It has become a challenge among game
designers to create the feeling of horror, stress, fear, etc in their
games with actual mechanics. Which I do see a really good thing that
leads to some wonderful creative systems. The Madness Meter from
Unknown Armies is one of the first things that pops into my mind
right next to the Mental Balance from Kult and lets not forget Sanity
from Call of Cthulhu. They help players and the GM visualize just
where they are along that downward slide from whatever horrible
things are happening around them (or to them in some cases). However
they do have one drawback from what I've experienced.
To often they can be used as the only
indicator that it is a horror game.
Running a horror game the same way as
you would any other dungeon crawl except that every now and then the
player may loose a D6 of Sanity doesn't work out all to well. Your
players just end up playing whack a mole with two forms of Hit Points
instead of one. Even if there is a high mortality rate among the PC's
that doesn't create a sense of horror except for having to take the
time to roll up another character.
The mechanics are in there mainly to
help the GM set the mood, they are essentially a GM aid of sorts. Use
them as such right beside the rest of the bag of tricks that help
make a game an actual horror game. You know like getting exquisitely
descriptive about things that should send a chill down a persons
spine. Covering all five of the senses, hell go and look up what
something smells like so you can describe it better in the game. Go
for that six sense even, that feeling of dread or tell them of a
nagging thought in the back of the characters head. There are tons of
tricks for horror games. Just don't get lazy and let a built in
mechanic be the only one.
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