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My group has tried horror roleplaying a few times, with mixed success.
One time was on a bright, sunny spring day. The birds were singing outside, the sun streaming in through the glass doors. That campaign never got off the ground. Wrong time of year, nobody was really in the mindset for that kind of game.
One very good one was a halloween one-shot (might have actually been over two sessions) Much better time of year. One trick the GM used was handing out sealed envelopes to players with information. It turns out one of us had been possessed by a evil ghost (who was in an eternal struggle with the ghost the party was investigating) and one player was getting instructions. The rest of us were getting little mood snippets. But it kept everyone off balance. We didn’t know what everyone else was getting.
IMHO you need to get into horror. You need to remove people from the cozy modern world and get them fully into the game. Lighting, music, etc, will help, but you need to be sure you get buy-in from the players. If someone is wisecracking, and going off onto out of game tangents, it can break it for everyone. This is true for a lot of genres, but key for horror.
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