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Horror 101: A Beginner's Guide To Being Creepy Beyond All Reason.

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ThatWhichNeverWas ThatWhichNeverWas's picture
Horror 101: A Beginner's Guide To Being Creepy Beyond All Reason.
Horror 101: A Beginner's Guide To Being Creepy Beyond All Reason. Version 1.1 So you've gotten comfortable with your group. Under your careful direction they've busted ego-smuggling rings, prevented Uplift genocide and even saved the Official 433 Eros Competitive Poledancing Team from Captain Spacebeard and her Tentacle Pirates. Now it's time to take it to the next level, and run a horror scenario. This essay has been written to provide some basic advice by touching upon the elements which define the genre and how they are usually expressed, followed with a quick and dirty example of how to put those principles into practice. Let the lesson begin... [center][b][u]1. Basic Principles.[/u][/b][/center] [indent][u]What is Horror anyway?[/u][/indent] The essence of Horror is helplessness when confronted with Terror; the [i]intolerable[/i] frisson of being confronted with a situation or entity which evokes a fight-or-flight reaction (re: something Scary) and being denied the ability to do either. In this, Horror can provoke an emotional response of a depth and power unattainable by other genres, and is concordantly more difficult to reliably evoke. There are two elements upon which Horror stories live and die; More than any other genre, Horror requires the players suspend their disbelief and become emotionally invested in the plot, which means the characters and setting must be [i]believable[/i]. If the villain acts erratically or the plot has logical errors then the players are no longer fighting for their lives against an implacable foe, but sitting around a table in utter safety. The second element is suspense. The threat to the characters must be omnipresent and immediate to keep the characters on edge, but the [i]anticipation[/i]of that threat gives the story lustre and depth. The characters cannot be given a chance to relax or forget that the threat is there, even if the source of their fear isn't actually an active presence. [indent][u]What Makes Things Scary?[/u][/indent] In order to drive the characters in a horror plot to action, they must be confronted by something Terrifying, achieved by arousal of Primal Fears and use of Indicators. Incorporating these two elements into the plotline, characters and environments is therefore the key to creating a Horror scenario. Indicators are stimuli considered disgusting, disturbing or creepy, and whilst they typically aren't frightening themselves, they signal the presence of something to be afraid of. They are tools to create tension, suspense or anxiety, and to communicate the nature of the plot on a visceral level. They can take essentially any form required, but are all based around discrepancies from how things “should” be; a breadknife in a kitchen is normal, one in the bedroom is an indicator. Whilst many things can be considered sources of fear or terror, that fear inevitably grows from so-called “Primal” or “Basic” fears, whose roots reach down to the darkest and most ancient constituents of the human psyche. In order to make a Horror scenario, these fears must be incorporated into the plotline and/or antagonists, by taking the general idea for the form of the scenario and considering in turn how each of the Primal fears is involved or expressed. In no particular order, these fears are; [i]1. Extinction.[/i] Whilst it is tempting to refer to this as the fear of death, it is more accurate to say this is the fear of ceasing to exist – that death is The End. The obvious way is to arouse this fear is by having the monster kill things, but don't expect it to have much of an effect: the disconnect between player and character will dull the bite unless the victim is a character the players are especially fond of, and re-sleeving relegates that to being little more than an annoyance. More effective are effects which threaten the character's mind or identity. Growing insanity, memory alterations and loss of continuity all function here, as do alterations to the character's emotions or personality, unexplained access to knowledge or skills, or memories of unknown origin. [i]2. Mutilation.[/i] The source of Body-Horror, this fear is centred around the integrity of the subject's physical form being compromised, and can be aroused by anything which distorts it from it's “intended” state. The most common method of evoking this fear is through the removal of elements; injuries create voids where flesh should be, from small cuts in the skin all the way up to the absence of limbs and organs, whilst disease and age cause the subject to wither and rot. The addition of improper elements can also arouse this fear, such as the presence of foreign objects, body components in the wrong place, and mutation or transformation. An important thing to keep in mind is that this fear's intensity is defined by the extent of the disfigurement rather than the amount of damage done; a monster that skins it's victims but leaves them alive is more terrifying than one that kills it's victims “cleanly”. [i]3. Isolation.[/i] Whether physical or social, humans have an implicit need to be around their peers, and the knowledge that help is far away or unreachable can be profoundly disconcerting. Stranding the group in a cave system, in the martian wilderness, on an exoplanet or on a ship will all touch on this fear, and work well for monster scenarios. Social isolation through abandonment, rejection or betrayal can be even more powerful, but is harder to use and more suited to a longer campaign. In monster scenarios, this is often expressed by the protagonists either not being believed by those they seek aid from, not being able to trust those they would otherwise depend on. [i]4.Worthlessness.[/i] This abstract fear is based upon the integrity of one's sense of self-worth. Cosmic horror revolves almost completely around this concept, by presenting a situation where the character's lives or goals are devoid of meaning. Shame and Humiliation have a similar effect, degrading the subject's ego through feelings of irrelevance. Anytime a character avoids seeking aid or performs an act because they fear ridicule or punishment, they are being driven by this fear. [i]5. Powerlessness.[/i] H.P. Lovecraft once wrote; [i]The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown”[/i], but the reason [i]why[/i] the unknown is so terrifying is that we are, by definition, helpless against it. Even the most mundane and banal things can evoke this fear if one has no control over it, such simply being in a job one does not enjoy, whilst anything that physically restrains the subject form action will act similarly. A human in the grip of this fear will do almost anything to escape from it even to the point of self-destruction; when subject to a terrible event, many will wonder why they “deserved” it, and the question of whether death is preferable to slavery is as old as slavery itself. [center][b][u]2. The Nature Of The Beast.[/u][/b][/center] Every horror story needs something to provide the source of Threat towards the characters. This is often an individual or group of antagonists but may equally be an event or condition, such as the passive apathy or hostility of the universe that defines Cosmic horror. However, even if the later is the case the pacing and effects on the characters should be equivalent to those of distinct entities, and so all possible threats and antagonists can be combined under the moniker of “Monster”. When considering the effects the Monster has on the group, there are certain elements that need to be included to set it apart from more mundane foes, starting with why the players can't just shoot it in the face - assuming it has one of course. [indent][u]Unnatural Endurance.[/u][/indent] There are two broad solutions to this quandary; either the Monster is abnormally resilient to harm, or they can be defeated piecemeal but there's always more waiting around the next corner. The second of these options is the simplest, and choosing it means the monster exists as part of a group or swarm, such as a Horde of Zombies. Individual members may still be resilient but can be defeated with sufficient effort. When representing such a Monster mechanically it can be useful to actually rule the Horde as a single entity using Swarm or Group rules as appropriate for the system, and simply ignoring effects that would apply to single members if the group. A single creature that is effectively impossible to kill is slightly more complex, both thematically and mechanically. Thematically, there needs to be some in-game reason why the Monster cannot be significantly harmed with the weapons [i]available to the characters[/i]. If they are only armed with wrenches and crowbars this can simply mean the Monster is armoured, but if the players are toting grenades and plasma weapons a tad more imagination is required. Mechanically, this will be expressed in two ways; The first will be some form of damage reduction or resistance, depending on the system. As Monsters are by definition abnormal the form of that resistance is entirely arbitrary, but should probably be kept simple to prevent the mechanics getting in the way of play. A few simple examples are having the Monsters armour ignore armour penetration values, imposing a maximum on how much damage the weapon can do, or placing a cap on how much damage the Monster can take per attack/round. The second method of expressing the monster's resiliency is by cheating; until the scenario's climax, the monster doesn't lose Durability but instead retreats from combat once amount damage value has been met. [indent][u]Nasty Big Pointy Teeth.[/u][/indent] Once the monster is capable of "Not Dying" it needs some method of inflicting harm on the Players. A common pitfall is to simply give the Monster an attack which deals large amounts of damage, but this is actively counter-productive; a horror monster needs to build suspense and tension and whilst the threat of damage is ostensibly alarming, once the attack has been made the target either dies, freeing it from the threat of further attack, or it survives which lessens the perceived threat. Good horror monster attacks are attacks which are detrimental or terrifying without being excessively deadly, such as those with a cumulative effect, those which ignore the victim's defences, or attacks which damage something other than the target's physical health. Cumulative attacks have little immediate effect but prepare the target for a separate attack with significantly greater consequences, such as the monster grabbing the victim in it's mouth before biting down as a separate attack, or the madman inserting the needle before pushing the plunger. The pause between the first and second effects allows the victim a chance to avoid the majority of the damage whilst preserving the sense of danger associated with a high-damage attack. Attacking something other than health takes advantage of an interesting mental quirk in gamers; whilst an average gamer can watch his character take vast amounts of damage and feel mere alarm, threatening his gear will arouse outright panic. There are multiple ways to express this depending on the nature of the Monster. The simplest versions are to have the monster's attacks deal SV in addition to DV or have the attacks reduce the victim's armour. Other possibilities are attacks which give wounds or traumas in addition to those caused by DV or SV, or by draining Rez points or Moxie. It should be noted that any losses dealt should be [i]temporary[/i], otherwise the player's tension and and alarm at the monster may transforming into [i]actual[/i]anger at it's controller. Permanent effects should be restricted to the domain of Plot points, and applied with purpose and forethought. [indent][u]Special Effects.[/u][/indent] The final note for a monster are it's special abilities; those little details which give the monster character and flavour and more importantly allow the monster to get around the players' machinations and generate tension. What the monster can do is limited purely by the nature of the setting, but there are some very simple guidelines to narrow down the infinity of possibilities; 1. A monster should have one or two abilities to allow it to engage or escape from the players, or influence them without being present. These need not be especially showy or dramatic so long as they are consistent with the monster's nature; a Werewolf tearing through a wall is infinitely more preferable than having it teleport through, despite the ultimate effect being similar. If the Monster's presence is implausible some related element can be used instead; the Alien couldn't be there, but a Facehugger could. 2. If possible, keep the list of abilities small. The fewer distinct abilities a Monster has, the easier it will be for the players to suspend their disbelief. 3. Unless it's [i]absolutely[/i] necessary, avoid granting the Monster new abilities in-game. Giving new abilities to defeat the players is sometimes necessary to keep the plot moving, but if they get wind of it then all the atmosphere and goodwill will vanish in a burst of annoyance as they cease to be invested in the game. Even if this hazard is avoided there remains the serious risk of rendering some other aspect of the plot nonsensical, again risking the suspension of disbelief. [indent][u]The Unimportance Of Numbers.[/u][/indent] Those uncomfortable creating stats for antagonists shouldn't worry too much as the specific numbers representing the Monster's abilities are secondary to the nature of those abilities, and can be modified on the fly. A monster should never be able to fail at something it can do under normal circumstances, so rolls should only come into play when in direct opposition to the characters. A skill level of around 60 should suffice when a monster is good at an ability, and around 80 on those abilities it excels at. Stat blocks are useful, but largely because their creation helps create a more complete picture of the monster's abilities, or for consistency should the Monster make a repeat performance in a later scenario. [center][b][u]3. Impossible Landscapes.[/u][/b][/center] [indent][u]Setting The Scene.[/u][/indent] The environment in horror scenarios initially performs the same role as in other genres – it provides context and depth to the plot, can provide challenges and threats to the characters, and provides methods to gain information about the story. As such it's fairly easy to convert a given environment to the horror genre using Indicators which either complement those of the Monster to touch on more primal fears, or reflect them to create an appropriate atmosphere and give information about the antagonist before they actually appear. The atmosphere can be further intensified by attaching indicators or threats to the tasks that the characters must perform to progress the scenario – that is, make the acts they need to perform to proceed those they normally baulk at. As with the Monster the feeling of danger is more important than the actual level of threat. By implying a computer system is infected with an Exsurgent virus, or placing a plot-item in a room filled with an unknown Nano-Plague, it's possible to foster intense distress even if there is no virus and the Nanites simply cause excessive full-body hair growth. [indent][u]Hidden Dangers.[/u][/indent] Environments also perform the important task of picking up design elements that would otherwise be confined to the Monster, or may even act as the Monster all by themselves. The most blatant and useful example of this is to confine the characters to the monster's hunting grounds and preventing them from escaping it's influence. Passive examples include simple locked doors, incremental weather or being in space, whilst active methods involve labyrinths of death-traps or hostile entities. It should be noted that this is an [i]extremely[/i] important element that is all too often neglected; it is easy to rely on the willingness of the players to keep them within the confines of the scenario, but this simply depends on the players ignoring a flaw in the story rather than repairing that flaw. This needn't be physical, a psychological or character-specific restraint can work if it's sufficiently compelling – just be prepared for the character/player deciding that that remaining isn't worth it. [indent][u]The Use Of Language.[/u][/indent] Regardless of genre but especially in Horror games, when considering the descriptions of the locations (or monsters for that matter) it pays to consider how the environment effects [i]all[/i] the senses, rather than just sight. Describing how the air smells or the texture of the walls under the character's hands solidifies the area in the players' minds, drawing them into the scenario. This applies regardless of genre, but is especially useful in horror. Similarly, the use of baroque or evocative language draws attention and focus important features whilst conjuring associations to guide the player's and character's responses. Creating a small list of descriptions whilst designing the location can help to cement the “feel” of the area, and provides a handy resource to be used in-session. [center][b][u]4. General Tips.[/u][/b][/center] [indent][u]Give It A Twist.[/u][/indent] Whilst by no means necessary a twist in the story is always an enjoyable element to make a story memorable. The trick is that a good twist must make sense and be, paradoxically, predictable on some level. Once the twist has been revealed the players should be able to look back and see that it was always there, but they missed it due to in-character deception or through their own false assumptions. [indent][u]Know When To Stop.[/u][/indent] It's easy to go overboard with indicators, powers or baroque vocabulary. Only provide abilites or details enough to convey the message, and then [i]stop[/i]. The exact level is going to be dependent on the players so pay attention to their mood; if they look like they're drowning, you've gone too far. [indent][u]Don't Cross The Streams.[/u][/indent] If at all possible avoid adding more than one Monster type to the scenario, unless the interaction of the Monsters is vital to the plot. It may seem interesting but more often than not it simply acts to dilute the effect of both or confuse the players. In this case, the whole is almost always less than the sum of it's parts. [indent][u]The Ladder Of Success.[/u][/indent] A useful trick when writing the climax is to consider multiple endings or circumstances depending on the group's successes and failures throughout the scenario. A “Ladder of Success” can help keep track of what's happened, and what that means. Simply create a table with two columns; on the left, write a clue or effect the players can acquire during the scenario, and on the right put what effect that has on the climax. Then write out the climax as a worst-case when they fail at everything, and modify it according to the Ladder as necessary. [indent][u]Player Agency.[/u][/indent] The great paradox of horror is that whilst the characters must be helpless there must nonetheless be some possibility of overcoming that helplessness; there must appear to be a possible solution to the problem, even if it doesn't actually exist. Using a Monster or modelling the acts of a situation as a Monster helps to solve this problem, as it implies that the threat can be understood, defeated or evaded. This needn't be the case, but the possibility should suffice to prod the characters into action. It may well be that there is no way to defeat the threat and that all the characters' struggles are for naught, but that's a revelation for the climax of the scenario rather than the beginning, with the plotline being essentially one long red herring. Thinking about the scenario's storyline as a whole and how the character arcs are to develop can help keep this in mind, so the realization that the characters' actions were futile becomes a bittersweet resolution to the characters' actions rather than impeding them. [indent][u]Epilogue.[/u][/indent] Once the scenario has come to a close it's worthwhile giving the players a short epilogue, even if the character's can't know about it, detailing how the Monster has only been defeated rather than destroyed. Alluding that a zombie escaped the purge, or that an alien egg remains intact, can provide the final layer of varnish to a satisfactory scenario. [center][b][u]5. Example Scenario - “A Question of Responsibility”.[/u][/b][/center] Let's say that I want my group to investigate a hidden research laboratory run by Project Ozma. I know that I want this to be a Monster scenario, which will either be an Agent or one of the experiments, but that's all I know going in. Looking through the Primal Fears for inspiration presents an interesting possibility; the monster is both Agent and Experiment, who has been betrayed ([i]Isolation[/i]) and converted into a test subject ([i]Extinction/Mutilation[/i]) against their will ([i]Powerlessness[/i]) because of an earlier failure on a mission ([i]Worthlessness[/i]). Let's call it "The Convict", and that it was an agent the players defeated in an earlier scenario. Now I know what it is, it's time do decide what it does. The transformation into the Convict is solidly Extinction so we'll carry that forward with an attack that harms the target's sense of self. ASync abilities jump to mind here, and that fits well with the experimentation theme. The simplest method for this will be an attack which also deals SV, but let's go a bit further – the attacks don't just damage the Ego, they actually change it, implanting self-destructive urges and the drive to betray the group! To represent this, SV loss will be cumulative for generating traumas, and those gained will be based around distrust, sorrow, and treachery. Unfortunately, aSync powers don't work on Synthmorphs... or at least, they [i]shouldn't[/i]. This problem suggests an interesting avenue of experimentation for the Lab – they were researching how to translate aSync powers into a digital medium. Another problem is that aSync powers need skin contact to work and the players are going to be wearing armour. There needs to be some way for the attack to worm it's way through the player's defences... such as wormlike tendrils growing out of it's hands, penetrating the armour and flesh of the victim, and providing a Mutilation Indicator. This should suffice for offence, so it's time to worry about keeping the Convict alive. The Convict used to be an Ozma agent which would suggest body armour as an option, and incorporating bare flesh into the design can act as another Indicator. The aSync aspect also provides an interesting option in the form of Precognition, which can be easily leveraged into a defence – it can tell where the characters are going to fire, and move to avoid the shot, represented by a -20 penalty to the attacking character's MoS. Both the attack and defence are interesting abilities so I won't give the Convict any more special powers, and shift them to the Lab instead. Automatic turrets can can provide combat if necessary, and drugs or other substances in the air provide further possibilities. What's missing now is something to keep the Convict away from the Players whilst they're exploring the Lab. It's doubtful that the workers there wanted it wandering around willy nilly, or worse yet [i]leaving[/i], so there has to be something confining it which we can expand to keep it in certain sections of the lab. We've already been using mental manipulation as a theme, so lets run with that and say the Convict has been behaviourally altered to stay within certain areas marked with purple light. On the other hand, it needs to be able to do something to the characters outside those area, so let's say that it can overcome the restraint temporarily but the mental effort weakens it's powers – now we have a reason for it to retreat from combat as necessary. As times goes by this restriction can be weakened, allowing the Convict to get at the players and eventually escape. A standard layout for the Lab can be used, with research labs, holding cells, living quarters and so forth. I don't want anyone else there, so I'll say it's been recently deserted, with signs of hurried evacuation. The players will show up, and after they've looked around a bit they'll meet the Convict which will keep them from leaving – they can find safety in the inner labs where the Monster can't go... yet. In order to creep the place up a bit, some indicators are called for; - [i]The facility is on low power mode so the lighting is intermittent and weak.[/i] - [i]The air won't have been circulating so I'll describe it as stagnant, tainted with disinfectant and sweat.[/i] - [i]The walls are cold and unyielding.[/i] - [i]A surgical room, scoured clean save for a child's doll on the floor under the operating table.[/i] - [i]Empty cells with class doors, one with a smear of blood at head height.[/i] As a side effect of the trace chemicals in the air and as an allusion to the nature of the monster, I'll say the characters suffer from headaches or mild hallucinations, increasing in severity as time goes on – simple whispering or impressions of motion should be enough. Now all I need are clues and elements for the group to discover to help them defeat the Convict. Research recordings can provide backstory and give the group ideas, and the automated turrets can be subverted to provide assistance. The most vital element will be an aSync-suppressant gas which they can release into the ventilation to weaken the Convict' powers and give them a chance. Looking back, I seem to have everything I need. The player will investigate a hidden aSync research laboratory, supposedly abandoned but really inhabited by a warped and defiled creature - a minor foe betrayed by the organisation they trusted. To escape with their minds and bodies intact they'll have to uncover the dark secrets of the Laboratory and the experiments performed within before their foe breaks free of it's constraints. For the epilogue, I just need to allude to the other experiments the lab may have contained, and why it was abandoned – an open mystery I can build upon in the future. From this point forward preparation will be the same as any other scenario; drawing up maps, writing NPC dialogue and creating statblocks. [i]“You turn around, and see a figure where moments ago there were only shadows. For a moment, it appears as though someone has tried to force a suit of combat armour into a hollowed out human skin, but you realise that skin is actually bonded to the dark blue composite, the pale flesh blending visibly with the plating.[/i] [i]It extends an arm towards you, and crimson worms burrow out of the the figure's palm, writhing hungrily towards you with sharp, bony tips.[/i] [i]Roll Will times Two, and then Initiative.”[/i] [center][b][u]6. Final Thoughts.[/u][/b][/center] Whilst this has been written with Eclipse Phase in mind the principles within apply regardless of setting or media, and the topic has been presented in a very formulaic manner as it is supposed to cover the very [i]basics[/i]of writing Horror. Ultimately, these are all simply guidelines to be broken as needed. The vital element is that when a rule is broken, thought should be given as to [i]why[/i]it needs breaking, and what effect that will have on the plot's timbre. I hope that that this has proven helpful. Now go out there, and teach your players that they have nothing to fear but fear itself... and [i]you[/i]. --- So, fellow Forum Dwellers, what do you think? If I've missed a point, or something needs more detail, or you just plain disagree, please post – all questions, comments and criticisms are more than welcome :D.
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
uwtartarus uwtartarus's picture
Good essay, an interesting
Good essay, an interesting read. EDIT: Can't find answer, does Touch range require skin-to-skin? I assumed that it just required touching in the loose definition of the term (because we never really touch due to electrons and all that empty space between atoms, man...) so armor would not protect you from being touched. That was what was scary about psi. Eelware can be insulated against, and nanites be sloughed off with immunogenic coating, but Psi does not. Off-topic. Cool essay!
Exhuman, and Humanitarian.
ThatWhichNeverWas ThatWhichNeverWas's picture
Woo excuse to feed the Ego.
Glad you like it :D I was really worried it'd be too "Behold My knowledge, Brief Mortals!" :P I really don't know about the Touch range though. I've been assuming that the powers need biological contact as a conductor, but looking back I can't seem to find anything one way or the other. Egotrip: It started out as an impulse-rant after watching Promethius: a film made by an experienced professional which managed to hit pretty much every pitfall possible. After managing to pry my palm from my face, I was compelled to write about all the simple mistakes that keep cropping up in Horror Films, but the further I went the more I needed to write to explain why they were mistakes. Then I read a few "How do I Horror" posts, and this is the result.
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
uwtartarus uwtartarus's picture
I wanted to love Prometheus
I wanted to love Prometheus and it has some many disparate elements that I like. But on the whole, it was a trainwreck. Complete failure in execution. Huge disappointment. I got hyped up for it is part of the trouble maybe. Ugh. Still, your essay gives me stuff to mull over and mentally digest. Good stuff.
Exhuman, and Humanitarian.
Urthdigger Urthdigger's picture
I will say that there needs
I will say that there needs to be a line drawn for helplessness. There was a game I was in a while back which had an opponent that was severely resistant to all forms of damage we had, capable of regenerating and turning invisible, and everything we saw suggested you were basically dead once they grabbed you, AND was a horde type enemy. It was enough that I functionally gave up, just going through the motions and voicing how certain this was just a TPK scenario.
Lord Koniu Lord Koniu's picture
Urthdigger +1
Urthdigger +1 Also, mind your surroundings. I'm no newbie to GMing or Eclipse Phase, and yet I still make mistakes that are so stupid it makes my hair turn grey. I cornered four players (standard pre-gen characters from the corebook, two optimized for combat) against a team of veteran Ozma agents AND a swarm of exsurgent zombies. On a torus habitat, with nowhere to run or hide. Since their task was to find habitat's central computer they had only one path ahead of them, which made them an easy target. After 4 hours of struggle the characters ended in pieces. My point? I made a cool, compelling enemy and didn't give much thought to how are the characters supposed to defeat it, or survive for that matter. An example of poor design. Two positive examples from video games: the Uroboros from RE5 and the Demon of Hate from BG2. The former required the player to lure it into a large furnace, while the latter could only be defeated by casting healing spells on it. Both of these strategies were hinted to the player in dialogues, documents and cutscenes. Give your monster a vulnerability - fire, sensitive spot on its heart, garlic allergy, doesn't matter. Then ensure their surroundings allow them to survive for some time, just enough to get their tools of destruction. Then ensure the players know what they are looking for and how to use it, at least roughly. There's no use in the holy medalion, if you don't know that in order for it to work you have to rotate it three times to the left. Great essay though.
Urthdigger Urthdigger's picture
Yeah. In the scenario I was
Yeah. In the scenario I was in it felt like there was SUPPOSED to be a solution, but whatever it was there were literally no clues whatsoever. Every "clue" we found was just more immunities or ways for it to kill.
Trappedinwikipedia Trappedinwikipedia's picture
In my experience, horror
In my experience, horror-helplessness is best done in a soft way, rather than hard-helplessness. Continuity does this family well IMO. There's nothing stopping the characters from bringing the station back to functionality, escaping, defeating the exsurgents in an impossible way. But the lack of good information, the risk involved, and the ticking clock make realizing everything very difficult, and the players are almost always left with no choice but to give up on many of their goals. Horror is better in games at least, when the players can do something about it, but aren't sure what they need to do, and the chance of failure needs to be unapologetically real and threatening. Failing forward is really important to making this work, in that the players must be allowed to make things happen in the world, but they don't necessarily make things better. For example, a monster which simply has enough DUR and resists to bounce HEAP seekers and will quickly kill the party doesn't make for a good game. It makes the players check out and give up, as they lack any ability to effect where things go. Making the beast blind, slow, or physically unimpressive gives them something to do, whether it is to hide, flee effectively, or trap the monster. Those still aren't ideal though, as the monster still cannot really be effected by the players. A monster which can be hurt, but makes things dangerous in a new way is better, such as releasing a nanoweapon if heavily damaged, having limbs still function after being severed, exploding into smaller gribblies, or even just slinking off to heal when hurt gives the players more options, and more risks. It also helps because monsters are better when their capabilities are slowly revealed. IMO, hiding from monsters is often not terribly engaging, as most RPGs lack good high-tension stealth rules.
Urthdigger Urthdigger's picture
Again, I'd like to stress the
Again, I'd like to stress the balance required. Make sure that you give SOME information the players can use, there needs to be at least SOME hope. If things become truly helpless, or at least feel that way, the players stop being afraid and just accept their fate. They'll stop trying, "why bother?" will be the team motto. In my example above, the main contributing factor to me giving up was the lack of information and ways to get it. Everything we saw merely reinforced the fact that it was a functionally invincible foe that effectively inflicted instant death (technically it engulfed people, rendering them helpless and unrescuable as it killed them). We had no way to research our foe, no lore to fall back on, just the records in the area that spoke of how terrible and unstoppable it was.
ThatWhichNeverWas ThatWhichNeverWas's picture
Oh god I'm so sorry.
Hmmm... not sure whether to edit the OP. Definitely good points being made... but being made so clearly that editing seems redundant :D
Urthdigger wrote:
There was a game I was in a while back which had an opponent that was severely resistant to all forms of damage we had, capable of regenerating and turning invisible, and everything we saw suggested you were basically dead once they grabbed you, AND was a horde type enemy. ... In my example above, the main contributing factor to me giving up was the lack of information and ways to get it. Everything we saw merely reinforced the fact that it was a functionally invincible foe that effectively inflicted instant death (technically it engulfed people, rendering them helpless and unrescuable as it killed them). We had no way to research our foe, no lore to fall back on, just the records in the area that spoke of how terrible and unstoppable it was.
Bleh. That sounds like Suck :( I really agree that there needs to be some balance there - though I'm not sure that helplessness was the problem so much as the GM buying too heavily into the "Nothing is scarier than the unknown" trope. "How the hell do we defeat this thing?!?" "You don't Know! Isn't that scary? Muahahaaa!" "... I'm going to punch you in the face now."
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
R.O.S.S.-128 R.O.S.S.-128's picture
Games are made to be played
I'd say a core part of that "balance factor" is to remember that Eclipse Phase is, at the end of the day, a game. This means that your players are going into it expecting to have a level of interactivity and agency with it, even if this contradicts the idea of "helplessness" in horror. They're here to play a game, not read a novel, and if you completely deny agency to them, then they will exercise their agency OOC by flipping the table over and walking out the door. "Look at this scary thing!" "Alright, what can we do about it?" "Absolutely nothing! Isn't that scary?" (╯°□°)╯︵ ┻━┻ Now, a scripted invincible boss CAN be used as a plot point, but you have to run through it pretty quickly to avoid losing the players' interest, and then quickly reveal that they were supposed to lose, it's OK that they lost, and their characters will be relatively OK. Usually the place to do that is at the beginning of the game, where their characters are freshly generated and they don't have to worry about losing too much from resorting to backup. Quickly run them through the scripted boss fight, restore them from backup unharmed, then go "OK now the real game starts". Ideally you should ram through all of this in one session and get them decently into the real game (where they are actually able to run around, do stuff, and influence the plot) before that session is over: you don't want them to go home sore from a curb-stomp battle, and you DEFINITELY don't want them coming back a week later to continue a half-finished curb-stomp. Considering how hard it is to do well though, it should probably be avoided unless you've got an experienced GM and a group that trusts them to make it work.
End of line.
Lord Koniu Lord Koniu's picture
I don't think the division of
I don't think the division of a game session into "prologue" and "real game" is a good thing. The former part is, if i understand it correctly, supposed to show players that this monster they hunt means business and that they should be cautious. However, since the characters ARE going to die and can't do anything about it (because if they can it defies the point of the monster's invincibility) chances are that they'll assume that this monster is SUPPOSED to be invincible and just avoid it. The only way you can prevent that is force-feed them with some obvious clues that prove the contrary, which is... a bad thing to do. Also, backup service is far from omnipresent, so the characters may not be resurrected at all (and what if they are biocons?). I don't even mention that they lose all they gear, including expensive morphs. EDIT: It just occured to me, that it might be rewarding to make monster's vulnerabilities derive from its strenghts. -A perfect hunter can hear your heart beat from a mile away, but it's not used to strong stimuli, living all its life in darkness and silence, so loud music, bright lights or strong odors can easily inapacitate or even kill it. -A monster can control minds and has lots of minions, but is just a puddle of weak flesh, very susceptible to fire. -Mammoth-like monster is armored like a tank and it wrecks heavy vehicles like paper, but is also relatively clumsy and stupid, so a clever ambushers will make short work of it.
ThatWhichNeverWas ThatWhichNeverWas's picture
"Once upon a time Azathoth destroyed the universe. The End."
R.O.S.S.-128 wrote:
I'd say a core part of that "balance factor" is to remember that Eclipse Phase is, at the end of the day, a game. This means that your players are going into it expecting to have a level of interactivity and agency with it, even if this contradicts the idea of "helplessness" in horror. They're here to play a game, not read a novel, and if you completely deny agency to them, then they will exercise their agency OOC by flipping the table over and walking out the door.
This-ish. It's not just that it's a game, but that it's a story. "Group of Adventurers meet giant monster and are killed" just isn't a compelling narrative, regardless of medium. That's not to say invincible god-monsters don't exist, but when they do they aren't treated as opponents to be fought but more like environmental threats – either the team of archeologists learn that Derpthulu will arise in [Time Period] with the adventure ending when the BigBad turns up, or the gang of plucky teens loses some of their number in an initial introduction, followed by 3 hours where the monster is barely present and toys with them. In this time the teens run around learning about the monster's story (and deadly hummus allergy) just in time for the Dramatic Climax. This isn't even really a Horror thing but rather general story structure; the problem to be solved is presented in the Intro, explored in the Body and resolved in the Climax.
Lord Koniu wrote:
I don't think the division of a game session into "prologue" and "real game" is a good thing. The former part is, if i understand it correctly, supposed to show players that this monster they hunt means business and that they should be cautious. However, since the characters ARE going to die and can't do anything about it (because if they can it defies the point of the monster's invincibility) chances are that they'll assume that this monster is SUPPOSED to be invincible and just avoid it. The only way you can prevent that is force-feed them with some obvious clues that prove the contrary, which is... a bad thing to do.
This is what Redshirts are for. Literally. Redshirts are characters who exist for the sole purpose of showing what the villain can do, and how dangerous they are. Packing the group with a handful of ablative NPCs, jammed drones or sleeved Forks gives the monster something to show off with whilst keeping the protagonists out of harm's way. Alternatively the monster's intro is a perfect opportunity to present an initial weakness to the group to get them rolling; the ancient vampire would devour them if not for the curtains coincidentally forming a holy symbol, the shogoth would absorb them if not for the Elder sign carved into the doorway by it's last victim... that sort of thing.
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
nezumi.hebereke nezumi.hebereke's picture
I really enjoyed this. Very
I really enjoyed this. Very well written, and some very good points. You could go on for pages on the finnicky details, but instead you kept it on-point. My only complaint was that it is very monster-focused. Frequently the threat is provided through the setting, through other PCs, or through another non-monster element. In regards to power levels, I'd argue the players always need a feeling of hope, however slight (tempered with a lack of a clear plan). They believe they can succeed, but don't know how. That conflict results in anxiety.
ThatWhichNeverWas ThatWhichNeverWas's picture
Don't you see, the Monster was in you all along! Wait...
nezumi.hebereke wrote:
I really enjoyed this. Very well written, and some very good points. You could go on for pages on the finnicky details, but instead you kept it on-point. My only complaint was that it is very monster-focused. Frequently the threat is provided through the setting, through other PCs, or through another non-monster element. In regards to power levels, I'd argue the players always need a feeling of hope, however slight (tempered with a lack of a clear plan). They believe they can succeed, but don't know how. That conflict results in anxiety.
Glad you liked it :D The focus on monsters is intentional. Monster Horror is both the most basic type of horror scenario and also the type I see the most questions about; there's a tendency for beginners to just throw "Things Wot Be Scary" with save-or-die attacks at the characters. (I'm looking at you, Prometheus! You can't just throw alien snakes and zombies around and expect people to react!) More important is something I cut out because it's a more advanced topic: everything I wrote (should) apply to every horror scenario – the Monster can be an event or idea just as well as a creature, but the way it effects the characters remains the same. Consider a real-world scenario where a giant asteroid is going to impact the Earth. First, the threat needs to be immediate – an asteroid impact in 20 years isn't going to evoke horror because it's too far away. A timescale of months or weeks is necessary. For fears, Extinction is implicit and Worthlesness from the loss of any ongoing meaning in the character's lives (everything they worked, hoped and dreamed for is going to be destroyed), powerlessness from an inability to prvent the impact, and isolation from the "moral degeneracy" and general brakedown of society. In this setting, there's no clear "monster", but both the effects of the asteroid's approach and the fellow population act as a monster – Birds and Insects go insane and perform suicidal attacks, the weather goes mad, and a instead of a Horde of Zombies you have a Horde of Nihelists. From here, everything else applies as in the OP. Instead of a festering Zombiebite you have a rifleround from an officeworker who took to the tower slowly draining the character's life unless medical supplies can be found. Instead of Chitenous horrors, you have a pack of starving dogs gone feral. I agree that the players need "hope", but it's easier to start without any and let them find some during the game, otherwise you risk it becoming an Action scenario instead of Horror. A good example here is Pacific Rim – giant lovecraftian monsters overrunning the world would be a fine horror scenario, but because a "solution" to the problem (albeit desperate) presents itself the timbre changes from "Powerless in the face of Terror" to "Courage in the face of Terror". And then they use giant robots to punch the monsters in the face. With a sword. ... God I love that film.
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
uwtartarus uwtartarus's picture
ThatWhichNeverWas wrote:A
ThatWhichNeverWas wrote:
A good example here is Pacific Rim – giant lovecraftian monsters overrunning the world would be a fine horror scenario, but because a "solution" to the problem (albeit desperate) presents itself the timbre changes from "Powerless in the face of Terror" to "Courage in the face of Terror". And then they use giant robots to punch the monsters in the face. With a sword. ... God I love that film.
Pacific Rim II is coming.
Exhuman, and Humanitarian.
nezumi.hebereke nezumi.hebereke's picture
While I would agree with you,
While I would agree with you, I would replace the word 'Monster' with 'Threat'. An asteroid is not a monster. A zombie bite is not a monster. A monster is, specifically, defined as ": a strange or horrible imaginary creature" (M-W.com). By saying it is a monster, you are unnecessarily limiting options (while 'threat' includes both monsters, and everything else you've listed). By 'hope', I mean there's a possibility, however slim, they might succeed by their own power. A lot of this thread is talking about player agency, and the monster not being super-immune to everything ever don't even try. If your players don't feel like they can do anything, they give up altogether and they lose the attachment to the characters.
ThatWhichNeverWas ThatWhichNeverWas's picture
Confession: I am enjoying this discussion a little "too" much.
The term Monster is also defined as "a powerful person or thing that cannot be controlled and that causes many problems". (M-W.com) It's fair that "Threat" is perhaps more accurate, but "Monster" is fairly standard nomenclature for "Horror Antagonist", so a Zombie is a monster whilst it's bite is not, despite both being threats. Think about horror films/stories where the antagonist is an otherwise mundane psychopath or cannibal - they wouldn't strictly fall under the definition of "monster", but the tropes and cadences of the plot are identical to stories where the antagonist is supernatural. Once again, I agree apropos Hope. I'm a little torn at the moment as to whether I should put a section about it in the OP, or maybe even write a small sequel focusing on player agency, plot pacing, consistent thematics and other general story-writing advice. Would there be any interest in this?
uwtartarus wrote:
Pacific Rim II is coming.
Excellent. It is as the prophesy foretold...
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
nezumi.hebereke nezumi.hebereke's picture
ThatWhichNeverWas wrote:The
ThatWhichNeverWas wrote:
The term Monster is also defined as "a powerful person or thing that cannot be controlled and that causes many problems". (M-W.com) It's fair that "Threat" is perhaps more accurate, but "Monster" is fairly standard nomenclature for "Horror Antagonist", so a Zombie is a monster whilst it's bite is not, despite both being threats.
An asteroid is not a monster. Growing amnesia is not a monster. Leprosy is not a monster. A house is not a monster. Believing yourself to be a monster is technically a monster, but calling it a monster is really very confusing. The cold hard vacuum of space is not a monster. A protean swarm is maybe a monster? Your limbs falling off unexpectedly is not a monster. The apocalyptic hellscape you are protecting your only son from is not a monster. An antagonist is not a requirement for a horror story, and in fact may detract from the horror aspect. If it is a 'monster', that means it can be understood, fought, and presumably destroyed. If instead the horror is your own gradual disappearance, or a failure in how the universe itself operates, there is no 'defeat' aspect per se. Your guns are useless. At best you can hope for a draw.
ThatWhichNeverWas ThatWhichNeverWas's picture
If the best outcome is a draw, then a draw is Victory.
nezumi.hebereke wrote:
An antagonist is not a requirement for a horror story, and in fact may detract from the horror aspect.
I think you're getting hung up on the idea that a Monster/Antagonist has to be an “individual”; whilst Horror can be vague and generic there's always a specific entity - whether individual, group or situation - which leverages that into a tangible threat to the characters (by acting “Antagonistically”). A horrible virus, a quirk of physical law or good old cosmic indifference may not be strictly speaking monsters or antagonists, but they act as one within the storyline.
nezumi.hebereke wrote:
If it is a 'monster', that means it can be understood, fought, and presumably destroyed.
It implies that combat/flight is an option, and as such is working as intended. This keys directly into player agency; sure, it may be that the characters efforts are foolhardy and were doomed to failure from the start, but this is a revelation for the climax of the scenario, not the start. The players/characters need to think that they have some way off dealing with the threat in order to propel them to action, rather than just giving up on the spot.
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
nezumi.hebereke nezumi.hebereke's picture
ThatWhichNeverWas wrote:
ThatWhichNeverWas wrote:
A horrible virus, a quirk of physical law or good old cosmic indifference may not be strictly speaking monsters or antagonists, but they act as one within the storyline.
Then I would recommend you say what you mean. "Act as a ..." does not mean "is a ...". As a reader, I was very confused, and at no point did I think you were including threats outside of an identifiable individual or swarm. This was reinforced by your examples and focus on monster-building. At minimum, you may want to put a line to say 'monsters aren't just hungry animals. They can also be ...' and expand your examples to incorporate that.
ThatWhichNeverWas ThatWhichNeverWas's picture
Will do! :D
Will do! :D Seriously, this is exactly the reason why I was hoping for comments - stating things in a way I "think" is clear but other people don't is my kryptonite, so believe me when I say Thank You. :)
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
ThatWhichNeverWas ThatWhichNeverWas's picture
Sorry about the bump.
Updated with a note that the term Monster refers to all horror threats, and another about player agency.
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?