Over at The RPG Site,
there is a thread about people finding some genres more difficult to run than
others (here: THE RPGSITE THREAD). It is an interest subject and I have to admit
I find it hard to run science fiction and super hero RPGs. I’ve managed Doctor
Who but never succeeded at Star Trek or Star Wars. Played in tons space opera
games, I just do not feel confident running them. I noticed a number of posters
had difficulty with horror RPGs, and I do think it is one of the trickier
genres to run well, especially over a long campaign. But I believe the
difficulty sometimes has more to do with expectations than the ability of the GM
or the enthusiasm of the players.
Beginning in 1990 or so,
I started running pretty regular Ravenloft campaigns, sprinkled with several
one shots of other horror systems. These days I don’t run it as often because I
like to focus on GMing games for our own system. Prior to starting Bedrock
Games Ravenloft was by far my favorite thing to run, followed by Colonial
Gothic and Call Cthulu. In that time I also played in a lot of different game
groups, enjoying everything from Innsmouth to Orrorsh. My Ravenloft adventures
were not weekends in hell, but instead served as my default campaign. So I got
used to running weekly sessions set in the demi-plane of dread. Some of my
campaigns were more successful than others. This is what I have observed about
running multiple successful, long-term, horror RPGs.
I believe many people
put horror on too much of a pedestal when they set out to run a scary RPG. They
want each session to be a masterpiece of terror that maintains a certain mood
and lives on in the nightmares of their players. But any horror fan knows, it’s
virtually impossible to maintain that mood and terror at all times. Certain
movies or books will stun you with their ability to inspire dread, others will
feel more vanilla or even corny. Even within a masterpiece like Silence of the
Lambs, Dracula or Rosemary’s Baby, it isn’t uniformly frightening and
suspenseful, you need some amount of contrast to even notice the horror when it
does occur. So my advice boils down to this: relax, run the game, and don’t worry
about every session or every moment being as terrifying as you had imagined. The
masterpieces should be rare gems that crop up from time to time and take you by
surprise.
I learned the hard way,
running Ravenloft each weekend, you can’t force that mood every single time. It
actually gets dull if every session feels that way. So I mixed things up. Some
adventures were meant to be more basic, and serve as filler. Some were more
whimsical and fun, others more serious and scary. This worked. The lighter adventures
provided a much needed break and lowered everybody’s guard against the more
spooky ones. It also took the pressure off me to be Bram Stoker anytime I ran a
game.
I think this is also a
much more realistic approach. Really working horror into a game session is
hard, and takes not only a lot of forethought during the prep but a lot of
energy during the session. I found myself burning out rapidly trying to
maintain that every weekend, and it wasn’t worth it because after a while the
players were getting immune to it anyways. It is like serving someone a rich
chocolate cake at every meal.
What I found was I could
dip in and out of a more intense style, and became better at sensing when was
an appropriate time to do so. If a terrible horror lurks behind every door you
open, opening doors stops being scary after a while, because you are putting up
all your defenses and desensitized. Let the players relax, unwind, enjoy their
characters and have some fun. That only makes the horrifying moments all the more
scary. If they have three light-hearted adventures that are more on the corny
side, it can be a lot easier to scare them when you decide to change tone.
So sometimes I might
sprinkle genuine horror into an otherwise corny adventure. Or I might run a series
of deliberate corny and light adventures then deliberately make a more
frightening one to mix in. Other times, I just let it happen naturally
depending on the mood of the players. Horror is a two-way street, and it makes
sense to react a bit to the mood in the room. That meant some nights I knew I
could crank it up, but others I accepted would be more Freddy Krueger than
Roman Castevet.
This may not work for
everyone. I find horror is a very personal thing and have seen different GMs
work wonders with it using different methods. For me, this approach enables me
to run long-term horror campaigns that give you the full span of the genre and
make the real frightening sessions all the more memorable.
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