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

Fear from the Unexpected

Source Horror Adventures pg. 199
While the Pathfinder rules present a finite number of statistics and rules options, how a GM pieces them together allows for infinite scenarios. In the case of horror adventures, this also means infinite opportunities to shock even the most jaded, rules-obsessed players. Opportunities abound in adventures to surprise the characters by revealing terrible secrets or presenting images that make them realize things are far worse than expected. For example, perhaps the PCs find a life-sized mother doll among the attic whisper’s collection, one that’s tending to a mewling newborn. Or maybe the automatic clockwinder at the top of the clock tower is rebuilding the interior to account for a thirteenth hour that occurs only once every eon.

While startling revelations in a narrative are most powerful, a GM can also twist the game rules specifically to unsettle the players.

Mask Monsters: There’s no reason a GM must adhere to the basic bestiary descriptions of monsters. By adjusting or completely revising monster descriptions, she gains not only new versatility from the bestiaries, but also the adventure-perfect foe for whatever terror she’s unleashed. The PCs might be horrified by the thrashing pile of snakes and maggots that tangle their legs, knocking them into its squirming maws, but behind the GM screen are just the stats for a wolf.

Transform Monsters: Veteran players might immediately identify a ravenous corpse as a ghoul, but if the tooth faeries have stolen its teeth, perhaps its bite attack is changed to a harmless, wet gnawing. While this might mean the ghoul is less powerful, the shock and revulsion it evokes is far more important to a horror adventure than dealing 1d6 points of damage. Altering creature statistics can be easy, particularly if a GM does so with the intention of creating unsettling encounters, not of making a creature more powerful. Use the Pathfinder RPG Bestiary appendices to swap around attack types or perhaps exchange abilities with creatures of similar CRs. As long as a GM doesn’t intentionally combine powers that can be exploited for some lethal synergy, such a unique encounter should be fine. And if a GM accidentally improvises something that’s more deadly than it is narratively unsettling, she can err in the PCs’ favor and keep the story moving. The Rules Improvisation section includes tips on how to make the Pathfinder RPG rules work for a horror tale.

Warp Reality: The rules are the physics of the game—the laws of what can and can’t happen—and sometimes the most unsettling thing a GM can do in horror adventure is plan to break those rules. Maybe the PCs have a bizarre group nightmare, are pursued by a reality warping mothman, or begin to lose their minds. Regardless, a GM can convey this by having the game not work the way the PCs expect. Maybe a detect magic spell reveals its information as a chorus of screams, an isolated character can momentarily walk on walls, time reverses for an instant, or when a PC tries to use an ability, he’s told it doesn’t work, without explanation. These tricks work best when used sparingly and when the PCs’ lives aren’t in jeopardy, because they signal that perhaps the world isn’t as reliable (or unbiased) as the characters thought.