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GM Screen
Horror Rules
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Horror Characters
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Running Horror Adventures
Horror Storytelling
Source
Horror Adventures pg. 200
The promise of fear is often obvious from the first glimpse of a horror film or story, as subtly abnormal choices in the ambience set the mood for terror. Horror adventures should feel much the same. More so than other Pathfinder RPG adventures, these rely on the creation of the atmosphere, the mood that surrounds the game. Atmosphere can mean the difference between a normal session and a truly frightening experience. This section focuses on gameplay techniques and storytelling special effects aimed at creating a moodier, more disturbing atmosphere. These suggestions step beyond game rules, and the advice herein can help GMs deftly defy the expectations of both the characters and their players.
Ten Questions to Help You Design a Horror Adventure
What is there to be afraid of?
What caused the horrific situation to develop or spike?
How does the adventure’s environment reinforce the horror’s fearsomeness or a sense of dread?
What hides the horror or builds the tension?
What do the PCs fear losing?
Do the PCs have resources that allow them to negate the horror?
What gives the PCs hope of defeating their enemy?
What shocking event lets the PCs know that nothing is safe?
What scenes or settings exist to release tension?
Are elements unintentionally predictable, cliched, or similar to well-known horror tales?