Marks of Horror
How to use fear to make your campaign scarier. A frightened character is a careful player. Make a promise to your players by making dangerous areas scarier and proving to players that they can avoid danger by being aware of their surroundings. Do not break this promise.
Try building these stages of fear numerically. Building Unease, then Dread and then falling back to Unease a couple of times before ramping it up to Terror and Horror creates a roller coaster of emotions, anticipation, and fear.
7 Marks of Horror
- The Unknown (horrific): Uses your players fear of the unknown to create terror of imminent attack and induce hopelessness.
- Foreshadowing (horrific): clues and prophetic dreams to warn your players of encounters and secrets.
- Age (horrific): Remindes players of death, decay and their own mortality.
- Personification (horrific): turns mundain objects into malevolent entitties. Describing them with human like emotions, actions or appearances.
- Details (neutral): Describing scenerey with increased details enduces paranoia and redirects attention away from other, perhaps more important, information.
- Light (positive): Provieds players with occasional moments of hope and joy.
- Humor (positive): Breaks the tension, allows players to relax and become susceptible to horror.
Sources of Inspiration:
- Creature Statblocks
- Monster Lore
- Environmental Factors
- Horror Tropes
The Trajectory of Fear - Stages
Try building these stages of fear numerically. Building Unease, then Dread and then falling back to Unease a couple of times before ramping it up to Terror and Horror creates a roller coaster of emotions, anticipation, and fear.
- Unease - The start of fear. It is the knowledge that something isn't right but, unsure what. (example: village who's streets are empty during the day)
- Dread - Unconfirmed suspicion that something isn't right in the world and it is here. (example: fresh wounds in a corpse)
- Terror - Powerful. The players know that danger is imminent, here and now but, not yet revealed. Uses the players imagination to drive the fear levels. (example: raspy breath on the other side of the door or inhuman footsteps rapidly approaching)
- Horror - Moment when player's meet the danger at last, screaming and jumping back in fear. This releases the tension and dumps the players at the bottom of the rollercoaster. (example: The monster bursts through the wall or grabs you from behind and turns you to see its gruesome face)
Applying the Marks
- Unease - Age, Personification, Detail.
- Dread - Foreshadowing
- Terror - Unknown
- Horror - Gruesomely detailed reveal
- Use Humor to release tension and moments of levity and Light to give players hope. (example: Ireena Kolyana , moments of beauty and peace)