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How to Scare Your Players Without Taking the Wheel

A few years ago, researchers in Denmark did something wonderfully cruel. They strapped heart-rate monitors onto 110 people, sent them through a haunted house, and asked two questions. How scared were you? How much fun was that?

Guess what? Fun went up with fear. Then, past a certain point, fun crashed. Too little fear, and people got bored. Too much, and it stopped being fun at all. The researchers called the peak a “sweet spot” (Andersen et al., Psychological Science, 2020).

That curve is your whole job as a horror GM. Get players to the top of the hill and keep them there. And the fastest way to fall off the far side? Take away their choices.

I learned this the hard way. My first Call of Cthulhu one-shot ended at 10:40 p.m. sharp, because I wrote it that way. Cultists win. Sanity gone. Everybody dies. I thought it was bleak and brilliant. Then my friend Marcus folded his arms and said, “So nothing we did mattered?”

He wasn’t scared. He was annoyed. At me.

Did that one-shot scare anybody? Nope. Well, actually, it scared one person pretty badly. Me. Out of running horror for a full year.

So let’s fix that. This post covers how to tell fear from frustration, why your players’ characters can be doomed while your players still feel free, and a seven-step method I call Scared, Not Stuck.

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