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Storytelling in Games: Part II - Horror / Terror in Amia
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Author:  Elorathall [ Wed, Nov 26 2014, 13:01 PM ]
Post subject:  Storytelling in Games: Part II - Horror / Terror in Amia

I've found that evoking genuine horror or terror seems very difficult in the limited and detached environment of NWN. But I'm curious.. are there any moments in Amia (or other PW's) that you recall as such? And what about it were the elements that contributed to this sense of suspense, horror and/or terror?

Author:  OpenTheRift [ Wed, Nov 26 2014, 13:46 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Ravenloft.. at night when you are 10 zones from safety

Author:  Dead [ Wed, Nov 26 2014, 13:54 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Oh absolutely. Once when I was RPing with Glim on a certain event in Tarkuul, my skin was literally crawling. And when Glim's NPC walked into the room I totally jumped a bit in my room. Lucius is undead so imagine something that can scare an undead. It was pretty tense.

Author:  Magiros [ Wed, Nov 26 2014, 14:09 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Have attended some DM events which made me extremely nervous. I hate terror and scary things, I can't even watch films of those.. Or Tv-series, so basically it is easy to accomplish on me. But honestly, some really make art of it... I know few players even who have made that atmosphere as well.

Author:  serbiris [ Wed, Nov 26 2014, 14:33 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Running from a covert operation gone loud has a certain thrill to it, but I don't know if I have many experiences of terror on Amia. I startle easy (sudden load noises will do it, but that's basically human instinct) but I eat J-horror movies for breakfast so I've never found the sort of horror on Amia. Well-executed horror is all about environment and sparse storytelling (the DM, and there does need to be one, must wield a very fine and subtle touch to evoke the right effect). Start with a familiar environment where something isn't quite right. And then slowly pull away the curtain as the PCs dig deeper. Revealing that things are quite wrong - but it's not until the very end when the full extent of the wrongness is revealed. This sort of thing could have been accomplished with Ostland depending on how it was delivered, but the DMs in charge ended up going in a different direction (and I'm not against it, but the opportunity for Horror was lost). Oh, actually - Caraigh, when we had some DMs and they'd first unveiled the witch at the well, had some really good horror moments, and a bit of terror once we found out what they do and saw them pop up in unexpected places. The strength of that encounter mostly relied on atmosphere and the strategic mention of a mass grave of children.

Let's see, what else. Well in the Ravenloft tabletop system, which I played a little, the horror aspects do fascinate me, but since the PW is a bit hardcore I stick with Amia.

I guess if I wanted horror though I'd just pick up another game, maybe something Survival Horror (except not zombies, so sick of those) or read the news.

Author:  bidocks [ Wed, Nov 26 2014, 14:46 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

I'd second Ravenloft. If was my first PW on NWN. Seriously scary at times. Amia just... isn't all that scary. Now this one time... in the Underdark? Ok... that was scary.

Author:  OpenTheRift [ Wed, Nov 26 2014, 16:02 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

To put it into perspective ravenloft was a server where death had real gravity, and the world was brutal for instance sometimes just being in the cold weather did periodic damage. But night was different, night was when all the spooks roamed. The forest was deep beside the small outcropping of safety. I got caught out late at night too deep in a dungeon. On my way home the hour struck and night fell. I dont remember if it was ambient messages or howls but for 4 zones i was chased by a werewolf i never saw until i was pounding on the inns door. It took 4 people with silver weapons to bring it down. The server thrived on an atmosphere of survivors, not heroes which i feel is the core of lacking fear on amia.

Author:  Sphinx [ Wed, Nov 26 2014, 17:06 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Sounds, music and environmental effects are keys to a successfully disturbing atmosphere. Since only one of those elements is firmly in the DMs hands, I don't think we can quite have experiences like this on Amia.

Author:  Yossarin [ Wed, Nov 26 2014, 17:44 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

On the contrary, all three of those are controllable in the immediate by DMs. Provided the Admintools functions are still there from when I was a DM.

Also, OpenTheRift, is Ravenloft not around anymore? Always wanted to visit and now your past tense makes me worry I have waited too long.

Author:  Mr. Hackums [ Wed, Nov 26 2014, 17:46 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

I've done a few horror plots for folks. I also fondly remember Bobo's possession sequences.

Author:  Sphinx [ Wed, Nov 26 2014, 17:47 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

I was referring to the limited amount of NWN music available and the fact that 95% of the players I know play completely without it. Some of them even disable all NWN sounds, for some reason.

Author:  Yossarin [ Wed, Nov 26 2014, 17:53 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Ah, well, that one cannot contend with. I admit to being disappointed when people did not hear the floorboard creaks I used to signal that an unseen person was lurking in the room, or faint gurgling noises signaling the arrival of dangerous things.

Author:  Pony [ Wed, Nov 26 2014, 17:58 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Horror can work on Amia. I have experienced it and enjoyed it immensely. It is of course more challenging on Amia than it would be on PotM, as that server is fully focued on creating that atmosphere in every aspect of it's design, mechanics, rules and lore. Not to mention, the majority who play on PotM want to truly experience horror and want to see their characters suffer. On Amia, I supect that would be a far smaller percentage.

Though with some consideration how to go about it, both players and DMs are quite capable in creating it.

Author:  Kudark [ Wed, Nov 26 2014, 18:01 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Fighting a dracolich in the Green Lake. Four or five of us went out the door of the tower, they ended up on the ground where they were supposed to be. Crow somehow ended up on top of the tower, where the DM was prepping the dragon. It scared the shit out of me, when Crow came out of the transition right next to it. After the initial shock, Crow attacked, and got tossed off the tower, to the ground, lol. The DM said "You're not supposed to be up here!" Then flick, goes the human, over the edge!

Like Serbiris mentioned, the event on Caraigh, and several others there, run by BoB. Honestly, she's the only DM so far that has made my skin crawl, from her descriptions and emotes. I love that shit, and I miss it too. I keep waiting, and hoping that it will return.

Side note: I need to have the game sounds on, it's a huge part of the experience. Try scrolling your camera closer too, so you get a view of what your character sees, and not the big picture from above.

Author:  Ice [ Wed, Nov 26 2014, 18:29 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

There's always the thrill of the hunt in PvP, but that hardly classifies.

I can easily recall two occasions that fit, however. One in suspense, and one in horror. Both, curiously, were directed by Kobra.

The first one; we were alone, just my lizard and certain tiefling, shoulder to... well, elbow in the middle of the Underdark, lost battlefields full of ghosts and corpses, and we stopped to read a dairy, or a journal more alike. And the journal was a long and very slow descent into madness which our characters were reading simultaneously as ourselves, pressing together as they continue to flip pages with eyes opening like platters. I don't know if Kobra pulled the entire journal in the act or had it prepared, but we could say that the lizard ain't forgetting that HE KNEW THE NAME OF THE KING. THE NAME OF THE KING THE NAME OF THE KING THENAMEOFTHEKING.

The second time was pretty recent. Fallen Triumvirate, domain of darkness. Everything was way, waaaaay too silent, and my lizard decided to go his own way, because it's always a good idea to split the party. After a good demonstration of bravado, he found what we could call The Limit, as if the domain was naught but a little dome trapped amidst eternal darkness. He nailed to the ceiling, got one eye against the transparent barrier, and was like "there's gotta be something in the other side".
GO NIETZSCHE. ...And when you gaze into the abyss, the abyss also gazes into you...
Well, it did gaze.
And it asked my lizard iF He LiKED WhAT hE SaW.
It made me go full arm-bicycle on the chair.

Author:  Polris [ Wed, Nov 26 2014, 18:30 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

First charcter on Amia and in NWN in general, an elf. I see a woman covered up, from head to toe (it was in that cave in Amia forest, with the dude selling helmets). I see in the description she's a drow and being the noob that I was I say I sense an evil about her. The person playing the drow was cool and just reminded me that's not something I'd know and went with it. Walked up to me, leaned in and whispered some indirect threat in my ear (something like, if I keep pushing the issue I might regret it.. but in a much more sinister way). Can't remember what she said exactly I just remember the feeling. I was absolutely terrified, butterflies in my stomach, adrenaline rush etc. I backed off and she left. I have no idea who that person was but it's one of the reasons why I stayed on this server. So thank you, unknown drow lady.

Author:  OpenTheRift [ Wed, Nov 26 2014, 19:11 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Ravenloft is still around and a very very neat server still prefer amia but ravenloft is one of a kind. Some of the things that made ravenloft thrive have recently been used in amia zone creation such as the triggered text in gibberlings and cordor.. if we could get more of that i would find a new level of love and immersion on amia. Game is just too ugly to not have text to aid.

Author:  Yossarin [ Wed, Nov 26 2014, 21:04 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Then I think you'll be happy with some of the rejuvenated old areas that will be updated in the ~future! But also, good to know I can still make a visit there just for the experience.

I do agree with Pony that it is possible, but there are difficulties and challenges. I can think of some scenarios when I was DM'ing where I intended to communicate horror/terror. One that comes to mind is the Theater of the Absurd event that kicked off the Neo-Vodak storyline, when an actor infested with Vodak spawn lumbers onto the stage and cracks open an actresses head and begins playing with her brain. The audience was there for a weird absurdist show full of strange special effects so my intent was for there to be several moments of silence while people assumed it must just be SFX and part of the show, followed by a growing and (hopefully) horrifying realization that it is not part of the act. Just in time for all of the other infected actors to rush the audience from backstage.

In that scenario, I was working with elements like circumstance (people were at a theater of the absurd and already expecting weird shit and in possession of a willing suspension of disbelief), timing (having everything happen in a certain order so as to escalate the audience's discomfort and fear), and shock value (an actor smashing an actresses' skull open and playing with her mucousy brain is a visceral image that serves to remind the audience of mortality and ideally their own mortality). They are just a few elements I can think of that would contribute to whether that scene did or did not work. I don't know, I never got a review of it, necessarily, I can just speak about it from the standpoint of a DM who was attempting to create the horror/terror experience.

Author:  001182811 [ Wed, Nov 26 2014, 22:33 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

check for traps :^]

Author:  AlannaMolov [ Thu, Nov 27 2014, 5:47 AM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

There were several of Yossarin's plots from early in the Reyes conflict that actually had me sweating for a good 5+ hours. I'll try and remember some specific instances, but I think his dedication to the setting and giving characters real agency in his events were what made them so goddamn scary. It was like, yes you could totally save the world. Much more likely: you will die horribly and no one will even know about it. He always followed through evenly and consistently in his consequences as well as his rewards. Performing something well actually left you with a sense of having accomplished something, rather than just "not failing" or being brought along some predetermined path.

In short: choice is scary. And awesome.

Author:  Nivo [ Thu, Nov 27 2014, 6:06 AM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Yossarin's One Night in the Minister of Magic's Office. Six hours. With an hour or so spent on sensations in the darkness alone. What was there, or wasn't there? I'll never forget that event. And the figure that was looming overhead the entire time...

Also,

"Good evening."

Author:  Grymia [ Thu, Nov 27 2014, 6:29 AM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Yes

"Good Evening"

.. .Also, a number of sessions in the city when Warrick was honestly unsure if his cover was blown or not were just as fear inspiring if not moreso.

Author:  Sphinx [ Thu, Nov 27 2014, 8:52 AM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

A few solo Neverone excursions Kobra pulled for me were pretty neat, now that I put more thought into this topic. They held a certain atmospheric pressure that just screamed "turn back, before it is too late..."

My PC didn't. It didn't end well.

Author:  NaturallyCaffeinated [ Thu, Nov 27 2014, 22:37 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

I remember feeling horrified during the ship battle with the Mazticans and Amn. Having the aftermath described, with the thousands of dead floating bodies... Music, sounds and dialogue are all nice, but if you ask me, nothing can compete with detailed descriptions that burn into your brain, and subtlety. Allowing us to be very wrapped up in what's going on around us (the sea battle), and then showing us the horror of it, suddenly and quietly.. No sound needed.

Kudos to the DMs who ran that event. :)

Author:  Grymia [ Thu, Nov 27 2014, 23:49 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

There's a very specific reason Tuomas is hard pressed to completely escape the war and having his mind drift back to it...

Yes, the DMs did a good job with that event and definitely deserve Kudos. Those kinds of events are the kind used more rarely but.. yes.. definitely horror inspiring.

Author:  A Mystery Clock [ Fri, Nov 28 2014, 14:28 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Ah, yes. I have played on the Italian Ravenloft series for more than five years, I believe, and they were so terrifying that POTM was a bit of a delusion. Of course, the spawns look great and the season system is fantastic, but back in our days if someone even vaguely reminding a vodoo witch would have strolled by (don't even get me started about casting spells in front of a guard and crying after being beaten, plus being consoled by everyone around) she would have been instantly seized by the inquisition and staked. This equated permadeath, it wasn't enforced by DMs and I've never heard much of a quarrel about this kind of situation.

Same applies to the paladins mindlessly hunting down/farming werewolves. Back in our times they would have pretty instantly been turned into the flesh doll of a necromancer.

Amia isn't scary. I've been tense around Banites perhaps, but I've never felt anything even vaguely resembling being thrilled here. I think that Amia pivots more round the adventurous and tale-like storytelling, even though it seems to be moving in a different direction lately. Lack of permadeath in situation where being permaed would make sense and even worse the fact it's so unbalanced (I may choose to let a character die because it's cool to do so, but it will still feel unfair if the possibility isn't looming over everyone's head) leading to a style where true horror or terror can at best be simulated, never really felt.

Escape from Uncertainty is at the same time blood-curdling scary and incredibly frustrating. I'm not sure that the RP level is genuinely -better- there. Unlike Amia, there is a certain shallowness in the -characters- while the world is extremely meaningful, imho mainly relying on the impossibility to heavily invest on something that will have at best a shelf life of a few months and the relative pointlessness of short-lived relationships. On the other hand, when you meet good players and manage to get things rolling you'll be constantly on your toes. Probably the only server out there that made me laptop-flip, tableflip, headdesk and cold sweat enough to need a cigarette and a shower.

Author:  Mr. Hackums [ Fri, Nov 28 2014, 15:23 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

The best way to provide horror on Amia is to do so with willing participants. This happens occasionally with DM plots, but far less with player interactions. Most players, I have found, don't let their characters experience fear. It's hard, I'll admit-- especially with a culture that makes fun of the guys who roll the 1 on the fear check.

But I think there's a fundamental difference between the mechanical Dragon/Barbarian/Spell fear, and the real primal fears that can come from character interactions and plots.

It's a great motivator and story tool, too. Some of my favorite characters have been ones that felt absolute despair, uncertainty, or fear. I guess what I mean to say, in all of this, is that you should challenge yourselves every now and then to have your character experience an unsettling fear, or an uncertainty on the chance of survival that really burrows down deep into the bones of the character. Something that they remember well after the event, that haunts their dreams and idle thoughts. Something so unsettling that your character hides it from others, or even from herself.

You'll find rewarding roleplay will follow.

Author:  Terallis [ Fri, Nov 28 2014, 15:53 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

I can't really say much as a player, but as a DM, I absolutely LOVE to create horror events. I played on two separate Star Wars servers and even did events relating to Death Troopers. I had a fair number of people compliment me on how scary I managed to make them. It's all about how the environment is presented, the narrative, and using the best horror mechanic relating to tension and release. Gotta build up tension, rather than just throw hordes of monstrosities at them. :D

Author:  Pony [ Fri, Nov 28 2014, 16:29 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

This topic actually helped me understand why I often return to playing in the Underdark or why I am so fond of the Dwarves. But I will take a few steps back first, and explain. Amia has always been very much a melting pot of different tastes, themes and styles. It is something I enjoy immensely, and it is wonderful. You have a lot of diverse players and characters, and quite often encounter truly spectecular roleplay. You can also switch around, not being restricted to a single one such as PotM.

One of these drawbacks of course is that it makes a selection of themes more difficult. For one, there are mechanics in place for Amia to safeguard the possibility of this wide range of themes. Another aspect is atmosphere. Horror on a roleplaying server very much requires an abundance of factors to come together to truly work. A single character acting like the lovecraftian dm event is a version of Mel Brook's "Dracula: Dead and loving it" can prevent it from working.

As Hackums wrote; it really requires willing participants. If there is a trust between the players, and between the dm and the players, there are a lot of players who would be willing to have their characters show vulnerabilities and fears to set such an atmosphere. Then you can make it work. While I think it limits the theme possibilities, it can at times really allow you to explore them more deeply.

I believe the Underdark and Barak Runedar are a pretty good example of how it could work. They are more of enclosed communities, that go into it with a consensus or quickly adhere to the pre-established consensus. Tarkuul might also be a good example, but I did not rp there often enough to say either way. In contrast, in Cordor you will always have that melting pot, but these outskirt hubs allow a theme to be established and explored more easily and deeply.

Author:  PhantomDream [ Fri, Nov 28 2014, 18:16 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

The most horrific/terrifying experience I have had on Amia was all thanks to Silent.

I give all the props to that evil devil, because he is a genius. This is all personal experience, mind you, but I couldn't think of a better way to describe it then go step-by-step. I asked him to help me out on a personal quest for Kaytie, that involved the Fey Courts. The plot had immediate danger, honestly, because I always give permission on such things for permakilling, etc. I remember telling him to not hold back, and go all out--which he did. The plot evolved and brought in a lot of different folks, which was awesome. It grew to something more then just Kaytie learning about a spell her mother wanted to finish. Other player's PC's began being tormented as well. The most terrifying part, though, was after it blew up in everyone's face. I believe it was VKB, Bobo, FastKev (and his wife), and me who all had to personally put our characters through hell with the Unseelie to finish it. I don't know about them, personally, but the hours of torment he put my character through were totally worth it.

He included things most people don't really think about as being terrifying, until you're there and undergoing his torture. Mixed with awesome transitions, that were eerie and built to a t to scare you, it was such a great time. Let's see if I can remember how it.. First, you're held hostage and bound. You are in an arena filled with fey wanting bloodshed, and you are to appease them. A crystal ball is an observer of random strangers, and you watch them act out a scene. It is your decision if they die or not, but the problem was--someone had to die for you to continue. So, scene after scene, you watch people be saved or die. Most of the time, the people you save, end up killing someone else because you didn't kill them. You have to watch it, all though. You can't close your eyes or look away. Some of these people were viciously killed, and he detailed it all perfectly.

After that, I believe you were made to watch a life that the Unseelie have in mind for you, which for my PC included hours of emotional abuse from a husband who hates you for adopting a monster child. Said monster child turns into a cold-blooded murderer and lays waste to dozens and dozens of Cordorian guards--and decides to take up an offer to join the Arcanium and leave you forever. Your best friend, now an alcoholic and addict, however, then turns up to physically rough you up and confess his love for you and his hatred for his wife. So much so, he killed his wife and your husband right in front of you--to be with you. If you were able to make it through that, then you were taken into custody at a trial--where the fey made you answer questions you really don't want to answer. If you didn't answer truthfully, though, they would mess with people in your life--or worse. (If I remember correctly, they went as far as to kidnap Goddess's character just for this plot--for Bobo's PC's trial)

..and then he unleashed a child into the world who was part of the Wild Hunt. x_x That was another nightmare, all together.

Honestly, my PC failed a few checks even though she had a high wisdom and a high will at that time. I'm going to be completely honest, if she would have failed more of those checks she would have fallen right then and there, and probably would have gone crazy from all the shit she was put through. Though, honestly, the best part about it was it gave my PC a firmer backbone after all the fear wore off. So much of her innocence was taken away with that plot, and it formed her into a woman who could deal with much harder and strenuous situations.

Long story short: I have experienced horror on Amia, even if just in a few instances, but each one of them has shaped my character in some way. I would absolutely say that if you want it, go to the DM's and see if someone is willing to work with you. However, keep in mind, sometimes you're going to have to test yourself as a player with these sort of things. It's not easy sometimes, but it's totally worth it if you're willing to let the story unfold.

Author:  Elorathall [ Fri, Nov 28 2014, 20:30 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

PhantomDream wrote:
This.


This is what I love seeing. Personal horror done right.

Author:  NaturallyCaffeinated [ Sun, Nov 30 2014, 6:23 AM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Now that I think about it, I thought one of Yoss' alt beginnings games was very frightful, too. The one where we were in Pinky's storeroom, hiding in barrels and trunks and stuff, when 3-men? guys came in and searched the whole place (thankfully Pidge saved our butts). It was very suspenseful. :)

Author:  Tyrak [ Sun, Nov 30 2014, 10:49 AM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Ohhhh horror.

Horror is like my favourite genre of RP.

Like, for real. It's simply not used enough. Delving into the conscious and unconscious fears of a character's psyche is a fascinating experience for both DMs and players alike, and it can lead to some really interesting character development if others are willing to go along with it.

I'm a bit biased, of course. My first server on NWN (and my first experiences with roleplay at all) were on one of those old Zombie Survival servers that used to be a big thing. You know, the ones where, if you died, you were dead, man. For reals. It was rough, but that was my genre of choice for like... five years or something. I always loved the hopeless and grim aesthetic of such servers, and the interesting roleplay possibilities that came about from factors such as desparation, limited resources, and a desire for sheer survival instead of profit or adventure or anything of that nature.

I've really gotten into writing about horror, too, partly from being a DM on some of those servers or stuff like that. My personal favourite type of horror is that of the psychological nature. Vague, confusing, never showing you the threat in detail but making you constantly aware and paranoid of its existence. Make a framework and the mind will create more personal and terrifying horrors than you can ever conjure.

Getting the balance between subtlety and threat is hard, though. Too subtle and it's boring and lacks a payoff, a la games like many of those "walking simulator" horror games. Too much action or reliance on cheap scares, and it's Dead Space - IE, a thriller, rather than something genuinely frightening. So I really respect when someone nails it.

...Thaaaat said, as Mr. Hackums very accurately put it, I've found a lot of players aren't really into exploring their characters' sense of fear. Which is unfortunate, I think. Permadeath servers and other servers with seriously unforgiving systems give DMs a bit of an advantage on that note (such servers make the fear of death real, out-of-character), but I'll admit it's a bit harder to successfully pull off horror on servers like this, especially when some characters/players face death on a regular basis. Regardless, when it comes to roleplaying fear, I'd also encourage everyone to give it a shot. There's a lot more reward in overcoming challenges - both external and internal - than never facing them at all.

Regardless, I love this sort of stuff. Being involved in horror-related RP is exciting, interesting, and an absolute blast. I've gotten to experience a small amount of that, here, but nothing major as of yet. Still, I have hopes, especially seeing that some of the staff/players here seem to appreciate this kind of roleplay, as well.

Maybe I'll get to make some ventures into the Underdark, or sommit.

Author:  SamTheGiantSlayer [ Mon, Dec 01 2014, 13:56 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Honestly, horror is always a *very* interesting RP experience. And believe it or not, I've had quite a few instances of such on Amia. RPing with groups ranging from the Banites to Lolthite Drow has provided a pretty big instance of such.

But I have to say. The RP I just did a couple of nights ago pertaining to Sion and his silly burnt toast expeditions was one of the most horrifying things I imagine to happen all in one room at once to nearly every single person in it. By touching his body, or simply being too close, the negative energy that was sucking the life from Sion began to crawl into the rest of our characters...soon enough, all of our skin and hair was falling off like shedding cats. My poor cleric was on the front line of the healing process and soon enough a freakin' bone fell out of her arm. I'm pretty sure that entire room looked like a bunch of wailing zombies, or some sick rendition of Fallout.



..It was seriously cool to imagine. Thanks BoB! :P

Author:  TormakSaber [ Mon, Dec 01 2014, 19:54 PM ]
Post subject:  Re: Storytelling in Games: Part II - Horror / Terror in Amia

Nivo wrote:
Yossarin's One Night in the Minister of Magic's Office. Six hours. With an hour or so spent on sensations in the darkness alone. What was there, or wasn't there? I'll never forget that event. And the figure that was looming overhead the entire time...

Also,

"Good evening."


aaaa i came in to post this

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