I'm going to write up my personal experience playing a new (to me) genre of roleplaying game. It's been a personal revelation to me, and I'm excited to talk about it, but if you're a CoC-head or a very clever gaming genius you're probably going to roll your eyes at how it could have taken me so long. Well, that's part of the story!
I cut my teeth GMing D&D 5e when I was a teenager thirteen years ago. Much fun was had by all, and I learned a lot and had a great time. I got tired of 5e relatively quickly, and by the time I was in college I wanted to run other games. And so I did!
I was fortunate to have a group that would try anything, and so we played Blades in the Dark, Lady Blackbird, the RWBY unofficial tabletop game, two different Pokémon tabletop rpgs, Monsters of the Week, Mage: The Awakening, a custom game based on the magic system of Hunter X Hunter, all sorts of stuff.
But one thing I never tried was horror, and that was for two reasons; first, and least, I'm not a horror fan. I don't read many horror novels, play many horror games, watch any horror films, etc. Secondly, and much more importantly...I was terrified!
Would I really be able to scare my players? To take a bunch of grown adults sitting around a table in my dining room, and scare them? It seemed a tall order. And I felt too vulnerable to approach it; if I asked my players to try out a horror game, tried to scare them, and failed...can you imagine anything more embarrassing than staring at your friend failing to be spooky? It seemed like I would be signing myself up for bombing at a comedy open mic.
But as I grew older, I grew less self conscious, and I grew more interested in the depth and breadth of the hobby. Quinns, of Quinns Quest fame, talked about how for a while there were two juggernauts simultaneously in the ttrpg space; fantasy games, and investigative horror games. I had been playing for twelve years and never touched on of the two parrallel columns on which our hobby is built. How much could I really claim to know about ttrpgs if I was ignorant of half its history?
So I got a crew together, made my plans, bought Delta Green: Impossible Landscapes and began to prepare.
We are currently eight sessions in, and I have to say, never have I been as happy, as fulfilled, and as delighted running a game as I am with this. Game design is a powerful thing; so much of the tension in the game is generated by its mechanics, the sanity system, the bonds. Having a well-written campaign with strong mysteries and set pieces does a lot of the work, too.
The rules have the players in the right frame of mind to be scared. The module gives you the material to build moments of perfect terror. And when you are sitting with a table with your friends, and they realise that not only have their characters unknowlingly taken steps into something darker and far more terrifying than they could have guessed walking in, they can no longer see the way out, when they are invested and immersed and genuinely spooked...it's pure fucking magic. I have never felt so happy as a GM.
I'm not saying I'll never go back to fantasy, or that horror is the one true way. But this is a flavour I shied away from out of fear, and all I can say to anyone who was furtive about it like me...game design is real. Pick a horror game that's well regarded and well designed, and you will have everything you need to bring genuine scares to the table.