Just because it’s a horror game, doesn’t mean it has to be doom and gloom all the time. From a break in the tension to outright comedy relief, Billy explains how to best make use of different tones in your horror RPG.
In the third part of his series on creating horror stories in RPGs, Billy advises GMs to set aside their ego and letting the characters take center stage.
Licensed role playing games are perennially popular in the RPG hobby. Looking at the niches they fill in the role playing community, these games have both benefits and drawbacks to their inclusion in your group’s roster.
In the third part of his series on creating horror in games, Billy tells us that moderation is key in all things, but especially when invoking madness.
In the second part of his series on creating horror stories for RPGs, Billy advocates a time honored method for GMs to get new ideas: theft.
How can history be a starting point for an RPG? Jesus gives two examples of the historical research he’s done to create stories for Fortune’s Fool and Unhallowed Metropolis – two very different settings with deep historical roots.
Great monsters are key to any successful horror game. Great characters are equally important. But so are setting, theme, and style. Each one must blend into the other in order to keep your game tense, without it falling to overly obtuse and cliche. It isn’t like I haven’t fallen into these traps before when running earlier games and I’ll probably fall into more later on in life, but, there are a few things that people can do to keep from failing when running or creating a horror story. Over the next several weeks, I’ll be sharing some of my tips and tricks for crafting the psychological horror New World of Darkness games featured on the Fandible podcast.
Lying is the topmost tool in the game master’s toolbox. Jesus explains how he uses lying to be a better GM.