It’s that time again! The seasons have rolled over to orange and black and there is a chill in the air. That means it is almost time once again for the Delta Green Shotgun Scenario Contest, 2024 edition! Yaaay. But what to write and how do you put together a Delta Green adventure, let alone a 1500-word-maximum banger as stipulated by the Shotgun Scenario Contest?
Lots of people have difficulty writing horror and/or mystery scenarios, including myself. So, I wanted to share with you some of the most useful and inspiring books and essays that I have discovered that touch upon writing mysteries, the nature of fear, and tabletop adventure architecture. Along our journey I’ll throw in references that help with Game Master advice as well.
Dance Macabre by Stephen King
First of all, to discuss what
fear and the horror genre is, we should have a working framework; and Steven
King’s book Dance Macabre provides this concretely as it makes a
distinction between the gross out, horror and terror in horror media and
fiction. Dance Macabre is a lovely book that goes over horror fiction in all
sorts of media, but it goes into great depth on horror in film if you get the
version republished after 2010. The
discussion on horror in film can be particularly of use to film students and
Handlers who want to focus on cinematic descriptions in their game.
King’s breakdown of fear into the three facets of the gross out, horror and terror is well articulated in the book, and Handlers could keep in mind these three categories to figure out what emotion they want to evoke in their players with a given horror game description, plot point or set piece. I read Dance Macabre a long time ago; the fact I still remember it is a testament to the clarity and impact of Stephen King’s analysis.
Stealing Cthulhu by Grahm
Walmsley
The second book that offers sterling advice is Stealing Cthulhu by Grahm Walmsley. This book is amazing. Only $6 on DriveThruRPG, it is invaluable for Cthulhu Game Masters of any stripe. What Grahm Walmsley has done is make an algorithm for remixing and permutating tropes and themes from a body of literature to come up with something new, yet firmly based upon the source literature.
Applying this to Lovecraft’s work, Walmsley’s strategy generates new takes on Mythos monsters, interesting recombinations of HPL’s literary themes, and reworked scenarios that are fresh and new to even veteran Cthulhu players. However, I call Walmsley’s strategy an algorithm because it could be applied to literature as diverse as Agatha Christie to Jim Butcher. Just any author with a moderate to large body of work.
In addition to that, there are
footnotes galore from leading Cthulhu adventure writers in the field (Kenneth
Hite, Gareth Hanrahan and Jason Morningstar) giving invaluable gaming
advice. As if that were not enough, Walmsley
also included a copy of his rules light game Cthulhu Dark in the appendices. I
can’t recommend this book enough.
The Trajectory of Fear by Ash
Law
The Trajectory of Fear by Ash Law is a 9-page essay that breaks down fear into four components and offers a roadmap for applying those components of fear in a roleplaying game using film as a model. Ash defines the components of fear as Unease (that spooky feeling), Dread (the uncertain possibility of certain danger), Terror (the immediate sense of danger, but the danger has yet to be exposed) and finally Horror (the primal fear that occurs when the danger is revealed).
Using the movie Alien and a couple other films as examples, Ash posits how those components of fear can be applied in the arc of a horror roleplaying game session to effectively scare your players. He also gives examples of how horror games can be done poorly, specifically by referring to schlocky horror in film. I think Ash’s advice is best applied by a cinematic focused horror Game Master.
The Trajectory of Fear is best found for free at the Internet Archive here.
Games of Fear by Delapore
Media
Delapore Media, authored by Dr. Stephen E. Wall, wrote a three part blog series called Games of Fear focusing on fear from a physiological and cultural perspective, and how to apply specific fears such as disaster, social hysteria and fear of strangers to your roleplaying game. The last essay contains a discussion and analysis on the weird and the eerie with advice for the reader on how to include those elements into writing and roleplaying horror games.
If one is curious about taking a deeper dive into the study and definition of fear then Delapore Media includes interesting references throughout the series of essays, including Margee Kerr’s Scream: Chilling Adventures in the Science of Fear. As a note, I disagree with Delapore Media on a few points, specifically that "Fear isn’t primal, its cultural." As an unresearched hypothesis I think that fear can have a definite genetic and evolutionary component; but does that affect writing to scare your players in games? No. I think the essays have useful elements, thoughts and techniques to help scare players at the table.
5 Node Mystery by The
Alexandrian
Hand and glove with horror
stories are mysteries. Most Delta Green
adventures, and that includes shotgun scenarios, will revolve around a mystery,
at least in part. But writing a mystery seems daunting. How does one begin?
Many online roleplaying enthusiasts are familiar with The Alexandrian for his advice on game structure, but did you know that he also wrote an article titled the 5 Node Mystery? Deriving his theory from the stripped-down essentials of a five-node dungeon crawl, the Alexandrian presents a framework for how to present a mystery scenario to player characters by asking five essential questions: what is the mystery about, what is the hook, what is the conclusion, what are the three locations/people linked to the mystery, and what clues are you using to connect the nodes in the mystery.
When a Game Master decides to come up with clues to bind the mystery together, I would also argue that TheAlexandrian’s Three Clue Rule is also very useful. Thanks to Lithobraker on the Night at the Opera discord for bringing the 5 Node Mystery blog post to my attention.
The Conspyramid by Ken Hite in
Night’s Black Agents
You’ve run a successful horror
game one shot. Great! But now the players are clamoring for more. What do you
do? How do you organize and manage a
horror campaign?
One framework I like a great deal is Night’s Black Agent’s Conspyramid. The Conspyramid is a portmanteau of “conspiracy” and “pyramid”. Visualized as a six level step pyramid, the Conspyramid allows a Game Master to plan and organize their enemies resources, with the prime evil himself at the top, middle managers in the next few tiers and street/entry-level threats at the bottom.
The connections between the nodes
of the pyramid allow for the Game Master to outline what methods of control
exist between the nodes or what clues can lead the party from one node to
another. It is a fantastic tool with many different applications outlined in
the Pelgrane Press’ article here.
Constructing a narrative campaign from seemingly disconnected parts is
easy to do when the Game Master can visualize the entire plot with a
Conspyramid.
Want to know more about the vampires and spies’ horror game that birthed the Conspyramid, Night’s Black Agents? Take a look at the review of NBA by The Alexandrian, here. Night’s Black Agents, itself can be found here.
Available here |
Mythos Revelations by The Alexandrian
I’ve mentioned The Alexandrian’s blog above. This time I
want to highlight The Alexandrian’s specific advice on how to handleMythos-style horror and forbidden tomes in game. These advice blog posts came out relatively
recently, August 25th and 27th of 2024. The Alexandrian first tackles the problem of
maintaining the horror and mystery of a supernatural being or Alien God by
breaking information about that being into three levels of abstraction. Then he suggests providing the abstracted and
mythologically obscured information as scraps of revelation, namely clues, that
can be found by players in accordance with the Three Clue Rule (discussed
above). This strategy is very cool, well
described and makes intuitive sense to me.
Handling Mythos tomes is somewhat complementary to doling
out clues to a Mythos being.
Specifically, The Alexandrian states that said tomes should be handled
as a specific clue vector and/or research resource. In addition, The Alexandrian continues with
some musings on creating Mythos tomes for a campaign and gives examples that
refer to his very excellent remix of the Trail of Cthulhu epic campaign Eternal Lies.
Creepiness, a How-To Guide and
Delta Green: Making Horror Scenarios, both by
Dennis Detwiller
Dennis Detwiller, along with John
Scott Tynes and Adam Scott Glancy, created Delta Green. Needless to say, Dennis
has some opinions on horror and how to apply it to roleplaying games.
The first of Dennis’ guide to
horror is Creepiness, a How-To Guide which was published in 2013 and can be
found on Delta Green’s official website.
Short but useful, Dennis offers
advice about five elements to maintain in a horror roleplaying scenario. These
include: keeping the mundane as the background of the scenario, emphasizing
uncertainty in the player’s mind, cementing the idea that Mythos horror is
unable to be comprehended by humans, making death omnipresent, and introducing
the idea that there are things much much worse than dying.
Dennis’s 2015 essay Delta Green:
Making Horror Scenarios sort of springboards off of his 2013 guide but it is
much more detailed and it focuses on how a Game Master can make a Delta Green
specific horror game. In this essay, he
first presents his analysis on what horror games are about, then he moves on to
describe the types of horror one can encounter in roleplaying games, and the
structure of horror scenarios. The latter half of the essay is devoted to
walking the reader through how he creates a horror scenario from first
principles; including the Hook, how to make relevant and interesting horror
NPCs, the connections of the mystery that Dennis calls Leads, creepy Moments or
set pieces, Events that occur independently of the players, and finally Solutions
for the problem introduced in the Hook.
Delta Green: Making Horror Scenarios can be found on Dennis Detwiller’s Patreon.
Write Delta Green Scenarios
the mellonbread Way by mellonbread
mellonbread is the founder of the
Night at the Opera, one of the largest Delta Green fan created discords, and a
prolific writer. His body of work
includes over 100 Delta Green fan scenarios, which is hosted on his blog, The Rogue’s Wallet.
In May 2022, mellonbread published an essay for the free Delta Green fanzine Whispers of the Dead, detailing specific advice about his writing process, including how to link ideas together by layering a connective tissue of clues, adding reactivity, making interesting NPCs, and how to develop the hook of the scenario. mellonbread then goes on to discuss the philosophy he applies for running Delta Green games including his view that it is good to be generous with magic items, spells and the Unnatural skill points. The latter opinion is derived from mellonbreads’s thesis that a Game Master should above all else make the scenario interesting, and push the interesting components to the fore. He ends the essay with a statement that I think rings true regarding writing scenarios. “Create the content you want that nobody else will write.”
Sources I Haven’t Read
In addition to the above references
about fear in roleplaying games, there are additional veins of wisdom
crystalized in various places on the internet.
Two of which I am aware of, but have not read yet as of the time of this
writing are Call of Cthulhu d20 by Monty Cook and John Tynes and GURPS Horror (currently in 4th edition) written by Ken Hite. ControllingCrowds
from Night at the Opera discord brought Call of Cthulhu d20 to my attention and
he recommends the Game Master advice in the book. I will point out that John
Tynes is one of the co-founders of Delta Green and pretty much reshaped the
Hastur Mythos with some of his ideas about the King in Yellow and Carcosa, and
this was before Dennis Detwiller published Impossible Landscapes. So, I welcome,
no am rabid for, any more advice I can find by John Tynes. The hitch is that
Call of Cthulhu d20 was published in 2002 and is a bit difficult to get a hold
of.
Another luminary of the field,
Ken Hite, who I discussed when mentioning the Conspyramid (above), has written
GURPS Horror and I understand the advice contained in there on fear in games is
also very good. GURPS Horror is much more accessible because it can be found on
DriveThruRPG.