Quote:
Originally Posted by Jason Durall
While chatting with a coworker about games and BRP (he's a Call of Cthulhu player), we both lamented that it's impossible to "spring" the Mythos on a player as he (usually) knows what he's getting into.
It struck me that BRP allows a GM to do "the switch" (not in the Seinfeldian sense), starting with a generic system and players who may have no idea what's in store during the campaign.
So a normal world BRP game might suddenly veer into horror or science-fiction.
|
That's one of the big obstacles with all horror RPGs. Players have a sort of "shock absorber" by know what they are getting into, unlike the protagonists in 99% of horror stories. Instead of being surprised and scared, the players immediacy suspect supernatural involvement and go looking for it.
My most successful horror adventures were in campaigns that were not (supposedly) horror based. That "this isn't supposed to happen" feeling that goes along with that is perfect for setting the mood. THe old Juedges Guild "HEllpits of Nightfang" advenutre for RQ2 led to one of the best horror RPG scenes I've ever had. The PCs were holded up inside a building, and the Vampire was outside (I was running this before Cults of Terror, so I ran the Vamp with the traditional pwers and weaknesses rather than with teh Vivamort stuff). The Vamp couldn't enter the dwelling (wasn't invited, tradtional vamp weakness), and so had tried lthings like setting the building on fire and mesmersizing someone to get an invite. Standoff. THen the Vamp taunted one of the PCs ending the insults with "why do you come out here and face me light a man!"
THe PC replied "Oh yeah, well why don't YOU.....go away". We all got to see the player turn pale and his eyes open wide when he realized just how close he came to inviting the vamp inside.
The reverse holds true, too. My favorite CoC adventure was one where the GM threw us up against gangsters. We were all expecting Deep Ones and Mi-Go, and were surprised that we had to deal with something so mundane. They proved a tough foe, too, since most of the Mythos creatures don't call you up on the phone to set you up for a drive by shooting, or bribe the cops. Plus, you can get the chair for killing a gangster.
It the unexpected that makes horror work, and sadly, is why horror RPGs generally are not very scary.