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Horror Rules / Horror Characters / Running Horror Adventures / Creating Horror Adventures

Choose the Terror

Source Horror Adventures pg. 198
Once a GM has decided to create a frightening adventure, what sort of terror should be included? As explained in the discussion of horror subgenres, there are many types of horror. A GM should be able to boil her horror story down to something basic, perhaps even a singular fear. This might be as primal as a fear of spiders or of losing one’s teeth, or it could be more sophisticated, like the fear of abandonment or mechanical disasters. Once the GM has chosen a fear, then she can choose an avatar or incarnation of that fear. This might be a monster, person, or other threat that embodies that fear and proliferates it. For example, nothing exploits a fear of spiders quite like giant spiders or spider swarms, while representing the fear of abandonment might require a creature like an attic whisperer or the spirit of a bitter old man who waits for death but can’t be convinced that he’s dead. This avatar can be anything a GM wants. Feel free to make it more terrifying or unnatural if that helps—the giant spiders could actually be scheming Leng spiders, or the attic whisperer might control an army of animated dolls. This can work as mere flavor, or a GM might search out rules (or designs of her own) to back it up. Remember that the chosen threat might not need to be a literal embodiment; for instance, a fear of alien abductions and experimentation is literally embodied by grays but also metaphorically embodied by derros.