How to make a horror atmosphere?


Gamer Life General Discussion

Sovereign Court

Next session, I'm gonna have the party be stranded on a mountain in a large fortress/mine that is kinda going to be like Dead Space, only on a planet. They'll have to do a few things, get the bridge repaired and destroy an evil artefact.

Any advice on how to make the atmosphere "horrorific"?


Spooky music played in the background helps. Also describe flickering shadows and figures in their peripheral vision (nothing's there, of course, but it'll keep them on their toes and demanding Perception checks).


Watch some english subbed japanese/korean horror movies.
They are good at setting tension, so it might give some inspiration.

Reduced vision due to malfunctioning lights.
Ghostly girl in a red dress (F.E.A.R)


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As DungeonmasterCal states, background sound/music tracks can really help to create atmosphere. I've been using Tabletop Audio as a source for that kind of material and there's some very creepy selections there. The creator also takes suggestions, as I needed Japanese music/sounds for use in my Kaidan game, and he recently created Samurai HQ upon request.

Although it depends on the safety factor of your players and where the game is played, but I've seen GMs turn the lights out and have lit candles through out the game room to help set the mood.

I've seen in an FLGS Halloween game the GM wore a rubber mask and wore a voice modulator (that makes you sound like the Ghoa-uld from the Stargate SG1 TV series.

In the third module of The Curse of the Golden Spear trilogy for Kaidan, we included a table of non-events to help build the horror mood:

Table 2.5 Non-events Along the Dark Path (d10)
1. A bachi-hebi crawls in front of the characters and turns invisible
2. The PCs hear the soft patter of feet ahead of them
3. There is a flash of light, some distance behind the party, a little like lightning during a storm
4. A weak spot in the ceiling gives way, showering the party with dust and small pebbles
5. The characters enter a section of tunnel filled with old webs
6. The PCs hear the sound of falling rocks echoing through the tunnels
7. Any lights carried by the party suddenly go out and then relight a half second later
8. The PCs encounter 1d6 skeletons lying in the midst of the tunnel
9. The loud sound of dripping water echoes through the tunnels
10. A plethora of rats scurry out from in front of the character's light

@Chyrone - my published setting, Kaidan setting of Japanese horror (PFRPG) is built completely of that, with lots of female Japanese ghosts hiding in the shadows. In fact, I created a product that got lots of its inspiration from The Grudge movie, called Haiku of Horror: Autumn Moon Bath House, which features an authentic 5 story Japanese bath house, and a very unique ghost of a murdered bath house attendant.

Plus we have #30 Haunts for Kaidan with lots of spooky, classical Japanese ghosts, haunts and ghost stories to use in game.

Dark Archive

Need more info Hama

Is their something "there"? Maybe unrelated to their original quest but stirred up by the presence of evil?

Does the evil artifact have a way to affect the environment?
Change people into servants/thralls, summon servants?
Does the evil artifact have some kind of legacy owner or ancient herald/defender.

What kind of vibe are you going for - psych horror (going crazy, environment slowly warping and changing), build up to climax (slow reveal of baddie, that eventually results in a epic fight) overrun (zombie or xenomorph type swarms).

Or do you just want some mood tricks...or all of the above?

Details sir, details!

Sovereign Court

Like I said, Dead Space. Now I don't know if I want actual necromorphs or undead.

Yes, the artifact does affect the environment. Mostly by making everything fall apart quicker.
Changes people into something. Yes.

Hmmm...owner/defender. I like that.

Let's say 50% psych and 50% climax.

Also some mood tricks :D

EDIT: gamer-printer I love you! Tabletop Audio is amazing!


@gamer-printer:
Sounds cool.

Hama, have you watched a few let's plays of the Fatal Frame series?
Protagonist is all alone at haunted locations and villages.

Sovereign Court

No, I'm allergic to let's plays. Seriously allergic. I hate watching other people play video games.


Hama wrote:

No, I'm allergic to let's plays. Seriously allergic. I hate watching other people play video games.

Yeah, not only do I not watch the "Let's plays", I don't even play video games. That said, I will be doing freelance cartography for Activision Call of Duty: Advanced Warfare starting the end of the month. Its for the tactical guide book (cheats book) that is released when the game comes out in November. I will also be doing maps for the upcoming Destiny RPG MMO to be released next spring. So even though I don't play those games, I guess I'm working for them to put some of my creativity to their projects.

Sorry for the threadjack.


@ Hama:
Okay, so it's the wrong thing for you :)
But it does give ideas for creepy settings, so picking up gamer-printer's PDF he mentioned above could be cool.

Hopefully you'll get what you want, maybe let us know if the tension was visible on their faces?

Sovereign Court

Well, last session I actually got both girls in the group to let a few tears for the sad fate of a major NPC, so I guess I can do horror too. We'll see.
The session is tomorrow, so I'm in my last ditch preparations here.

Blizzard - checks
Enormous fortress complex that is slowly decaying - check
Nothing at all will attack the players for the first half of the session - check
Scary artefact that sends visions to people's minds - check
Rambling madmen who leave notes and crude drawings everywhere - check
Disfigured monsters who were once human - check

I think it will do fine.
Too bad we can't play at night though.

Dark Archive

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Some ideas

Stuff:
If you are going with an owner/defender or herald of the artifact you could build it up like so:

(Since this generic I will try to provide specific examples as a point of reference you your situation)

Let's say that the artifact is an Ancient Crown of Evil - something that belonged to the worst tyrant the world has ever seen

* Small almost imperceptible reality changes (with build-ups).
- Couple of previously empty rooms are found to have shackles in the walls
- Then, old bloodstains
- Then, fresh bloodstains
- Maybe some old torture gear starts popping up
- Audible screams of torture can be heard - faint at first, then louder (near the end of the scenario)
- Fleeting glimpse of an emaciated figure (starved) or a short haunt/phantasm of a man trying to scream with his tonged ripped out.
- Smell of something burning, or phantom smells of rot that come and go (in set critical places).

* Reality changes (part II)
- PCs or NPCs start feeling phantom pains. On their backs, bottom of their feat - the sensation of pressure on the chest and the inability to breath.
- Failed Will or Fort saves may result in physical manifestations of torture.

* Minions/Defender/Thrall or Herald (Conversion)

A well loved NPCs could be a good vessel for the defender of the crown (my example I'm going with).
- Slow changes in demeanor
- Starts acting upon information that he shouldn't posses (knowledge, language, etc).
- Minor changes (I know there's no handedness in PF, but may switch favored hand, sleeps in when used to get up early, or vice versa#. Perceptive characters may notice - and informed characters who know the history of the artifact may put 2 and 2 together.
- Full transformation - may be preceded by death, slow physical changes or the host may hide/disappear (assumed dead if PCs don't put the earlier 2+2 together).
- Multiple NPCS (guards, aids, sages, etc) could also be possessed or transform. This can be a simple as demon-zombie horde, or they could #using my Crown example# all turn into the Tyrants court, acting out bizarre behavior as they adopt court roles - Jester, Council, Executioner, etc.

* Minions/Defender/Thrall or Herald - Part II (Arrival)

Spot in dungeon or Fortress has some kind of draw to it. Small changes that build up.
- Physical change (changes composition, oozes blood, etc)
- Attracts vermin
- Radiates negative light/absorbs light
- Absorbs heat
- Makes people feel ill
- Makes people feel weak (saps life force)
- Physical change part II - So for my crown example a part of the complex could start to form a stone stump, which in turn changes to a malformed chair, which near the end turns into a throne.
- Herald starts to form or gate begins to open. Too many ways for this to happen to list. Scratches on walls eventually become runes, runes begin to glow, walls begin to breath or weep, etc.
Or more dramatic - a gate fold occurs where another plane starts to spill out onto the prime. Meaning that the PCs are already in between two worlds. Marked by series of small changes - and of course, it's growing.

All the small stuff I've listed (attracts vermin, feel weak, etc) needs to played up very slowly with little information or explanation given upon examination. Once everything is falling apart it won't be needed to downplay it. Unless you have a big phase II reveal.

Anyway - just some ideas

Sovereign Court

I like it. Thanks :D


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A few ideas I have used over the ages to scare PCs:
A) Roll the dice when nothing is happening, look at a player and frown, scribble something to yourself and then continue without explaining.
B) over describe simple things like a door knob, it confuses players. They often think if you describe it THERE HAS TO BE SOMETHING IMPORTANT THEY ARE MISSING!
C) pass notes to players to tell them what happened. Explain that if they receive a note it is for their character only. If a PC sees something give them a quick note. Then ask how they react. Once they are used to it occasionally pass a player a note that is just to confuse other players for example: "Hello, which do you prefer black or red." Once they say a color ask for the note back and tear it up.
D) random smells confuse players. Pass a note to a player 'you smell a faint hint of cinnamon' most times it means nothing but occasionally make it important.

Many of these notes you can prepare ahead of time. It builds tension in the party and scares them. Fear is going from the known to the unknown. If they don't know what is happening they get nervous. Plus they start to suspect each other since you can do notes like, 'you find a small purse with a silver ring, what do you do?' Some may keep it and say nothing but some might alert the party. Make sure everyone gets the occasional note.


Some great ideas already posted.

When running horror the main thing I like to do is have several in character moments. I tell everyone that we are starting an in character moment and to please keep all interaction in character. This elevates the tension and often nips in the bud any tomfoolery that could derail your mood.

I try not to make these moments to long. Maybe 30 minutes or as long as the players can maintain it.

Also a killer in the midst it always a fun thing.

If you have been passing notes during the game as Tresed suggests you could at some point drop a clue or suspicion that the killer might be <gasp> a party member. This may or may not be true but with all the secret notes being passed around it might make everyone a lot more on guard thinking the gamer next to them might be the killer.

-MD

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