Well, 2 months or so before the usual 'bump' time, I'm reading this, and loving it. On a general level, these are all great tips for horror gaming (as well as writing). However, by posting and voting here I have a specific purpose in mind.
My purpose and idea is this: now, 2 months before the traditional time for horror games and the usual sheebang, start a game. Doesn't matter what genre, whatever you want to GM and whatever your players want to play. As time goes by and the players get attached, have things start to go a bit crazy. Strange, random occurrences here and there. Then, as the intended night rolls around, spring a horror adventure on them, using their beloved and attached-to characters. This will have a much greater effect than if you just start a horror game in the month of October. The players probably won't get attached to their characters in anything like the usual fashion, simply because they know that it's a horror game and that crap happens.
So, in short, switch things up. Let them get attached to their characters and even the game world, and slowly turn the dial up until you spring the horror adventure on them. It'll make things ever so much more horrifying for their beloved characters to be suddenly placed in a deadly situation that they can't fight against in the usual fashion. Go to Comment
"Boo! The GM sets the tone for the game. If the gamers are trying to break the mood by joking, the GM must stand tall and grim and NOT JOIN IN. If the GM joins in, it is like giving them permission to do it."
Alternatively, you can join in once, then the next time pull a sudden scare out of your hat. "Yeah, I saw that one too. *laughter from the party* *hit the table* The door slams open!" Go to Comment
Personal issues based on the past aside, the reason horror is horror is because in general, we find it distasteful on some grounds. I can personally say that the amorality within H.P. Lovecraft's literature is a major factor in the horror for me. Go to Comment
Wherever a colony of Unknown Death lives, nearby can soon be found a colony of Hush Moss, a steadily growing carpet of blue moss-like flora. Of special note is the growth of leaf-shaped structures on the surface of the moss itself.
Unlike normal plants, this one doesn't use photosynthesis to generate energy, thus the lack of a green coloration. Much as the Unknown Death consumes heat, this specialized plant consumes sound, making it a natural enemy of the living sounds.
While it can grow anywhere there is a sufficient quantity of sound, generally the only place with enough sound is near a colony of Unknown Death.
Inspired by Manfred's suggestion of a sound-consuming membrane. The natural enemy of these living sounds.Go to Comment
Actually, relating to Iain's comment above, perhaps this could be related to the elementals eating other elementals thing that was discussed a while back? Perhaps they eat each other and thus grow in size, intelligence, AND in power. So they must "eat" more heat to survive, but they also can affect emotions more. Comments? Go to Comment
I don't recall reading this before. Strange that, since I tried to read just about everything related to Coldforged way back when.
Continuing the wonderful throwing out of ideas, hunting for both harnessed and unharnessed nexi is a good plot hook for pulling players into any number of dungeons, be they ancient ruins or gaping chasms into the belly of the earth. With their rarity, the rewards would certainly be worthwhile.
Also, since nexi are in fact twisted knots of reality, perhaps that means teleportation magic and creatures actually create a knot in reality of their own, however temporary it might be. Not sure how far that idea of binding reality can be taken, but it seems intriguing. Go to Comment
Amazing...the sheer depth and scope of this campaign is astonishing. I suppose I should have realized that with the difference in our years comes a difference in time-span. I plan ahead for a few months. You plan ahead for years. Good forethought, good storyline. Hopefully the execution will be as good. Go to Comment
A quite useful item for limiting magic within your world. Great for those of us who don't rely on components getting rarer as time flies, as it explains the general lack of magic items. A good encounter for your players if they happen to hit on the untouched magical trove of coolness. Go to Comment