I’m going to be running a horror campaign soon, and I would like some ideas (it’s for Call of Cthulhu) or tips that anyone has. Many thanks, and I would appreciate it very much.
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I enjoy writing, roleplaying, watching TVs and movies, and playing video games!
Currently playing the resident time lord in Las Aminour.
I'm currently running a Horror-Thriller Homebrew Campaign on the forums, and though I don't know if you're doing it in person or online, I have a few tips that could apply for both. I'm also not entirely sure how effective these things are, but hopefully they help. I'm putting them in spoilers cause I have a feeling this is gonna be a long post. It's also organized! Here's things to do in a Horror Campaign, things NOT to do in a Horror Campaign, and other important things.
Important things!!!
1. Don't expect to scare your players.
I know, it's counterintuitive. "Isn't this a horror campaign? Shouldn't I be scaring my players?" I hear you ask. No. Your best bet is to aim for a slowly growing unsettling feeling. Tension is your best friend, not jumpscares(which won't work unless you're playing in-person. If so by all means use jumpscares). Whether you're using grotesquely descriptive gore, or psychological horror, or eldritch horror (like Call of Cthulhu), take it slow and get deep into the grimy details.
2. Make sure you know all of your players' boundaries---especially the ones related to hard topics and gore.
I know literally above I said that you want to make your players feel uncomfortable and unsettled because you probably won't scare them. BUT that doesn't mean you get a free pass at being insensitive. You never know what kinds of lines your players have. Torture, sexual harassment and assault, and domestic violence are a few common no-goes for people, in my experience. It never hurts to ask! That also lets your players know that a) you're respecting them (which means never, ever, EVER cross a boundary they have explicitly put in place. They'll immediately lose trust in you, believe me) and b) it can also serve as a warning that everything else is fair game. If they didn't say that tons of gore is something they're not comfortable with, then by all means use it.
3. Put your players way out of their depth.
In other words, make them uncomfortable by making nothing familiar (unless you're taking it away for plot, of course). For example, say someone knew what vampires were and how they worked in 5e. As long as you're not setting them up with the expectation that everything will be done by-the book, then put in a little plot twist. The horde of vampires that should take acid damage in running water turns 10 times scarier when the players suddenly find out that they can actually swim and shooting at the vampires with magic attacks from across a river isn't going to work as well as they thought it would. But you gotta keep it balanced, of course.
What to do:
4. Especially for Psychological Horror: make sure your players can't trust anyone you present to them.
Make sure everyone has a knife ready to stab into your players' backs, make sure there's no one for them to turn to. No one and nothing is safe. But most importantly: make sure you're doing this without being mean. You're just gonna end up with disgruntled players instead of a good horror vibe.
5. Especially for Gore Horror: Get dirty.
Get nasty. Get descriptive about the way the iron of the blood pooling at their feet hits their noses like a freight train, the way the pus of an infected cut oozes out of the wound, forming a disgustingly yellow crust around its reddening edges. The devil's in the details (I know I'm using that phrase wrong but whatever). Get to know your players' comfort levels first, though (See 2). Again, you don't want disgruntled players. (See 6).
6. Especially for Eldritch Horror: Make sure that the players know that they can and will be easily killed.
What's an ant to a God? You don't even have to get the players involved in fights to do this, I don't think. Death can and should follow them around at all times, but make sure there's a reason for the deaths. Random deaths are pointless and they can and will bring down your players' faith in your ability to keep with the theme. And don't lure the players into traps designed to get them killed. That's railroading at its deadliest. (See 10).
7. One of the most important: Involve all the senses. Especially the ones that aren't sight.
I find that sight actually isn't the best sense to engage in a horror campaign. People are used to describing things visually. This is normal, this is comfortable. And remember! You want to avoid giving the players a sense of security. So use other unconventional "out of sight" senses. It's one thing to say "You see the flesh of your hand dissolve in acid," and another thing entirely to say, "The first thing that hits you is the smell. Acrid enough to make you gag, you can feel bile coming up from your stomach as you watch the flesh of your hand sizzle into nothing in the acid." Smell, touch, sound, and even taste (if appropriate) can be incredibly valuable tools.
Another thing, think of horror movies (if you're running a horror campaign, I'm assuming that's your thing). (SPOILERS! sort of FOR THE BLAIR WITCH PROJECT MOVIE) The most effective horror comes from a threat that is never seen. Personally, The (original) Blair Witch Project chilled me to the bone, and we never even saw the witch! We heard the anguished cries of the protagonists, and felt lost right with them, without seeing a thing.
What to avoid:
8: Avoid disgruntled and upset players.
What kills a campaign more than busy schedules or a railroading DM? Upset players that are upset not because of an effective and emotional game, but because they have an insensitive DM. I've heard horror stories (heh) of people who have reached out to their DMs saying "I really don't like a, b, and c, for x, y, and z reasons" and the DM responding with "Okay, ~fOr ThE sAkE oF tHe PlOt~ I'll put exactly that into the campaign." No. Stop that. Bad. That's not good. I already said this in no. 2 on this list but it's so important that I have to say it twice. Sure, everything else is fair game, and the best DMs are the ones that can get creative with what they can do, not the ones that get upset with what they can't do. Even if your players come to you in the middle of the campaign saying "hey, I'm uncomfortable with a. Can you maybe try something else?" L I S T E N T O T H E M. They'll end up leaving if you don't. There are plenty of other things to do!
9. Avoid overused tropes.
This kind of falls under no. 3. Don't make things predictable! Don't back them into a corner, but take away all the bushes for them to hide behind. Again with the vampires, if the vampires want to suck your blood (bleh ble-blehh), maybe they do it not because they need blood to survive, but because they're collecting blood to feed a much, much bigger, stronger, scarier thing. Now you've turned some vampires just trying to survive into sinister vampires with a potentially dangerous and certainly unpredictable agenda.
10: Avoid railroading!
At its best, it gives your players information on exactly what they need to do (familiarity, that's a no-no) and at worst it can destroy a game. Best way to circumvent this is something I saw called the Three Clue Rule. It was targeted at Murder-Mystery style campaigns, but it still definitely applies to everything else. Present your players with a scene, and put at least three clues (objects, things NPCs say, etc.) in it, and let your players loose. Say your party was looking for the secret entrance to the underground hiding place of this vampire cult that has been terrorising the town and sucking villagers' blood dry in order to feed this eldritch abomination that they call their leader. Maybe put half a trail of blood into the woods in the right direction of their hideout (clue no. 1), a letter from the loved one of one of the victims detailing what they say when they found the body, detailing how it looks like there aren't any teeth marks but actually a single puncture wound where they put whatever they're using to collect the blood (clue no. 2), and farmers on the outskirts of the village complaining about small, periodical earthquakes that are "scarin' my cows!!" that's actually the infantile heartbeat of this eldritch abomination of a fetus growing underground (clue no. 3). Not only have you automatically given the players at least half a village, a forest, and a few NPCs to explore and question, but also the solution is no longer hidden behind them having to know one piece of information that could easily have been missed by an inattentive or distracted player or a failed Perception check. You now have three of those. Which means, I also want to add, that the more clues you have, the better! Worst case scenario, you have a plan B, C, D, E, F, G, H, and I ready for when the players (inevitably) get a nat 1 on a Perception or Investigation check, and best case scenario you have players that are super proud of themselves for putting the pieces of the puzzle together and advancing.
Also, be open to creative solutions and spur-of-the-moment opportunities for stuff. More than once have I gotten ideas from my players' anxieties (a howl from a small pack of dire wolves I was going to have the party fight turned into a much more deadly werewolf when the wizard suddenly asked what phase the moon is. I didn't know it was full until that moment).
OKAY I know this is long and probably convoluted, but I hope this helps. If you want, you could DM me and I'll be more than happy to continue this conversation! I am an avid horror fan in all its forms, so I definitely (probably (maybe)) know what I'm talking about.
Rollback Post to RevisionRollBack
Jack, a Changeling Artificer/Bard/Cleric/Fighter/Rogue---RynnElocin'sFrom Dusk to Dawn Amon, a Fairy Arcane Trickster---ShieldHero_'s Fractum
For a Call of Cthulhu campaign in 5e, you might limit your players' classes to the Sidekick classes (Expert, Spellcaster, & Warrior) instead of the standard player-character classes. The more limited sets of abilities encourages them to take threats more seriously because they have to rely on planning to survive, not power.
If you do this, keep in mind that this will skew the Challenge-rating system away from the player's favor, so you could more easily accidentally TPK them than normal. For early encounters, I'd plan to have the enemies have some reason to capture the party alive, whether that's to use them as hosts (such as what the Illithids do) or to use in a future sacrifice. That gives you elbow room to keep the story moving with an escape plan if the party wipes, instead of the campaign grinding to an unceremonious halt. Encounters where the enemies actually intend to kill the party members on the spot can come later.
I would recommend that for any monster you use from published material, re-skin it to be more Lovecraftian in a way that players won't recognize which statblock you're using for the enemies. That sense of having no idea what they're up against is something that really increases the tension.
And I definitely second the advice Tes005 gave in the previous post.
I'm a little confused. Responses on a D&D Board are going to assume your doing a Cthluhu mythos in D&D or a 5e based system; but I think you're saying you're actually playing Call of Cthulhu? If that's the case, you're probably better off checking out the CoC scene on Reddit or Facebook and finding some mentorship there. CoC is a very different game from D&D; but it has an equally passionate and friendly fan base.
If you're running D&D Horror, Van Richten's Guide to Ravensloft is a great resource to get your brain working.
I will say if you're running CoC, you need to think about whether you're running a campaign, or not a campaign. CoC rarely ends "well" and most CoC games are short one shots of 1-3 sessions ending in TPK or Total Party Otherwise Incapacitated. That's if you want to see the mythos creatures in the first few hours of play. CoC actually wasn't really geared for longform campaign play, though they did rejigger things and provide a lot of coaching on extended play in the Masks of Nyarlahothep campaign, though that campaign literallly takes years of weekly sessions if you're gonna do it all. Campaign length games, if you want most of the characters to make it to the end or witness the big bad have to be done as a slow burn. From what I've seen, a few folks play the "epic" campaigns, more play the one shots, and most play a sort of "episodic" style where the cast likely shifts from advneture to adventure because of the death/incapacitation rate.
CoC PCs played by folks more accustomed to D&D heroics also often get slaughtered with their first encounter with police, low level cultists, gangsters or longshoremen because the combat system isn't heroic and can be a learning curve. A compromise may be found in the Pulp Cthulhu variants that boost characters efficacy against both mortal minions and supernatural threats.
I'd say a group jumping from D&D to CoC needs to understand that CoC is not about "fighting monsters", it's about exploring a greater cosmic truth that contains monsters, monsters from which the investigators should run if they encounter, and the best the investigators can hope for in a CoC game is that their character lives to the tell the tale (and with some luck maybe someone in the character's life will believe that tale too, though you probably shouldn't tell them if you really care about them).
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
Ah, yeap, that's my bad. Thanks for catching that!
I've never played CoC, but I'd think some of my advice still applies? Maybe? In my mind, every module should have some wiggle room. In any case, MidnightPlat's comment makes sense, somewhat knowing Lovecraftian Horror, the focus shouldn't be on the fighting itself. Once again, tension is paramount here; they players have got to feel puny and lucky if they escape with their lives. It sounds like the focus is mostly survival in that module.
I've heard a lot of the same stuff about CoC when it comes to play length. I personally like adding my own stuff to modules that I play, so if you don't want to do any of the above (play it like a one-shot or a 2--3 session game, go epic with it and play the same module for years, or have the players go through it slow-burn style), adding small homebrew encounters here and there is a good way to go, with building threats all relating to the final big bad. As FayetteGamer said, reflavoring common DnD monster statblocks as CoC ones until they're unrecognizable and modifying them to fit CoC's playstyle might help reduce the learning curve for combat just a tad, just enough that a group of low-level cultists won't TPK the party immediately. Not enough to take away the tension and survival-over-everything-else aspect of the game, but Horror or not it's never fun to get TPK'd in the first session or two and not get to see the Big Bad with the character you intended to get through to the end with.
Rollback Post to RevisionRollBack
Jack, a Changeling Artificer/Bard/Cleric/Fighter/Rogue---RynnElocin'sFrom Dusk to Dawn Amon, a Fairy Arcane Trickster---ShieldHero_'s Fractum
I'M BACK PFP credit goes to Mo Willems
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I’m going to be running a horror campaign soon, and I would like some ideas (it’s for Call of Cthulhu) or tips that anyone has. Many thanks, and I would appreciate it very much.
I enjoy writing, roleplaying, watching TVs and movies, and playing video games!
Currently playing the resident time lord in Las Aminour.
Want to check out my stuff? Here’s my campaign:
My Campaign
I'm currently running a Horror-Thriller Homebrew Campaign on the forums, and though I don't know if you're doing it in person or online, I have a few tips that could apply for both. I'm also not entirely sure how effective these things are, but hopefully they help. I'm putting them in spoilers cause I have a feeling this is gonna be a long post. It's also organized! Here's things to do in a Horror Campaign, things NOT to do in a Horror Campaign, and other important things.
Important things!!!
1. Don't expect to scare your players.
I know, it's counterintuitive. "Isn't this a horror campaign? Shouldn't I be scaring my players?" I hear you ask. No. Your best bet is to aim for a slowly growing unsettling feeling. Tension is your best friend, not jumpscares(which won't work unless you're playing in-person. If so by all means use jumpscares). Whether you're using grotesquely descriptive gore, or psychological horror, or eldritch horror (like Call of Cthulhu), take it slow and get deep into the grimy details.
2. Make sure you know all of your players' boundaries---especially the ones related to hard topics and gore.
I know literally above I said that you want to make your players feel uncomfortable and unsettled because you probably won't scare them. BUT that doesn't mean you get a free pass at being insensitive. You never know what kinds of lines your players have. Torture, sexual harassment and assault, and domestic violence are a few common no-goes for people, in my experience. It never hurts to ask! That also lets your players know that a) you're respecting them (which means never, ever, EVER cross a boundary they have explicitly put in place. They'll immediately lose trust in you, believe me) and b) it can also serve as a warning that everything else is fair game. If they didn't say that tons of gore is something they're not comfortable with, then by all means use it.
3. Put your players way out of their depth.
In other words, make them uncomfortable by making nothing familiar (unless you're taking it away for plot, of course). For example, say someone knew what vampires were and how they worked in 5e. As long as you're not setting them up with the expectation that everything will be done by-the book, then put in a little plot twist. The horde of vampires that should take acid damage in running water turns 10 times scarier when the players suddenly find out that they can actually swim and shooting at the vampires with magic attacks from across a river isn't going to work as well as they thought it would. But you gotta keep it balanced, of course.
What to do:
4. Especially for Psychological Horror: make sure your players can't trust anyone you present to them.
Make sure everyone has a knife ready to stab into your players' backs, make sure there's no one for them to turn to. No one and nothing is safe. But most importantly: make sure you're doing this without being mean. You're just gonna end up with disgruntled players instead of a good horror vibe.
5. Especially for Gore Horror: Get dirty.
Get nasty. Get descriptive about the way the iron of the blood pooling at their feet hits their noses like a freight train, the way the pus of an infected cut oozes out of the wound, forming a disgustingly yellow crust around its reddening edges. The devil's in the details (I know I'm using that phrase wrong but whatever). Get to know your players' comfort levels first, though (See 2). Again, you don't want disgruntled players. (See 6).
6. Especially for Eldritch Horror: Make sure that the players know that they can and will be easily killed.
What's an ant to a God? You don't even have to get the players involved in fights to do this, I don't think. Death can and should follow them around at all times, but make sure there's a reason for the deaths. Random deaths are pointless and they can and will bring down your players' faith in your ability to keep with the theme. And don't lure the players into traps designed to get them killed. That's railroading at its deadliest. (See 10).
7. One of the most important: Involve all the senses. Especially the ones that aren't sight.
I find that sight actually isn't the best sense to engage in a horror campaign. People are used to describing things visually. This is normal, this is comfortable. And remember! You want to avoid giving the players a sense of security. So use other unconventional "out of sight" senses. It's one thing to say "You see the flesh of your hand dissolve in acid," and another thing entirely to say, "The first thing that hits you is the smell. Acrid enough to make you gag, you can feel bile coming up from your stomach as you watch the flesh of your hand sizzle into nothing in the acid." Smell, touch, sound, and even taste (if appropriate) can be incredibly valuable tools.
Another thing, think of horror movies (if you're running a horror campaign, I'm assuming that's your thing). (SPOILERS! sort of FOR THE BLAIR WITCH PROJECT MOVIE) The most effective horror comes from a threat that is never seen. Personally, The (original) Blair Witch Project chilled me to the bone, and we never even saw the witch! We heard the anguished cries of the protagonists, and felt lost right with them, without seeing a thing.
What to avoid:
8: Avoid disgruntled and upset players.
What kills a campaign more than busy schedules or a railroading DM? Upset players that are upset not because of an effective and emotional game, but because they have an insensitive DM. I've heard horror stories (heh) of people who have reached out to their DMs saying "I really don't like a, b, and c, for x, y, and z reasons" and the DM responding with "Okay, ~fOr ThE sAkE oF tHe PlOt~ I'll put exactly that into the campaign." No. Stop that. Bad. That's not good. I already said this in no. 2 on this list but it's so important that I have to say it twice. Sure, everything else is fair game, and the best DMs are the ones that can get creative with what they can do, not the ones that get upset with what they can't do. Even if your players come to you in the middle of the campaign saying "hey, I'm uncomfortable with a. Can you maybe try something else?" L I S T E N T O T H E M. They'll end up leaving if you don't. There are plenty of other things to do!
9. Avoid overused tropes.
This kind of falls under no. 3. Don't make things predictable! Don't back them into a corner, but take away all the bushes for them to hide behind. Again with the vampires, if the vampires want to suck your blood (bleh ble-blehh), maybe they do it not because they need blood to survive, but because they're collecting blood to feed a much, much bigger, stronger, scarier thing. Now you've turned some vampires just trying to survive into sinister vampires with a potentially dangerous and certainly unpredictable agenda.
10: Avoid railroading!
At its best, it gives your players information on exactly what they need to do (familiarity, that's a no-no) and at worst it can destroy a game. Best way to circumvent this is something I saw called the Three Clue Rule. It was targeted at Murder-Mystery style campaigns, but it still definitely applies to everything else. Present your players with a scene, and put at least three clues (objects, things NPCs say, etc.) in it, and let your players loose. Say your party was looking for the secret entrance to the underground hiding place of this vampire cult that has been terrorising the town and sucking villagers' blood dry in order to feed this eldritch abomination that they call their leader. Maybe put half a trail of blood into the woods in the right direction of their hideout (clue no. 1), a letter from the loved one of one of the victims detailing what they say when they found the body, detailing how it looks like there aren't any teeth marks but actually a single puncture wound where they put whatever they're using to collect the blood (clue no. 2), and farmers on the outskirts of the village complaining about small, periodical earthquakes that are "scarin' my cows!!" that's actually the infantile heartbeat of this eldritch abomination of a fetus growing underground (clue no. 3). Not only have you automatically given the players at least half a village, a forest, and a few NPCs to explore and question, but also the solution is no longer hidden behind them having to know one piece of information that could easily have been missed by an inattentive or distracted player or a failed Perception check. You now have three of those. Which means, I also want to add, that the more clues you have, the better! Worst case scenario, you have a plan B, C, D, E, F, G, H, and I ready for when the players (inevitably) get a nat 1 on a Perception or Investigation check, and best case scenario you have players that are super proud of themselves for putting the pieces of the puzzle together and advancing.
Also, be open to creative solutions and spur-of-the-moment opportunities for stuff. More than once have I gotten ideas from my players' anxieties (a howl from a small pack of dire wolves I was going to have the party fight turned into a much more deadly werewolf when the wizard suddenly asked what phase the moon is. I didn't know it was full until that moment).
OKAY I know this is long and probably convoluted, but I hope this helps. If you want, you could DM me and I'll be more than happy to continue this conversation! I am an avid horror fan in all its forms, so I definitely (probably (maybe)) know what I'm talking about.
Jack, a Changeling Artificer/Bard/Cleric/Fighter/Rogue---RynnElocin's From Dusk to Dawn
Amon, a Fairy Arcane Trickster---ShieldHero_'s Fractum
I'M BACK
PFP credit goes to Mo Willems
For a Call of Cthulhu campaign in 5e, you might limit your players' classes to the Sidekick classes (Expert, Spellcaster, & Warrior) instead of the standard player-character classes. The more limited sets of abilities encourages them to take threats more seriously because they have to rely on planning to survive, not power.
If you do this, keep in mind that this will skew the Challenge-rating system away from the player's favor, so you could more easily accidentally TPK them than normal. For early encounters, I'd plan to have the enemies have some reason to capture the party alive, whether that's to use them as hosts (such as what the Illithids do) or to use in a future sacrifice. That gives you elbow room to keep the story moving with an escape plan if the party wipes, instead of the campaign grinding to an unceremonious halt. Encounters where the enemies actually intend to kill the party members on the spot can come later.
I would recommend that for any monster you use from published material, re-skin it to be more Lovecraftian in a way that players won't recognize which statblock you're using for the enemies. That sense of having no idea what they're up against is something that really increases the tension.
And I definitely second the advice Tes005 gave in the previous post.
I'm a little confused. Responses on a D&D Board are going to assume your doing a Cthluhu mythos in D&D or a 5e based system; but I think you're saying you're actually playing Call of Cthulhu? If that's the case, you're probably better off checking out the CoC scene on Reddit or Facebook and finding some mentorship there. CoC is a very different game from D&D; but it has an equally passionate and friendly fan base.
If you're running D&D Horror, Van Richten's Guide to Ravensloft is a great resource to get your brain working.
I will say if you're running CoC, you need to think about whether you're running a campaign, or not a campaign. CoC rarely ends "well" and most CoC games are short one shots of 1-3 sessions ending in TPK or Total Party Otherwise Incapacitated. That's if you want to see the mythos creatures in the first few hours of play. CoC actually wasn't really geared for longform campaign play, though they did rejigger things and provide a lot of coaching on extended play in the Masks of Nyarlahothep campaign, though that campaign literallly takes years of weekly sessions if you're gonna do it all. Campaign length games, if you want most of the characters to make it to the end or witness the big bad have to be done as a slow burn. From what I've seen, a few folks play the "epic" campaigns, more play the one shots, and most play a sort of "episodic" style where the cast likely shifts from advneture to adventure because of the death/incapacitation rate.
CoC PCs played by folks more accustomed to D&D heroics also often get slaughtered with their first encounter with police, low level cultists, gangsters or longshoremen because the combat system isn't heroic and can be a learning curve. A compromise may be found in the Pulp Cthulhu variants that boost characters efficacy against both mortal minions and supernatural threats.
I'd say a group jumping from D&D to CoC needs to understand that CoC is not about "fighting monsters", it's about exploring a greater cosmic truth that contains monsters, monsters from which the investigators should run if they encounter, and the best the investigators can hope for in a CoC game is that their character lives to the tell the tale (and with some luck maybe someone in the character's life will believe that tale too, though you probably shouldn't tell them if you really care about them).
Jander Sunstar is the thinking person's Drizzt, fight me.
Ah, yeap, that's my bad. Thanks for catching that!
I've never played CoC, but I'd think some of my advice still applies? Maybe? In my mind, every module should have some wiggle room. In any case, MidnightPlat's comment makes sense, somewhat knowing Lovecraftian Horror, the focus shouldn't be on the fighting itself. Once again, tension is paramount here; they players have got to feel puny and lucky if they escape with their lives. It sounds like the focus is mostly survival in that module.
I've heard a lot of the same stuff about CoC when it comes to play length. I personally like adding my own stuff to modules that I play, so if you don't want to do any of the above (play it like a one-shot or a 2--3 session game, go epic with it and play the same module for years, or have the players go through it slow-burn style), adding small homebrew encounters here and there is a good way to go, with building threats all relating to the final big bad. As FayetteGamer said, reflavoring common DnD monster statblocks as CoC ones until they're unrecognizable and modifying them to fit CoC's playstyle might help reduce the learning curve for combat just a tad, just enough that a group of low-level cultists won't TPK the party immediately. Not enough to take away the tension and survival-over-everything-else aspect of the game, but Horror or not it's never fun to get TPK'd in the first session or two and not get to see the Big Bad with the character you intended to get through to the end with.
Jack, a Changeling Artificer/Bard/Cleric/Fighter/Rogue---RynnElocin's From Dusk to Dawn
Amon, a Fairy Arcane Trickster---ShieldHero_'s Fractum
I'M BACK
PFP credit goes to Mo Willems