stories you're inspired by, and which genres of horror from chapter 2 interest you. Being transparent with your players allows them to decide if this is a game they want to play, which is best to know before play begins. HORROR C ON T E NT SURVEY
Take advantage o f t h e time before your first game session to learn about your players' thoughts related to horror adventures. To do this, create a brief list of questions focused on the following topics. After preparing this survey, distribute it to your players as an e-mail, physical handout, or otherwise before gathering to play. Keep the survey's results anonymous, but use them to guide what sort of adventures you'll create. C ONTENT A N D THE M E S QUE STIONS
Start your survey b y listing common story and horror elements to determine your players' comfort with them. The following list is not exhaustive; customize your list to include elements you imagine could arise during adventures. End the list with a space where players can add other topics to avoid or that they're interested in. For each of these topics, ask whether it should be included or avoided: General phobias and common fears, such as • • • clowns, needles, or spiders Descriptions of gore or visceral violence Romantic in-character dialogue Themes of mental and physical health involving • the body and the mind Real-world religion and politics, or ana• logs of them Topics related to real-world social or cultural in• justices and discrimination Game-specific content, such as dangers, monster • types, and setting details you might use Specific genres of horror, like those in chapter 2 If you're not comfortable adding any of these topics to your game, don't include them as options, and use them as the starting point for a list of elements that your adventures won't include.