DARK FANTASY VON INNEN  
     
"Genero" - Horror vs.
"Realer" Horror
"I imagine it could be fun -- I love horror games in general -- but man, the world was so thinly sketched out! Nowadays, what interests me in a game is usually the background setting, and CHILL basically lacked any except for a basic "Go out there and stop the bad guys!" I want secrets, conspiracies, historical events, settings, an ecological basis for how the races work, etc., etc. Granted, none of this is necessary to have a scary evening of roleplaying. But it gives me more of a reason to run a campaign, or to think of the world as more than "genero-horror." Which is why I prefer CALL OF CTHULHU, or KULT, or even the White Wolf games, I guess. Perhaps it has something to do with the fact that CHILL was an '80s RPG, not a '90s one -- the concept of having a 'world background' in addition to just a genre and system hadn't become quite so set in stone then. So the designers of CHILL _were_ trying to create a "genero-horror" game, as an alternative to the very specific horrors of CALL OF CTHULHU, its only horror competition."  
  Jason Thompson (Knygathin Zhaum)
jason@sonic.net
Date: 1999/05/20
Forum: rec.games.frp.misc
 
     
Die Welt wird zu klein "CoC and Kult both work well for horror games, while in my experience the first can become stereotypical easily, especially if the players are well-versed in the Cthulhu Mythos. Kult has its own supernatural background deeply steeped in real-world gnosticism and mysticism, and is far more modern (in my opinion Cthulhu just doesn't translate into a modern setting very well - I know that this will probably not be everyone's view, but I feel there's a conflict between what we know about our world today and the number of cthulhoid critters supposed to exist somewhere - there just isn't enough space)"  
Reale Beobachtungen - umgedeutet "For one-shots I find Kult best; my horror games in that world tend to be very surrealistic, trying to involve an underlying topic.
In one game, I had a bar all the PCs frequented usually. The topic was the bleakness of life and how many people seem to run on autopilot all the time. In the story, people who attended the bar but were no regulars often disappeared; going to the john and never coming back, etc. Nobody except the PCs noticed that. The PCs found out that the bar had a connection to Metropolis and the barkeeper took his patrons to the other side where they populated the bar, actually merging with the furniture. One PC later sat down and his spine grew into the chair. The PCs killed the barkeeper, only to find that the bar took one of their number as a new barkeeper who just went on doing the same thing..."
 
  Robin Pfeifer
robin_pfeifer@my-deja.com
Date: 1999/08/24
Forum: rec.games.frp.misc