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horror in shadow run

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vallen

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« on: <04-26-15/1744:56> »
I'm thinking this sounds like a great background to run a horror genre game. I want everyone to help, both players a game masters to help me make some ground rules to introduce horror aspects into a game. I would also like to see what people think about horror with in shadow run universe I think it could a new and fun dimensions into the game has any tried to do this. I hope this leads of I did ___ in this ___ game on this run kind of stories
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Oh if you have a shadow run horror story put it here too

There are four aspects to horror vulnerability, surprise, unknown factors, and overwhelming enemies. At least that's what they say when there taking about movies and video games.

   a way to put in vulnerability is to play a one shot kill for you and give the enemies a little bit of health
   a way to introduce surprise can be to let you turn a corner a bam "they're guys attacking you"
   to introduce the aspect of unknown each enemy has an unknown quality
   to put in overwhelming enemies you could put them up against ghouls, vampires, and spirit hordes
   another idea is too put traps and boss fights into a game
 
Discuss enjoy and post stories, ideas and other replies thanks for your time and am looking forward to discussing horror with everyone

Senko

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« Reply #1 on: <04-26-15/2259:12> »
I think the first thing you need to do is define horror. Not offense but all your suggestions are more blood and gore rather than terror horror. Both perfectly valid but both different types of horror. For example . . .

Vulnerability
One hit kill vs its your families and friends being targetted to get at you. How did the attacker lnow about them, how can you protect them. Its not vulnerability of the I can be instakilled but a vulnerability of yours that is being struck at. Nightmare on elm street is a sort of crossover with freddy killing in blood and gore but striking through the persons dreams leaving them utterly vulnerable. Nowhere to run, no protections you can put in place, no way to avoid sleeping eventually as even delusional waking dreams allow him to strike.

Surprise
Turn the corner bam guys waiting for you vs say a door slaming when your in an empty house. Both can make you jump but the second is produced by your nerves being stretched out to breaking point event though its not actually a threat to you and was just the wind blowing it shut.

Uknown Factors
Enemies having a new quality vs something killing people. It doesn't have to be bigger than you, stronger than you or even possesing tentacles if your say going up to a lodge to meet with a Johnson and find him gone its an uknown factor. He's not there, the lift isn't working, why is it a trap, is he late/paranoid? The place appears empty and abandoned but your trapped up here how do you get out? For a crossover between blood and gore vs terror if you then find the johnson sliced in half in an elaborate machine in a shed who killed him? Why did they do it? Are they still here? Are they targetting you? Where are his guards? If rather than a machine he's just been ripped apart by something introllishly strong then what did it?

Overwhelming enemies
Not much you can do here in terror as its sort of a byproduct of an enemy you can't hope to beat whether due to numbers or invidual power. Although an option is to have a very powerful NPC (high level mage/samurai) killed off stage so the players find his dead body when they go to meet up/ally with him. Only to reveal later he was killed either because he refused to fight (for a reason of his own) or was stabbed in the back and never got a chance to do so. The first evil dead movie is an example where they're being terrified by some force that's possessing them one by one and killing them off. Or maybe the friday the 13th vibe with an enemy that just keeps getting back up no matter what you do to him.
« Last Edit: <04-26-15/2312:47> by Senko »

vallen

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« Reply #2 on: <04-27-15/0126:31> »
Ok horror is an invocation of both fear and disorientation for you and or your character

   now what I was talking about in vulnerability was your enemies take two to five shots minimum.
   once your hit you dead and for enemies with unknown quality will the blow up. will the release poison gas or will they revive a fallen comrade when you're not looking.
   Yeah and surprise is a little more than what I said you could find or pass up a body or enemies you thought were dead coming to kill you as a spirit saving someone who betrays you or having a member of you're team turn turn on you with out warning and other stuff like that
   I'm talking about you got 100 ghouls blacking the exit an a boss aka a guy you can't kill what now that what I call overwhelming

 I never said it would be easy but then why would you be afraid  but I think it sound good to try to enjoy fear

Mirikon

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« Reply #3 on: <04-27-15/0149:23> »
If you want horror inspiration for Shadowrun, check out some of the older books. Queen Euphoria, Universal Brotherhood - Missing Blood, Bug City, Harlequin's Back, and Renraku Arcology: Shutdown are easily the best for a horror theme. Just going back and rereading the Universal Brotherhood and Bug City books gives me the creeps.
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ScytheKnight

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« Reply #4 on: <04-27-15/0339:38> »
Bugs and Shedim are both enemies to look at if you're looking for a "Ohh that is NOT right!" kind of opposition.

Outside of that Stolen Souls brings up CFD, where someone's personality and consciousness is forcibly invaded by another. (I believe AIs taking over 4th Ed Nanoware is the most prevalent cause?).

Another rout to go is Cyberzombies, something still recognizable as once having been (meta)human, but now reduced to an implacable killing machine... bonus points if it's still wearing the face of someone the runners cared about who went missing.

Outside of that... horror is about three thing:

Atmosphere.

Atmosphere.

Atmosphere.

Even the most mundane situation can become a horror setting if you play your cards right as a GM. Hit them with something that rattles them, then drop them in an utterly mundane situation and play up the natural paranoia of most runners. Play up that any one of these dozens of plebs could be what they're hunting, or hiding from, and they have no way of knowing. Do they try and get out quickly, possibly giving away their position... or do try try to play it cool and blend in, not knowing at any moment is a bullet, knife or chitin mandible is going to sever their spine at any moment...
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Marcus

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« Reply #5 on: <04-27-15/1058:21> »
There was a big con game, a long time ago, at a smallish gaming con, in which they ran Call and SR, then during the 2nd or 3rd slot the meteorite cam crashing down into the bay, in all the games, and it turned out they were all in the same setting. It was interesting concept atleast.
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Sendaz

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« Reply #6 on: <04-27-15/1111:39> »
Mini Horror is when you botch the baddies ritual at 4am in the middle of Seattle with your soykaf thermos (out of ammo, gun lodged in one critters windpipe, already hit hard by drain and only thing left to hand) for a last minute save the world moment only to find that magical surge from this disruption has destroyed all the soykaf/caffiene in a 20 mile radius with an effect that continues to linger for just about a week, denaturing any new product coming into the area during that time.

Doesn't sound scary? 

Just picture the coming morning when the entire region is now caffeine free and you get to see the truly ugly side of people when they don't get their morning wake up jolt. ;)

A few days of this and a lot of folk are getting pretty twitchy and tense.
Fingers get pointed and guns get drawn.
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MarmaladeEffect

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« Reply #7 on: <04-27-15/1609:30> »
I'm going to recommend a somewhat different approach. Like ScytheKnight says, horror is all about atmosphere. It's not about holding onto particular tropes. Putting a werewolf in a story doesn't make it horror, and if you do it right, you can write a horror story where nothing objectively scary happens at all.

Yeah, Shadowrun has a shedim and bug spirits and cyberzombies and lots of other monsters drawn from horror. But I don't think you should include them in a horror-based Shadowrun game. Because of the complexity of the system, a big boss monster is only ever that - a boss to either be killed with clever combat, or for players to gripe about when they think they can't win and you're just being mean.

If you want to play a game about PCs encountering supernatural monsters that are way out of their league - whether a big boss or a ridiculously large army of ghouls, I would recommend playing something like Call of Cthulhu or Trail of Cthulhu.

In Shadowrun (very much unlike ToC or CoC), the real horrors are supposed to be the actions of ordinary people. Humans are the scariest monsters. So for a Shadowrun horror game, focus on that. Don't threaten the lives of the PCs. Give them missions where they get to unintentionally witness the greatest excesses of the megacorps or the most desperate brutality of the SINless.

Show them a factory of chipped laborers where the skillsoft has a bug, but it's too expensive to fix, so the minimum-wage employees accidentally mutilate themselves on a regular basis - always knowing when and how it will come, and always having the choice to just stop working, but always choosing to keep working through pain and injury because they need the nuyen. Show them a family ripped apart and devoured by skeletal cannibals, then reveal that the cannibals aren't ghouls - they're just too hungry to care. Send them to a high-value Mitsuhama facility where the guards know that lengthy torture is the cost of failure, and when the runners think they're safe in their protective gear in a room flooded with acid or radioactive enough to burn skin in real-time, have the guards charge in anyway, screaming in pain, their flesh burning away, still trying to kill the PCs until the muscle comes off the bone because it's a better death than the alternative. Have the players realize that the guards aren't mind-controlled or on drugs - they feel every moment of agony, but they just keep coming.



Wailer

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« Reply #8 on: <04-27-15/1631:21> »
Regarding Horror, you should definitely take what a lot of the previous posters have mentioned to heart.  Enforcing stringent mechanics to batter your players with a 'Be afraid now!' stick, isn't likely to create a satisfying horror game, unless you /are/ looking for more of the Blood/Gore route - more on that in a bit.

A horror effect isn't going to be anything that you can create on your own, your players have to be on board and open to the experience.  Much like the person two rows up from you in the movie theatre, who laughs through the entirety of a horror flick as a coping mechanism - a player who keeps busting one-liners is going to pull people out of the mood that you'll be trying to establish.  As much of a throwaway term as it is now on the internet, immersion is going to be key.  To get the most bang for your buck, you'll need players who are willing to embrace the weakness of the situation and feed off of it, you'll need players who allow themselves to care for the fate of NPCs, each other, and even the fates of their own characters.  If your group is typically a die in a blaze of glory, shoot the Johnson, grab the cred, frag worrying about the alarms/police/security and screw any innocent chump who gets in the way - you're probably better off shooting for the hopeless unwinnable situation that evokes more of the 'How the frag we going to make it out of /this/ one?'

One suggestion that I have is to look into other horror RPGs for GM techniques, but keep in mind that stone cold mechanics alone aren't going to force the fear. Some games use Fear or Horror tests as a tool (Not talking about the Critter power :)  ) - a threat to take the character's control away from the player in 'scary' situations. If all you do is apply this tool bluntly and repetetively, you're only going to frustrate your players. The key is to establish this test, this loss of player agency as a threat.  Don't force anyone who roleplays fear to make these tests - reward them for good roleplay. Only hit the players who won't allow this 'weakness' with fear tests and the possible  loss of control. After a while, you'll find the players who don't necessarily 'get into it' as much will start RPing hesitatance, or fear, even if it's a little tongue in cheek at the start, simply to avoid the mechanic.  As soon as they start allowing this connection in-character the door opens to allowing themselves to feel the tension, and it's something that you can build on.

Strong horror is going to be a long play, one that depends on building connections and selling the atmosphere (as ScytheKnight said).  You're going to have to provide NPCs that the players will care about and bank on corrupting innocence and betraying trusts.  It's going to require a gaming setting without distractions like random people wandering through or portable electronics that will pull people out of the mood that you'll be trying to set and maintain.  Jump scares aren't going to do it by themselves, but are occasionally usefull in a tense situation.  Sound effects or tricks, such as subtly lowering your voice so that players need to lean in and focus on your narrative help a lot - look at videos of 'normal' storytellers telling scary stories, even the campfire ghost story kind - those will all show you techniques that you can use to sell it.  When you're setting a particularly tense scene, imagine yourself as a predator - stand up and pace slowly around the table as you speak with a looming posture and narrowed eyes - you can tap into the psychological remnants of our distant past as prey to evoke a reaction. If you've already managed to build tension ... people /will/ get uncomfortable when you pass behind them and you move out of their vision. Especially if you pause to whisper something dread in their ear.  Light, barely perceptible bodily contact like brushing hair - the type that gives people chills - can be used if you're in a comfortable group.  A lot of this may seem like hamming it up, but it /is/ storytelling, in the end.

I know that this may be more technique focused instead of the story-building focused stuff that you might be looking for, so I'm not going to leave you empty handed. Here's an 'unwinnable/desperate situation' example.  There's a mini-adventure in Ghost Cartels (4th Edition) that has the players go into Kowloon City in Hong Kong.  It's a horrible environment in the fashion where humanity has no hope.  It's dark, oppressive, and gives the feeling of having no escape.  During the adventure, players are faced not only with a desperate defense scenario facing overwhelming numbers where they're forced to team up with 'enemies' to survive, but a wickedly strong (and _wrong feeling_) otherworldly threat as well. Check it out, and good luck!

- Wailer
« Last Edit: <04-27-15/1706:10> by Wailer »

vallen

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« Reply #9 on: <04-30-15/1126:12> »
Ok so to make horror I need atmosphere ok so I could to play creepy music and try to say stuff like the dark dank tunnels smelt of death and decay or the mist only allows you to see ahead 10 feet and yeah impossible games aren't fun so I do need to tone it down maybe I could just try to make the monsters to where you must hit the glowing spot(s) to kill them. And to add to the atmosphere ill put in moral choices for each character to make

I'll need a story to back up my campaign so what do you guys think of this so Aztechnology finds a new magic reagent a type of fungi they called twilight spore. The spore both creates light and consumes it which make the light around the fungi wrapped in eternal twilight but the spore is smart a can mutated very quickly and did so making it a new virus that turn its host into monsters who skin can regenerate rapidly. The fungus also mutates the infected person body in gruesome ways. the fungus now controls its host and feeds voraciously. The only way to kill it are to destroy the mushrooms that grow on the out side of the infected people the fungus is spreading and fast and now has hit Denver. Ghost walker has given permission to a few trusted fellow dragons to hire shadow runners to deal with the problems and to gather info on this new threat. Things are getting hard and they'll only get worse.

Thanks guys any other helpful suggestions for me

Wailer

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« Reply #10 on: <04-30-15/1613:46> »
I'm picking up lots of video game-y references here. Are you looking to do something more in a Survival Horror/Resident Evil vein, or Invasion of the Body Snatchers?

vallen

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« Reply #11 on: <07-31-15/1207:09> »
Sorry I've not posted for a while my computer broke and I got a new one mint to post earlier but I forgot to posts it Resident evil kind of way and I would like to incorporate something new some new type of creature and mechanic like find an unknown weakness or point to the creature and ill add in some other kind of mechanic to help out the character like spend a edge to activate it or cool down required or something like can phase walk/walk through the astral plane with your body becoming a spirit with meat space limits or you can see through wall and see their weaknesses and lastly become a monster with a predefined set of stats and abilities.

Medicineman

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« Reply #12 on: <07-31-15/1247:00> »
In Germany there was a Fanpro Freelancer and SR3 Supporter called Eismann (Iceman) who wrote some Articles and Adventures/Runs concerning Horror and how to apply them in Shadowrun.
IIRC he was also co-Author for the Munich Noir Campaign.
@ Vallen (and all who are interested) maybe you should Google (Datasearch anyone ;) :) ) for him/his Articles
(I hope you can translate them somehow)
and for Freelancers that are interested you could adress SirDoom  who's still in contact with him (IIRC).

with a ....not-so-scary Dance
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« Last Edit: <07-31-15/1249:13> by Medicineman »
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TonyK

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« Reply #13 on: <08-03-15/1621:03> »
Wasn't there a story in Spells and Chrome about the Necronomicon?  Cthulhu-run, boom. :)
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