Horrific Adventuring

I was reading an insightful post by the Angry GM on the nature of horror and what it means to make your D&D game scary.

The following is a random table experiment to see if rolling can successfully steer adventures in a horrific vein. It seems like spontaneously creating suitable content of this nature would be more than the average GM could handle. But I'd love to be proved wrong.

Making it Horrible

1. Fright: fear excited by sudden danger.
2. Revulsion: a sense of utter distaste or repugnance.
3. Dread: to be apprehensive or fearful; to feel extreme reluctance to meet or face one's fate.
4. Roll twice!


Can this help GMs generate horrific scenes? Can this be used effectively in the heat of the moment? What do you think?


Authored by Venger Satanis


Readers' Rating: