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My grandma got me Horror Adventures today for an early birthday present, and it got me wondering-for those who have already gotten the book, how would YOU use the new rules and systems in the book?
I intend to use the expanded Fear subsystem and the new Sanity and Corruption subsystems in my next campaign. Beyond that just the feats, spells, archetypes, etc., like normal.
-Skeld

KoolKobold |

I don't have a ready answer to your actual question, but you've got an awesome grandma.
You have NO idea.
Anyways I do think I'll be using the book for making some NPCs with unique archetypes (maybe using say the mooncursed barbarian archetype or the elder mythos cultist cleric archetype?) and the templates look great too (especially the implacable stalker)

ShroudedInLight |

If your players like to play a Hardball game, Corruption is an absolutely brutal system that will eventually kill your player's characters.
I'd advise only inflicting only a few of them at a time, as the non-corrupt have a chance to help. Additionally, inflicting the same corruption will help your players conquer it by working together.
Unlike corruption which can be added into any sufficiently grim campaign The new fear system is complex, 7 fricking levels of fear to keep track of is bonkers. Especially for a whole party of PCs, and especially when there are N different ways of becoming totally immune to fear. The distinction between lesser fear, greater fear, staggering, the ways the fears stack, and that you have to keep track of the duration of all the current fears you are affected by? It is all a confusing mess. However as a campaign defining option I'm be quite happy for their existence. So like the naval combat rules, I glaze over when I look at them but when you need them or your campaign is themed around them you'll be glad to have this in your pocket.
While the fear system is complex but usable, the sanity system is downright flawed. First off as the Sanity system is based off mental scores it hugely benefits caster classes. Second the Sanity Threshold is way too low causing a lesser madnesses off nearly any sort of sanity attack. Thirdly you heal sanity damage with your goddamn charisma score with a minimum of 1 point per week. Fourth, you heal even lesser madnesses over the course of 7-9 weeks or just a full week with Lesser Restoration cast on you every single day. Keep in mind lesser madnesses can be inflicted by a single stress attack of which enemies are capable of constantly inflicting. The system is so punishing and caster orientated its not something I would personally ever use in its current state.
Which is a shame, because half the reason I bought the book was to find a good sanity system I didn't need to jury-rig for Pathfinder. Guess I'm back to stealing Call of Cthulhu's or converting Darkest Dungeon's sanity mechanics.
Umm, I love the deadly templates, the memorable NPCs I can make with the archetypes, some of the spells, fleshcrafting, the feats, the cursed items, the diseases, and the new traps/hazards/haunts though. So I am certain to cherry pick from those as needed in any campaign, especially with Halloween around the corner. However I just have to reiterate how disappointed I am with the Sanity System. The corruptions are amazing, the right amount of "you're so screwed" combined with a taste of power to tempt the players. The fear system is complex but fleshed out enough to base a whole campaign around...
But the Sanity System is just bad. Its so bad.