Raising Suspense (Coffin Rock)
I am not a good GM – I
haven’t the discipline to put in the effort outside the game or to keep players
from taking over inside it. I have played with some very good GM’s so I think I need to
work out what about their style was successful for me.
Husbit ran the Deadlands’ scenario ‘Coffin Rock’
for us. He says he would be interested to have someone else run it for him to
see how different it is (mostly, he doesn’t think the original text is especially
creepy but that is how I describe it to everyone, based on how he ran it).
The scenario is fun and interesting and I don’t intend to
spoil it for you here.
What I want to talk about are two of the tweaks Husbit made
to ramp up the terror level. Husbit is good at creepy – Ravenloft is one of his
favourite games to run and has given him lots of practice!
The first was subtle and he’d forgotten he’d even done it until
we were watching the ‘Bloody Mary’ episode of Supernatural. He was
admiring the use of mirror-play to build tension and commented that you
couldn’t do that in a roleplay game. I reminded him that he had done exactly
that.
It was clever. Every time a player walked past a reflective
surface – a mirror or a window – he asked for a perception roll. A good result,
one that looked like it might be a pass, would result in a comment along the
lines of “you thought you saw… but no, you probably didn’t” or something that
would encourage the player to look more carefully at the surface. We’d roll
perception again and if we rolled well we’d be told there was nothing and if we
rolled badly we’d think we see something. Our imaginations filled in the
blanks, very effectively.
The second was a much larger part of the game that
successful got right into our heads and was rather fantastic – we were very
surprised when he admitted he’d made it up and it wasn’t part of the scenario.
He played with time.
Two of four players missed the week we arrived in town, so
when they joined us the next session Husbit told them they were about a week
behind us… and us that they arrived later the same day. That was a little
confusing but we didn’t worry too much about it – GM’s make mistakes from time
to time. Husbit isn’t the only GM I’ve known use this OOC knowledge against
players.
Certainly in our games, players often respond to the
question “what do you do?” with “what time is it?” and then there may be some
bickering as we try and work out how long previous tasks had taken. Whatever
time we settled on, Husbit would correct us and if we argued he would remind us
of Rule One.
It actually took a couple of sessions before we twigged that
time was messed up, OOC. At that point he ramped it up and started telling us
that we didn’t remember when we came to the desolate mining town, that we’d
always been there, hadn’t we? Or had we?
He had the benefit of a group that works well together, and
soon we were arguing amongst ourselves about how long ago things had happened –
“that guy we spoke to this morning” “that was last week” “no, this morning”
sort of thing. It actually became very confusing to keep track of where we were
and that was the icing on the creepy cake.
It's been a few years since I ran that game, but it appears I remember things differently.
ReplyDeleteCoincidently I wrote about it on the Deadlands' publisher's forum, in a topic in how to scare and unsettle players https://www.peginc.com/forum/viewtopic.php?t=42783 scroll down to 8/2/14.
Just to keep things up-to-date, the above link is dead as the peginc forum had a massive update. My post can now be found here http://archive.pegforum.com/viewtopic.php?f=9&t=42783&p=405496&h#p405496
ReplyDelete