Running Horror TTRPGs, Part 2 – Consequences

Some systems are better to run horror games in than others, and there’s a variety of reasons for that. I could go on and on about sanity checks and dark vision and this and that, but in reality, I think it all comes down to one thing – consequences.

This is part two of a three part series of blog posts on running horror games, inspired by our upcoming Kickstarter for a Mork Borg bookmark dungeon. You can find part one here.

Personally, I’m a fan of consequences in all TTRPGs. That doesn’t necessarily have to mean death, but there should be something at stake. It comes down to a simple premise – if you can’t lose, then you can’t really win either, right? If there’s no aftermath to your actions, it doesn’t matter what you do. If there is no negative outcome, why would a positive one matter?

Sanity checks? That’s a consequence for seeing that which man was not supposed to see. Darkvision? That’s a way of negating consequences for going down into a dark place. (I actually think a lot of 5E abilities are more about negating consequences more than anything else).

Let’s pretend a huge and terrible monster shambles out of the crypt. In a game like 5E, with it’s general playstyle, the players are going to roll initiative and murder the thing, as was expected from the get go. In Call of Cthulhu, they’re going to make a sanity check and then hope they’ve unlocked the secret to defeating it because they’re likely dead otherwise. In Mork Borg, you’re going to probably lose a few PCs in terrible ways and laugh about it while rolling up new ones (more on this in the next post).

And in Old-School DnD, you’re going to hope to hell that it doesn’t have level drain because that is *terrifying*.

Do you see the difference here? In these various systems, the PCs will act with varying levels of cautiousness to match the varying level of consequences. They’re much more likely to run if there’s a chance they could actually die. This is why consequences matter.

Now, again, consequences don’t have to mean PC death, though more severe consequences do spawn larger feelings. That said, let’s look at a list of other consequences.

– loss of gear
– capture of slef
– capture of an important NPC
– death of an NPC
– loss of time (there must be a reason this matters)
– the problem can’t be fixed the way they hoped (Blades in the Dark is an excellent example of this)
– getting lost
– the enemy grows stronger
– their allies grow weaker
– they’re faced with an impossible choice (give the enemy the powerful artifact or they kill the important NPC they’ve taken hostage)
– they end up somewhere they don’t want to be
– wounds or conditions (blinded, poisoned, etc)
– a loss of sanity
– going insane
– the task is now impossible. The PCs must move on.

In each of these, the PCs live to fight another day, but there is at least something on the table they can lose.

Recent Posts

The Snowflake Dungeon Part 23

If you’ve missed the previous posts about a snowflake dungeon, you can find them here. The Lurker in Shadow gets ever closer. There isn’t a lot of dangerous creatures in this area – just one,

Read More »

The Snowflake Dungeon Part 22

If you’ve missed the previous posts about a snowflake dungeon, you can find them here. Whew. Nineteen friggin rooms.   The Under is… well, under the Ruined Temple. This is where the Ones Below (now

Read More »

The Snowflake Dungeon Part 21

If you’ve missed the previous posts about a snowflake dungeon, you can find them here. The Ghouls are in the belltower. In my snowflake dungeon, that is. We’re tackling a small location today. The ghouls

Read More »

The Snowflake Dungeon Part 20

If you’ve missed the previous posts about a snowflake dungeon, you can find them here. I didn’t expect this to keep growing.  As it came time to actually put locations into key, it kept creating

Read More »

The Snowflake Dungeon Part 19

If you’ve missed the previous posts about a snowflake dungeon, you can find them here. Man, some posts are longer than others. I’ve been toiling away in the background, working on the snowflake dungeon. This

Read More »

PbP and an Old School Chassis

I’ve been running a Play by Post game in the Crumbling Keep Discord using Tephrotic Nightmares, a Mork Borg campaign my Luke Gearing. This is the first time I’ve running a PbP in decades, so

Read More »

Leave a Reply

Discover more from Crumbling Keep

Subscribe now to keep reading and get access to the full archive.

Continue reading

Hell Unleashed!

Four new sets of wooden minis are coming! Click below to follow the campaign and get notified on launch (and get all the secret bonuses 🤫).

Free for Old School Essentials

A light-hearted, demonic portal crawl between worlds for low level characters.

Click here to get your free copy when it’s released.

Orcs vs Dwarves

Grab the coolest wooden minis, dripping with old school cool. Live on Kickstarter!

Blood in the Needle
Our Book Mark Dungeon is live on Kickstarter for only $2 bucks.
Enjoy holiday deals til we're all safe from Krampus

Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.