Pominąłem rady w stylu: włącz straszną muzykę, ubierz się na czarno, zapal świeczki, mów poważnym głosem.
Przed listą wrzucam kilka cytatów na temat horroru, które znalazłem podczas poszukiwań i które szczególnie mi się spodobały.
The 3 types of terror: The Gross-out: the sight of a severed head tumbling down a flight of stairs, it's when the lights go out and something green and slimy splatters against your arm. The Horror: the unnatural, spiders the size of bears, the dead waking up and walking around, it's when the lights go out and something with claws grabs you by the arm. And the last and worse one: Terror, when you come home and notice everything you own had been taken away and replaced by an exact substitute. It's when the lights go out and you feel something behind you, you hear it, you feel its breath against your ear, but when you turn around, there's nothing there...
- Stephen King
I have always loved to use fear, to take it and comprehend it and make it work and consolidate a situation where I was afraid and take it whole and work from there.
- Shirley Jackson
The true weird tale has something more than secret murder, bloody bones, or a sheeted form clanking chains according to rule. A certain atmosphere of breathless and unexplainable dread of outer, unknown forces must be present; and there must be a hint, expressed with a seriousness and portentousness becoming its subject, of that most terrible conception of the human brain--a malign and particular suspension or defeat of those fixed laws of Nature which are our only safeguard against the assaults of chaos and the daemons of unplumbed space.
- H. P. Lovecraft
[Horror fiction] shows us that the control we believe we have is purely illusory, and that every moment we teeter on chaos and oblivion.
- Clive Barker
I consider most of the classic fantasy, and certainly the pulpy stuff, to effectively be horror as well. Or at least it would be if you remove the plot immunity of the protagonists. Lord of the Rings becomes quite the macabre tale if the Riders catch Frodo before he leaves the shire. Or the hobbits don't trust Aragorn at the Prancing Pony and are murdered in their sleep. Or if the Watcher eats Frodo before the door of Moria. Or if the Balrog snuffs everyone out. (or if Gollum just murders Bilbo on contact several years earlier...) Or... Or... Or...
- James Raggi
I think the best horror films, what's great about them is that they don't give you catharsis. The end of "Wake in Fright" just makes you want to saw your head off. Horror works obviously with repression, like catharsis does--but at it's best, it's catharsis without release.
- Scrap Princess
The first strange invention in a horror story is usually unsettling, but that's it. It's not gory, elaborate, or necessarily supernatural it's just off.
The camera pans across a burned district, every home a pile of incinerated trestle-work, bent crosses and blackened furniture, and then, somehow, in the middle of all of this, one lone home utterly untouched--green lawn, painted shutters.
The unsettling thing is usually the intimation of a problem (like Jack's manuscript in The Shining), a clue (the way the old Count refers to the wolves howling as music, the lights flickering in Stranger Things) or just moody symbolism (the deer in Get Out), but the players don't know which at the time. The unsettling invention makes you go: what happened here? The ambiguity adds to the mystery.
The more unsettling things you can think of, the more it becomes a psychological horror story (Rosemary's Baby barely moves past The Unsettling, David Lynch's films live there). The more of them actually end up being explained by the resolution the more satisfying it is as a mystery story.
In game-mastering terms: it is good to think of an opening unsettling image. That is--as much as a monster or npc--something you have to invent before you begin running your players through a scenario. If you can't think of anything better, a bizarrely-injured corpse is as durable a standby as meeting in a tavern.
- Zak Smith
Horror: tricki/elementy/porady (k64)
- Stopniowa eskalacja zagrożenia
- Powolne odkrywanie mrocznej prawdy
- Szok
- Izolacja
- Bezbronność
- Konfrontacja z nieznanym
- Obrzydzenie
- Powoli nadciągający potwór
- Makabra
- Okultystyczna symbolika
- Gotycka groza (mgła, duchy, cmentarz, skrzypiące drzwi itd.)
- Brak nadziei
- Trudne wybory
- Groteska
- Tematy tabu
- Sprawić, by gracze myśleli o tym, co mają pod skórą
- Niewyobrażalna groza
- Kosmiczna groza
- Fałszywe zakończenie
- Dziwność
- Szaleństwo
- Wrażenie bycia obserwowanym
- Stawki i napięcie
- Tajemnica
- Potwór
- Limit czasu
- Niepewność
- Otwarte/szokujące zakończenie
- Paranoja
- Wykorzystanie słabości bohaterów
- Zaskoczenie
- Subtelność
- Zło
- Uwydatnianie strasznych rzeczy poprzez kontrastowanie ich ze zwyczajnymi
- Fałszywy alarm
- Powracające zło
- Polowanie
- Psychologiczny horror
- Brak kontroli
- Sataniczna symbolika
- Wielowarstwowa fabuła
- Wiarygodne postacie i setting
- Tragizm
- Niebezpieczeństwo
- Możliwość popełnienia okropnego błędu
- Ograniczone zasoby
- Los gorszy niż śmierć
- Infekcja
- Zapowiadanie zagrożenia
- Pokazywanie co stało się z poprzednikami BG, gdy skonfrontowali się z horrorem
- Psychopata
- Wzbudź w graczach negatywne emocje
- Wzbudź w graczach pozytywne emocje, a następnie zamień je na negatywne
- Wróg jest wśród nas
- Walka o przetrwanie
- Daj graczom coś, o co będą chcieli walczyć
- Coś znanego i codziennego nagle staje się dziwne i obce
- Przestraszeni NPC
- Opętanie
- Rytuał
- Chaos
- Desperacja
- Sugerowanie graczom, że coś jest kompletnie nie tak, ale nie do końca wiadomo co
- Niewyjaśnione zjawisko
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