Excellent blog post by @Halfjack on how to invoke fear and confusion at the table (limited information) and the dangers of doing that (annoying the people at the table instead of their characters). "It’s a story telling technique, not a game mechanism. When you rush or interrupt people, they get anxious. When they don’t have enough information they get the Fear. When they know the danger is real but don’t know the direction that is dangerous, they get careful."

@kensanata @Halfjack I generally try to work that way. For some players, it works very well. Others just disconnect at that stage. What I'm typically missing is a way to put them back on track.

But I'm definitely going to try and start my campaign like this!

@Yoric @Halfjack I recently started running Deep Carbon Observatory and there was definitely pushback from players: they wanted to solved every single emergency. They didn't want to save one person and have the others drown so they said: we have many henchman. A does this. B does that. And so on. So at the table, it got divvied up and ended up being not so scary.

@Yoric when I find myself in that situation I tend to "railroad" a bit the players. First by being more exhaustive in the descriptions and taking a bit longer. Then by putting adverse situations that pushes them in the direction I want to

@invisivel @Yoric Ahhh... tricky words! Could work out fine, could also be just a frustrating experience for players, it depends on how you make it work. I'd say: red flag?

@kensanata @Yoric I try to read the table, it's not that evident. I just give them roleplay prompts that fit in the story to make them play in a different direction.

@invisivel I generally have difficulties railroading players. Sometimes, I try to make sure that there is a NPC who can provide advice when they need some or fade into the background when they don't.

I remember one or two opportunities with me telling them explicitly "Do what you want, but I think it would make more sense if you did X."

Neither solution is ideal.

@Yoric I', this situations I play more with mystery, than with "advice". The find something, they see a suspicious person that when they look just puts eyes away, a girl crying in the fog... something that fits the story, and that makes the players feel the need to move in that direction.

@invisivel Yeah, that's plan A. My problem is that some players disconnect quickly when they don't have a strong idea of what's going on. I even have an occasional player who will turn such a situation into 20 minutes of debate. Less than ideal when you're trying to instil fear.

I could probably try and use PbtA/FitD-style clocks that I start ticking if they don't act *now*.

@Yoric It could help, but, knowing the players is an advantage, there are players that just don't fit, they just want to act mechanically and role the dice.

@invisivel And some who absolutely know *everything* before they can proceed :)

@Yoric @Halfjack I just saw this post about "OSR is Survival Horror" where one of the commenters says «My dad always said "horror campaign, isn't regular D&D a horror campaign by default?"». Hilarious. :)

@kensanata @Halfjack Yeah, OSR as Survival Horror makes lots of sense. I personally don't think of Survival Horror as Horror, more as Tactics with Monsters, which is kind of the focus of D&D as far as I remember (haven't played D&D in a long time).

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