Monday, February 12, 2024

Embracing the Bizarre Nature of Horror

 

Anton Möller der Ältere (Deutschland, um 1563 - 1611)




A few years ago, as a fledgling Gamemaster, I feared having horror in my games, primarily since my sessions are known for being very silly, a combination of bizarre concepts and ideas prepped in a way that gets a laugh from those around the table. While I would always be a fan of coming up with and writing silly, over-the-top scenarios, I also like delving into the deepest recesses of the messed-up place we call our minds.

Knowing Your Players and Building Up to It

Horror suddenly being the focus of a specific session is like tonal whiplash to the players since, as returning players, they have a particular set of expectations. While tonal whiplash can be used to get some cheap scares in. I recommend easing them in and introducing slight horror elements into the sessions (like having a buildup of 5-6 sessions if we are talking about a 15-20 session adventure). Easing the players in is the best way to reduce the sense of tonal whiplash whilst still trying out different genres (so this can be used in more ways than one; it does not have to be horror-oriented).

Twist Your Own Tropes

Every GM has their own tropes and cliches; it’s called being human; if you run games for the same group of players, they will naturally notice patterns in your style of GMing, either a voice you keep doing, a plot element, tone, etc. Ask yourself this, have you ever tried twisting this to your own advantage? If not, I suggest you do so. Not only will you surprise your players, but you’ll also even surprise yourself as you add another GMing tool to your arsenal, another thing you can rely upon when you’re stuck.

 

The Surreal

I am more afraid of the surreal than the average spooky monster that rushes towards you. The great thing about implementing surreal horror into your sessions is that it slaps your players in the face, as they are not braced for it. If you describe an abandoned cabin in a dark forest, the players brace themselves for a demon to jump out; if you have a character who died a few sessions ago, sit down and eat grub with them in the tavern without acknowledging the fact that he’s literally dead. Now, that is scary.


 

 

You Know Nothing

What scares players the most is when they’re used to having answers to solutions or having a clear plan to get that answer (using their knowledge of tropes and style of play). As the GM, you should act dumbfounded, be a part of the horror, a part of the surreal, and act like everything is sunshine and rainbows. It’s effortless to pull off; will it frustrate some players? Yes. Will it make them feel scared? Also, yes. This brings me to my last point, which is…

Smooth Jazz

Taking a page from Dennis Detwiller, one of the maniacs behind the excellent Delta Green RPG, he described running his games as jazz. Knowing when to ease up the tension and introduce new unplanned plot elements. As long as the improv fits, just like jazz. Is the gamemaster a jazz musician? Well, not necessarily; you’re the guy who assembles the quartet members! To stop this from becoming a post on the art of jazz, I’ll stop here (continue later in another post, perhaps).

In the End

In embracing the bizarre nature of horror within the silly nature of my gaming sessions, I’m not just broadening my narrative horizons—I am enriching the entire experience. The gradual introduction of horror, the clever subversion of familiar tropes, and the unexpected dives into the surreal all deepen your players’ engagement and investment.

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