Creating a creepy setting


Advice


Last night I was running a module which involved the PC's camping out in the dark wilderness for the first time. It was supposed to be very scary and eerie, so I played music from Bioshock 2, along with giving descriptions of what they were hearing.

However, my players didn't feel/act creeped out at all. So I ask, what do you guys do to create an eerie setting/encounter?


Nothing is more terrifying to a player than the threat of permanent character death or item loss. So while setting the scene in real life is great for helping them get into character, establishing in game fear based on real world props/theatrics is harder.

So you need to establish some in game reasons for the PLAYERS to be worried about thier CHARACTERS.

My PCs once had to enter a swamp which I informed them in great detail was extremely deadly and that MANY previous adventurers had perished here. They were sufficently creeped out that when I played some roaring sound effects they collectively were ready to GTFO!


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incredilee wrote:

Last night I was running a module which involved the PC's camping out in the dark wilderness for the first time. It was supposed to be very scary and eerie, so I played music from Bioshock 2, along with giving descriptions of what they were hearing.

However, my players didn't feel/act creeped out at all. So I ask, what do you guys do to create an eerie setting/encounter?

Describe in graphic detail something the monster does the round the PC's see it (ALA surprise round). Then give them a knowledge or spell craft check to see what it is. Example

<You open the decayed wooden door to the sound of shrieking to see a ghastly figure with a thousand mouths folding over themselves as they eat a foolish adventurer. His life appears to slip away as he turns white leaving only circular marks on his body. The folding monstrosity turns to your party, and the abomination advances.>

Knowledge arcana or planes. -Make it-

<You know that man has just been level drained to death and he cannot be raised. It also appears that the would be adventurers items have been melted.>

To scare them you have to set the mood then tell them "Be afraid of this ability, be very afraid.". Also Rust monsters scare most characters with no real introduction.


Thanks ClarkKent07, that makes a ton of sense. I didn't really set up why they should be afraid, I just kind of expected them to assume the fear.

Undone, I don't really have a problem when trying to create fear out of physical things that you can interact with, like dead bodies and such. I think it's easier to get the point across when there is this horrifying thing lying right in front of you, but you do raise good points with the knowledge checks.

Thanks

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