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  • Resist the urge to run Pathfinder or Dungeons and Dragons. Those systems empower the PCs to fight evil, and win. That power undermines the horror so completely, it may as well just be a coat of paint. You might think "hey, what if I just make the monster too strong to actually fight?" That's going to lead to a TPK 80% of the time. The other 20% of the time, the spellcaster will pull a wild move you didn't anticipate and come out on top anyway.

    • In Pathfinder 2e, you'll more likely get a chance of martials getting more crits than anticipated than wild spellcasters moves haha.

      It can be done... but only by making the monster unfightable. Not "too strong", literally invincible. To some, that's horror enough haha.

      That said, horror games are indeed the perfect setting to try out other systems, there are some out there like Mothership where the rules hold on one page.

      • I disagree. There are plenty of ways of presenting scenarios where the threat can be fought by the PCs and even be bested in a small, local sense - yet overall victory can be almost impossible.

        Consider something as simple as a zombie apocalypse. Zombies aren't much of a threat to any put the most low-level adventurers. But once the zombie outbreak becomes too large, the PCs will be unable to contain it - after all, they cannot be everywhere. Village after village, city after city, country after country will fall. They can still fight the zombies - and they should - but true "victory" may become impossible. Instead, the goal becomes: "How can we ensure the survival of as many people as possible?" And there is plenty of horror in that, as the PCs must make harsh choices on what to prioritize.

    • Nonsense, Pathfinder and D&D (not 5e) do horror fine. I mean, obviously, if you just dump the monster in front of them and tell them it's a scary fight you're not going to get anywhere, but other games don't do that either. The horror comes in the build up, the discoveries they make along the way, and the feelings of helplessness they induce.
      You can't fight a small town tradition that's just a little bit off, or a room full of humanoid bones that are unusually small. Combat has already finished when the party realises the monster they just defeated was only a pawn of something even more sinister. There's nothing to roll initiative against when the party is discussing what they've discovered so far and can't quite get the pieces to fit together.

      Overwhelming personal danger from the monster itself is an incredibly small part of horror, and 5e couldn't balance a fight to save its life, but 4e and PF2e are extremely built for it. From a skill challenge as "combat" against an enemy that can't be beaten, to a PL+3 statblock and some hazards for a challenging fight with a high likelihood of killing players without causing a TPK, you can very much tune the difficulty of combat. Even PF1 and 3.x can do a good job at lower levels.

      I'm a big proponent of using the right system for the job, but horror is such a broad, circumstances dependent genre that it's a lot more about using the right horror for the system. There's plenty of classic horror tropes that Ellen Ripley would shrug off, which is why she faces xenomorphs instead. A warhammer space marine wouldn't find a zombie apocalypse particularly inconvenient, but trudging through a chaos and xenos infested hulk is still pretty terrifying for them. All horror has to be customised to fit the context.

  • Not a DM / etc but our DM had us all fill in a horror questionnaire to gauge what can and cannot be included in campaigns. We never did run a horror TTRPG (yet) but it was a nice thought.

  • My favourite tip take your time. Start with the boring life. The danger about online dating is to meet a walking soviet-parade of red-flags, not to meet a vampire who want to suck your blood. Spending a night camping in the wood is pretty fun, what you really fear is to be snitched on and get fined for "illegal camping" and an unplanned thunderstorm can definitely turn a fun evening into a bad experience, nobody really fears the witch from the woods, it's a talefor kids isn't it ?

    Then once you took the time to play some "normal" elements, slowly put some uncany elements, a_ctually while you've feel like you spoke for hours with your date your watch tells you only 5 minutes passed, and your coktails are still full_. The night camping was pretty fun, but why is the forest so silent in the morning.

    This help ensuring that there is a strong link between Player and character, and avoid falling in the comedy horror where fighting Zombie with blood up to knee is the new normal (Note that comedic horror is a genre by itself, and can be pretty fun to play too, but it's different than real horror)

  • As another user said, find a system that fits horror. Some are more accommodating than others and it all depends on the quirks of the system you use. I have a horror session planned for my Gamma World campaign and it only.works because death is always one bad dice roll away in Gamma World.

  • Choose a genre of horror first. Choose a system that emulates it well. Choose an intensity. Is horror the main focus, or do you just want a splash of it here and there? Make sure everyone is on board obviously. Resarch works from the specific genre. A psychological horror is gonna play out differently than a slasher movie inspired session.

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