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From: shadowrn@*********.com (Dan Turek)
Subject: Horror in sr
Date: Fri Mar 15 13:45:01 2002
> I'm introducing a Cthulu style horror feel to my Shadowrun game that
>I'm running. I'm going to be using Shadowrun Baddies (mainly from the
>Threats books) as I feel SR has enough nasty thigs to do the job.
>Does anyone have any suggestions as to how I could accomplish the
>propper air of suspense Etc.

One of the most effective methods in the C'thulu stories is the repetition
of creature names. I don't know how many stories mention shoggoth, but I
know of only one that actually has them in it. There was a movie (unless I
misremember) where the killers would see the detective, the detective would
ask "Why?" and the killer would say "God told me to" and kill
themselves.
Since so many people were doing it it seemed like a conspiracy, but there
was no evidence to tie anything together. Of course, for the players to get
the feel of homicidal maniacs it helps for the GM to either be a good
role-player, or at least be very descriptive. Horror is in the details, and
like good music what is left out is probably more important than what is
given.

<One line of Spoiler Space, cause if you find UB:Missing Blood I want it!>

The UB:Missing Blood was a great C'thulu style horror adventure. The more
you read the handouts, etc. the more you understood the story of a person
trying to improve themself only to be swept into horrible events. Alas, I do
not own the adventure, but I remember going through it and the decker (who
had all the info) seemed to care more about rescuing this person than doing
what we were hired.

Innocent victims are important. Grisly things done to them are more
horrifying than the nastiest pus-oozing tentacled crawly. Whether its a
summoning circle made of body parts (I like to use intestines for the
circle, with the bones being ground into intricate shapes and arragned in a
pattern inside pointing to the organ of choice, with dried hemorrhaged blood
all around, something to show the person doing it took a lot of time, and
the victim was probably alive for most of it) or just the way they slowly
decay when reanimated (his left eye looks milky white and keeps drifting off
to his left) the fact that something bad happened to someone who didn't
deserve it can give the players an uneasy feeling. Remember, most SR players
are more jaded to graphic violence and have less compassion than most other
games (even my players are more, well, Evil, when playing SR than other
games) so there should be a strong contrast. If bad things happen to the bad
guy, the players might cheer, if the little NPC girl that didn't have a
strong personality to begin with gets possessed they might like the new
version better!

As they continue to investigate the Bad Guys bad and strange things should
happen closer to them. The players will usually let even mundane things
assist their paranoia. Common ones are the phone ringing and hanging up,
strangers asking for directions, religious people asking if they want to be
saved. The NPCs/Contacts can also mention to players some of the same things
happening to them. Peppering these things in keep the players on edge, but
don't destroy the normalcy of their lives.

I'm not a big believer in Fear or Insanity checks, but I would give a player
that gave in to one karma for role-playing. If the players know they can be
rewarded for playing the mood, they are much more likely to let themselves
be drawn into it instead of remaining detached and focusing on the mission.
While lighting and music can help, the important thing is to not have other
distractions. Eat before playing or at a set time, and try to keep
discussions in game. Some players try to disrupt the mood when it gets to
them, and you have to know how to deal with them on a case by case basis.

Oh, and take it slow. That's what suspense is all about. Don't plan on the
players meeting the main bad guys. Ever. Eventually you may be forced to do
so, and that's fine, but you should never rush a finale.

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Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.