Image Courtesy of @ Rakesh Rockey via 500 px |
Kill off Henchmen: Nothing says ‘this is supposed to be a scary adventure’ like killing
off a half a dozen unimportant people accompanying the group. Sometimes it
helps if the people dying off just kicked the butt of the party and were sent
with them to ‘keep track’ of the player characters. While no player is bound to
sweat much if a peasant falls in a pit trap, if a trained warrior wanders off
and screams—things are bound to get interesting.
Split the Party:
Normally, there’s nothing worse you can do than let the party split up. It’s
tantamount to saying ‘I want this game to go down the tubes with random cut
scenes’. However, separating just one cocky player from the group (and
preferably his weapons, light source, and way back) can do loads to add to the
drama in the game.
Employ the Cliché GM Chuckle: Yes, it’s a cliché. Yes, you’re an experienced GM
who never uses it. Yes, that’s why giving a heartfelt chuckle while rolling a
load of dice will make your players virtually piddle their pants as they try to
cover exits and bar the room.
Hide the Mystery Monsters: Nothing kills the uncertainty and fear in a game
like knowing what’s going on. If you say, “Ten orcs ambush you”, the only one
liable to be scared is the guy walking past the cafeteria. Saying, “A 78 ft.,
oblong shadow with tentacles rips the thief in half before disappearing”, is
bound to be a little more interesting.
Try actual Danger: There are few things as scary as actual danger in a game. If your
long-term campaign story is too precious to risk killing a single PC, you might
want to run a one-shot and let the players know they might die. Then you can
feel free to use actual danger without which fear is like peanut butter without
the jam sandwich.
Describe things Fearsomely: Players often take most of their cues about the game
world from the GM’s descriptions. After all, it’s all they have to go on. If
you start rambling on about how deadly, dangerous, mysterious, gloomy, magical,
and purely insane a location would be to enter; the party will most likely think
twice. However, think carefully before using this advice, or the group might
just skip your adventure location completely.
Remove Key Reference Points: This may sound like I’m advising you to destroy the
party’s lecture notes. However, I’m actually suggesting knocking out their key
lines of support and defense. A good party will often maintain several key
elements for their survival such as: knowing their location, marking exits,
maintaining light, keeping ready food and water supplies, maintaining equipment
for the venture at hand, and so forth. You may have gotten into the habit of
just letting them have this stuff and not worrying about it too much. A good
way to make them sweat is to allow them to lose a couple key references. If the
dungeon shifts like mad and makes them lose their bearings, their torches run
low, monsters rip/steal their food and supplies, and the temperature suddenly
(and unexpectedly) drops to -100 degrees Celsius; the party will probably have
some trouble on its hands. Expect the group to complain loudly if you do this
kind of stuff. Remember, you don’t have to take it all away to make them sweat.
Any one thing should do nicely.
Use Elaborate Magic: Otherwise known as ‘being cheap’ magic is there to be abused. Don’t
just settle for teleporting the party to random locations. Have magical traps
inflict bizarre forms of insanity, possession, or warp the laws of physics and
reality. Endless corridors, reverse gravity rooms, and more are all options.
Make sure you leave a way out and allow such afflictions to be cured
eventually. In the meantime, unexpected magical effects can really mess with
the party’s strategy.
Allow the Party to make a mess of things: Opportunity to enhance the fear element of a game
may be no farther off than the party’s next bogus maneuver. Instead of saying
something unhelpful like, “That’s impossible” or, “Do you really want to do
that?” consider letting the party try to dive to the ocean floor, swim across
the lake, jump the chasm, or enter the storm at sea. When they’d normally die,
you can invent something absolutely bonkers to get them in trouble and enhance
the game. When the thief is swimming a sea monster drags him to the bottom and
a secret chamber, the ship is destroyed but the party washes up on a deserted
island, the fighter falls in the pit and breaks through fifty feet of fungus
into a hidden chamber, etc.
While it may not be
realistic (this is a fantasy game, right?) it can sure add a whole new
dimension to the game when you offer whacky solutions to otherwise certain
death. When the party insists on taking on an army (and fails) consider having
them sold into slavery or something else interesting rather than just killed or
told off (by you).
Strike at the Heart: Nothing strikes fear into the hearts of experienced players like the
loss of their most prized possessions. If the magical turkey explodes any gold
or gems he gets near, if the wraith drains 57 levels with a touch, or if the
evil wizard can destroy magic items; the party will likely become very angry.
It’s probably just to hide their fear, or maybe they just hate the GM for being
so arbitrary towards them and destroying all their hard-earned spoils for no
good reason.
***
Like I said, most savvy GMs
don’t try to actually scare their players. They just ‘set the mood’ and hope
for the best. Oh, yes… “Heh…heh….heh.” *Rolls too many dice*.
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...How to Keep Your Game Running Smoothly
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...Canada?