How can I convey and sustain a level of realism in a given campaign?











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TL;DR:

How to convey to the players, beyond explicit statements (which sometimes doesn't work), a level of realism that you as GM expect for a given campaign? How could this level of realism be sustained after the campaign has begun?



Particulars:

I ran a self-written, rule-agnostic adventure for several different groups of players. The adventure has a modern setting and is themed around supernatural horror.



Personally, it was my belief and guiding principle that horror can only be effective if its presentation is realistic enough such that threats feel genuine, and the participants' (players') decisions seem personal and significant.



In practice, I find some players to quickly immerse themselves in the realism, and behave in ways that is believable for real people in the modern world. (E.g., fleeing from writhing bedsheets in abandoned houses, staying in their broken-down vehicle to wait for rescue instead of risking their lives outside)



However, there are also occasions where players behave in unrealistic ways that rapidly kills the intended atmosphere--such as purposefully approaching eerie cave-mouths or trying to friendly communicate with mutant abominations that groan in half-articulate human speech.



It seems, for the latter case, that the players are behaving unrealistically because they have not fully understood the tone or style of the campaign--they approach the hearts of danger because that's what PCs are expected to do in classic fantasy; they try to talk to anything with the minimal capacity of speech because they see such things as NPCs to get information out of. In other words, they are operating within the cliches and expectation of a typical fantasy RPG, which is not suitable for my intended campaigns.



How can I make my players understand the level of realism I'm expecting, and how can I encourage them to behave according to that expectation? I have explicitly said to all players that I was aiming for realism, and that their PCs should not behave like they are in a video-game, but despite their hearty consents, not all of them act accordingly.










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  • 1




    I'm not sure "realism" is the key thing here. How do you define "realism" regarding players' actions? What makes "approaching eerie cave-mouths" or trying to "communicate with mutant abominations" unrealistic?
    – enkryptor
    2 hours ago












  • Related rpg.stackexchange.com/questions/12469
    – enkryptor
    2 hours ago










  • Would you consider adding or changing game mechanics a valid part of answer?
    – Destruktor
    2 hours ago















up vote
2
down vote

favorite












TL;DR:

How to convey to the players, beyond explicit statements (which sometimes doesn't work), a level of realism that you as GM expect for a given campaign? How could this level of realism be sustained after the campaign has begun?



Particulars:

I ran a self-written, rule-agnostic adventure for several different groups of players. The adventure has a modern setting and is themed around supernatural horror.



Personally, it was my belief and guiding principle that horror can only be effective if its presentation is realistic enough such that threats feel genuine, and the participants' (players') decisions seem personal and significant.



In practice, I find some players to quickly immerse themselves in the realism, and behave in ways that is believable for real people in the modern world. (E.g., fleeing from writhing bedsheets in abandoned houses, staying in their broken-down vehicle to wait for rescue instead of risking their lives outside)



However, there are also occasions where players behave in unrealistic ways that rapidly kills the intended atmosphere--such as purposefully approaching eerie cave-mouths or trying to friendly communicate with mutant abominations that groan in half-articulate human speech.



It seems, for the latter case, that the players are behaving unrealistically because they have not fully understood the tone or style of the campaign--they approach the hearts of danger because that's what PCs are expected to do in classic fantasy; they try to talk to anything with the minimal capacity of speech because they see such things as NPCs to get information out of. In other words, they are operating within the cliches and expectation of a typical fantasy RPG, which is not suitable for my intended campaigns.



How can I make my players understand the level of realism I'm expecting, and how can I encourage them to behave according to that expectation? I have explicitly said to all players that I was aiming for realism, and that their PCs should not behave like they are in a video-game, but despite their hearty consents, not all of them act accordingly.










share|improve this question




















  • 1




    I'm not sure "realism" is the key thing here. How do you define "realism" regarding players' actions? What makes "approaching eerie cave-mouths" or trying to "communicate with mutant abominations" unrealistic?
    – enkryptor
    2 hours ago












  • Related rpg.stackexchange.com/questions/12469
    – enkryptor
    2 hours ago










  • Would you consider adding or changing game mechanics a valid part of answer?
    – Destruktor
    2 hours ago













up vote
2
down vote

favorite









up vote
2
down vote

favorite











TL;DR:

How to convey to the players, beyond explicit statements (which sometimes doesn't work), a level of realism that you as GM expect for a given campaign? How could this level of realism be sustained after the campaign has begun?



Particulars:

I ran a self-written, rule-agnostic adventure for several different groups of players. The adventure has a modern setting and is themed around supernatural horror.



Personally, it was my belief and guiding principle that horror can only be effective if its presentation is realistic enough such that threats feel genuine, and the participants' (players') decisions seem personal and significant.



In practice, I find some players to quickly immerse themselves in the realism, and behave in ways that is believable for real people in the modern world. (E.g., fleeing from writhing bedsheets in abandoned houses, staying in their broken-down vehicle to wait for rescue instead of risking their lives outside)



However, there are also occasions where players behave in unrealistic ways that rapidly kills the intended atmosphere--such as purposefully approaching eerie cave-mouths or trying to friendly communicate with mutant abominations that groan in half-articulate human speech.



It seems, for the latter case, that the players are behaving unrealistically because they have not fully understood the tone or style of the campaign--they approach the hearts of danger because that's what PCs are expected to do in classic fantasy; they try to talk to anything with the minimal capacity of speech because they see such things as NPCs to get information out of. In other words, they are operating within the cliches and expectation of a typical fantasy RPG, which is not suitable for my intended campaigns.



How can I make my players understand the level of realism I'm expecting, and how can I encourage them to behave according to that expectation? I have explicitly said to all players that I was aiming for realism, and that their PCs should not behave like they are in a video-game, but despite their hearty consents, not all of them act accordingly.










share|improve this question















TL;DR:

How to convey to the players, beyond explicit statements (which sometimes doesn't work), a level of realism that you as GM expect for a given campaign? How could this level of realism be sustained after the campaign has begun?



Particulars:

I ran a self-written, rule-agnostic adventure for several different groups of players. The adventure has a modern setting and is themed around supernatural horror.



Personally, it was my belief and guiding principle that horror can only be effective if its presentation is realistic enough such that threats feel genuine, and the participants' (players') decisions seem personal and significant.



In practice, I find some players to quickly immerse themselves in the realism, and behave in ways that is believable for real people in the modern world. (E.g., fleeing from writhing bedsheets in abandoned houses, staying in their broken-down vehicle to wait for rescue instead of risking their lives outside)



However, there are also occasions where players behave in unrealistic ways that rapidly kills the intended atmosphere--such as purposefully approaching eerie cave-mouths or trying to friendly communicate with mutant abominations that groan in half-articulate human speech.



It seems, for the latter case, that the players are behaving unrealistically because they have not fully understood the tone or style of the campaign--they approach the hearts of danger because that's what PCs are expected to do in classic fantasy; they try to talk to anything with the minimal capacity of speech because they see such things as NPCs to get information out of. In other words, they are operating within the cliches and expectation of a typical fantasy RPG, which is not suitable for my intended campaigns.



How can I make my players understand the level of realism I'm expecting, and how can I encourage them to behave according to that expectation? I have explicitly said to all players that I was aiming for realism, and that their PCs should not behave like they are in a video-game, but despite their hearty consents, not all of them act accordingly.







gm-techniques system-agnostic roleplaying horror






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edited 2 hours ago









V2Blast

18.6k251116




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asked 3 hours ago









user289661

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24118








  • 1




    I'm not sure "realism" is the key thing here. How do you define "realism" regarding players' actions? What makes "approaching eerie cave-mouths" or trying to "communicate with mutant abominations" unrealistic?
    – enkryptor
    2 hours ago












  • Related rpg.stackexchange.com/questions/12469
    – enkryptor
    2 hours ago










  • Would you consider adding or changing game mechanics a valid part of answer?
    – Destruktor
    2 hours ago














  • 1




    I'm not sure "realism" is the key thing here. How do you define "realism" regarding players' actions? What makes "approaching eerie cave-mouths" or trying to "communicate with mutant abominations" unrealistic?
    – enkryptor
    2 hours ago












  • Related rpg.stackexchange.com/questions/12469
    – enkryptor
    2 hours ago










  • Would you consider adding or changing game mechanics a valid part of answer?
    – Destruktor
    2 hours ago








1




1




I'm not sure "realism" is the key thing here. How do you define "realism" regarding players' actions? What makes "approaching eerie cave-mouths" or trying to "communicate with mutant abominations" unrealistic?
– enkryptor
2 hours ago






I'm not sure "realism" is the key thing here. How do you define "realism" regarding players' actions? What makes "approaching eerie cave-mouths" or trying to "communicate with mutant abominations" unrealistic?
– enkryptor
2 hours ago














Related rpg.stackexchange.com/questions/12469
– enkryptor
2 hours ago




Related rpg.stackexchange.com/questions/12469
– enkryptor
2 hours ago












Would you consider adding or changing game mechanics a valid part of answer?
– Destruktor
2 hours ago




Would you consider adding or changing game mechanics a valid part of answer?
– Destruktor
2 hours ago










3 Answers
3






active

oldest

votes

















up vote
3
down vote













Slasher-horror movies are about transgression and death.



This is wrapped up in the idea of horror movie as "cautionary tale", a kind of morality play where only the people who do the right thing can survive.



The problem is that every horror movie has its own morality. Is "the right thing to do" to remain in a safe place when you're in danger? Or is "the right thing to do" to be brave and try to save yourself, even if that means going somewhere scary? Is "the right thing to do" to scream and run away from something so obviously monstrous it can't be human? Or is "the right thing to do" to try and find the humanity inside someone, no matter how monstrous they seem?



Regardless of what the answers are, one definitely true thing about horror movies is that not everyone survives to the final credits. So if your players are all expecting a realistic world, and do something that would, realistically, get them killed? Pull the trigger. They may well be expecting to die entertainingly.






share|improve this answer




























    up vote
    1
    down vote













    The first thing to consider, is what sort of game does everybody want to play? Do you all want to play a survival-horror? Or do they just want to play an adventure hack-n-slash as a group of vagrant serial killers?



    The second thing to consider is, to what degree are you willing to inflict the consequences, should players go the "wrong" way? Is it a "You try and talk to the monster, and it eats you", or are you going to try and advertise that the conversation they're having does not appear to be working, so it attacks instead, giving the players an escape?



    If the group is well aware of the game they're meant to be playing, it's either a case of reminding them (perhaps out of character), that talking to Freddy or Jason is only going to end up with the PC in pieces:




    "Hey Jill, that is a very good question, which would very likely lead to the evil creature's den, however, I don't think asking the giant monster that question is going to work. It's evil and it wants to kill you, remember?"




    The other way to portray it is to potentially bring in an NPC. Make him the "Tough guy", you know the "jock that everyone likes", the "hot girl's" boyfriend. He meets up with the group (maybe they got lost, or managed to escape the evil thing's lair), and joins up with the party. He helps, gives them clues, proves his usefulness to them, only to unexpectedly, and very suddenly, be murdered by the Evil thing.



    The final thing to consider is that these games are for fun. Players might take the game seriously, getting wrapped up in the adventure and story, but sometimes they might use it to blow off some steam - be crude, make jokes, and just enjoy themselves. This might detriment the atmosphere you're trying to create, but you can't expect them to enjoy a game they don't want to play.






    share|improve this answer




























      up vote
      1
      down vote













      Simply put; consequences.



      If you you think a character shouldn't/wouldn't do X, then if they do X make sure there's a 'realistic' consequence. This should ground anything they'll try to do in the reality of your world.



      In the real world, people still do weird and silly things - but they almost always pay the price.



      Trying to "friendly communicate with mutant abominations that groan in half-articulate human speech" would likely result in death unless they change their behaviour very quickly.






      share|improve this answer








      New contributor




      robertshippey is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.


















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        3 Answers
        3






        active

        oldest

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        3 Answers
        3






        active

        oldest

        votes









        active

        oldest

        votes






        active

        oldest

        votes








        up vote
        3
        down vote













        Slasher-horror movies are about transgression and death.



        This is wrapped up in the idea of horror movie as "cautionary tale", a kind of morality play where only the people who do the right thing can survive.



        The problem is that every horror movie has its own morality. Is "the right thing to do" to remain in a safe place when you're in danger? Or is "the right thing to do" to be brave and try to save yourself, even if that means going somewhere scary? Is "the right thing to do" to scream and run away from something so obviously monstrous it can't be human? Or is "the right thing to do" to try and find the humanity inside someone, no matter how monstrous they seem?



        Regardless of what the answers are, one definitely true thing about horror movies is that not everyone survives to the final credits. So if your players are all expecting a realistic world, and do something that would, realistically, get them killed? Pull the trigger. They may well be expecting to die entertainingly.






        share|improve this answer

























          up vote
          3
          down vote













          Slasher-horror movies are about transgression and death.



          This is wrapped up in the idea of horror movie as "cautionary tale", a kind of morality play where only the people who do the right thing can survive.



          The problem is that every horror movie has its own morality. Is "the right thing to do" to remain in a safe place when you're in danger? Or is "the right thing to do" to be brave and try to save yourself, even if that means going somewhere scary? Is "the right thing to do" to scream and run away from something so obviously monstrous it can't be human? Or is "the right thing to do" to try and find the humanity inside someone, no matter how monstrous they seem?



          Regardless of what the answers are, one definitely true thing about horror movies is that not everyone survives to the final credits. So if your players are all expecting a realistic world, and do something that would, realistically, get them killed? Pull the trigger. They may well be expecting to die entertainingly.






          share|improve this answer























            up vote
            3
            down vote










            up vote
            3
            down vote









            Slasher-horror movies are about transgression and death.



            This is wrapped up in the idea of horror movie as "cautionary tale", a kind of morality play where only the people who do the right thing can survive.



            The problem is that every horror movie has its own morality. Is "the right thing to do" to remain in a safe place when you're in danger? Or is "the right thing to do" to be brave and try to save yourself, even if that means going somewhere scary? Is "the right thing to do" to scream and run away from something so obviously monstrous it can't be human? Or is "the right thing to do" to try and find the humanity inside someone, no matter how monstrous they seem?



            Regardless of what the answers are, one definitely true thing about horror movies is that not everyone survives to the final credits. So if your players are all expecting a realistic world, and do something that would, realistically, get them killed? Pull the trigger. They may well be expecting to die entertainingly.






            share|improve this answer












            Slasher-horror movies are about transgression and death.



            This is wrapped up in the idea of horror movie as "cautionary tale", a kind of morality play where only the people who do the right thing can survive.



            The problem is that every horror movie has its own morality. Is "the right thing to do" to remain in a safe place when you're in danger? Or is "the right thing to do" to be brave and try to save yourself, even if that means going somewhere scary? Is "the right thing to do" to scream and run away from something so obviously monstrous it can't be human? Or is "the right thing to do" to try and find the humanity inside someone, no matter how monstrous they seem?



            Regardless of what the answers are, one definitely true thing about horror movies is that not everyone survives to the final credits. So if your players are all expecting a realistic world, and do something that would, realistically, get them killed? Pull the trigger. They may well be expecting to die entertainingly.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 2 hours ago









            Glazius

            10.7k11658




            10.7k11658
























                up vote
                1
                down vote













                The first thing to consider, is what sort of game does everybody want to play? Do you all want to play a survival-horror? Or do they just want to play an adventure hack-n-slash as a group of vagrant serial killers?



                The second thing to consider is, to what degree are you willing to inflict the consequences, should players go the "wrong" way? Is it a "You try and talk to the monster, and it eats you", or are you going to try and advertise that the conversation they're having does not appear to be working, so it attacks instead, giving the players an escape?



                If the group is well aware of the game they're meant to be playing, it's either a case of reminding them (perhaps out of character), that talking to Freddy or Jason is only going to end up with the PC in pieces:




                "Hey Jill, that is a very good question, which would very likely lead to the evil creature's den, however, I don't think asking the giant monster that question is going to work. It's evil and it wants to kill you, remember?"




                The other way to portray it is to potentially bring in an NPC. Make him the "Tough guy", you know the "jock that everyone likes", the "hot girl's" boyfriend. He meets up with the group (maybe they got lost, or managed to escape the evil thing's lair), and joins up with the party. He helps, gives them clues, proves his usefulness to them, only to unexpectedly, and very suddenly, be murdered by the Evil thing.



                The final thing to consider is that these games are for fun. Players might take the game seriously, getting wrapped up in the adventure and story, but sometimes they might use it to blow off some steam - be crude, make jokes, and just enjoy themselves. This might detriment the atmosphere you're trying to create, but you can't expect them to enjoy a game they don't want to play.






                share|improve this answer

























                  up vote
                  1
                  down vote













                  The first thing to consider, is what sort of game does everybody want to play? Do you all want to play a survival-horror? Or do they just want to play an adventure hack-n-slash as a group of vagrant serial killers?



                  The second thing to consider is, to what degree are you willing to inflict the consequences, should players go the "wrong" way? Is it a "You try and talk to the monster, and it eats you", or are you going to try and advertise that the conversation they're having does not appear to be working, so it attacks instead, giving the players an escape?



                  If the group is well aware of the game they're meant to be playing, it's either a case of reminding them (perhaps out of character), that talking to Freddy or Jason is only going to end up with the PC in pieces:




                  "Hey Jill, that is a very good question, which would very likely lead to the evil creature's den, however, I don't think asking the giant monster that question is going to work. It's evil and it wants to kill you, remember?"




                  The other way to portray it is to potentially bring in an NPC. Make him the "Tough guy", you know the "jock that everyone likes", the "hot girl's" boyfriend. He meets up with the group (maybe they got lost, or managed to escape the evil thing's lair), and joins up with the party. He helps, gives them clues, proves his usefulness to them, only to unexpectedly, and very suddenly, be murdered by the Evil thing.



                  The final thing to consider is that these games are for fun. Players might take the game seriously, getting wrapped up in the adventure and story, but sometimes they might use it to blow off some steam - be crude, make jokes, and just enjoy themselves. This might detriment the atmosphere you're trying to create, but you can't expect them to enjoy a game they don't want to play.






                  share|improve this answer























                    up vote
                    1
                    down vote










                    up vote
                    1
                    down vote









                    The first thing to consider, is what sort of game does everybody want to play? Do you all want to play a survival-horror? Or do they just want to play an adventure hack-n-slash as a group of vagrant serial killers?



                    The second thing to consider is, to what degree are you willing to inflict the consequences, should players go the "wrong" way? Is it a "You try and talk to the monster, and it eats you", or are you going to try and advertise that the conversation they're having does not appear to be working, so it attacks instead, giving the players an escape?



                    If the group is well aware of the game they're meant to be playing, it's either a case of reminding them (perhaps out of character), that talking to Freddy or Jason is only going to end up with the PC in pieces:




                    "Hey Jill, that is a very good question, which would very likely lead to the evil creature's den, however, I don't think asking the giant monster that question is going to work. It's evil and it wants to kill you, remember?"




                    The other way to portray it is to potentially bring in an NPC. Make him the "Tough guy", you know the "jock that everyone likes", the "hot girl's" boyfriend. He meets up with the group (maybe they got lost, or managed to escape the evil thing's lair), and joins up with the party. He helps, gives them clues, proves his usefulness to them, only to unexpectedly, and very suddenly, be murdered by the Evil thing.



                    The final thing to consider is that these games are for fun. Players might take the game seriously, getting wrapped up in the adventure and story, but sometimes they might use it to blow off some steam - be crude, make jokes, and just enjoy themselves. This might detriment the atmosphere you're trying to create, but you can't expect them to enjoy a game they don't want to play.






                    share|improve this answer












                    The first thing to consider, is what sort of game does everybody want to play? Do you all want to play a survival-horror? Or do they just want to play an adventure hack-n-slash as a group of vagrant serial killers?



                    The second thing to consider is, to what degree are you willing to inflict the consequences, should players go the "wrong" way? Is it a "You try and talk to the monster, and it eats you", or are you going to try and advertise that the conversation they're having does not appear to be working, so it attacks instead, giving the players an escape?



                    If the group is well aware of the game they're meant to be playing, it's either a case of reminding them (perhaps out of character), that talking to Freddy or Jason is only going to end up with the PC in pieces:




                    "Hey Jill, that is a very good question, which would very likely lead to the evil creature's den, however, I don't think asking the giant monster that question is going to work. It's evil and it wants to kill you, remember?"




                    The other way to portray it is to potentially bring in an NPC. Make him the "Tough guy", you know the "jock that everyone likes", the "hot girl's" boyfriend. He meets up with the group (maybe they got lost, or managed to escape the evil thing's lair), and joins up with the party. He helps, gives them clues, proves his usefulness to them, only to unexpectedly, and very suddenly, be murdered by the Evil thing.



                    The final thing to consider is that these games are for fun. Players might take the game seriously, getting wrapped up in the adventure and story, but sometimes they might use it to blow off some steam - be crude, make jokes, and just enjoy themselves. This might detriment the atmosphere you're trying to create, but you can't expect them to enjoy a game they don't want to play.







                    share|improve this answer












                    share|improve this answer



                    share|improve this answer










                    answered 1 hour ago









                    Ben

                    9,1231458127




                    9,1231458127






















                        up vote
                        1
                        down vote













                        Simply put; consequences.



                        If you you think a character shouldn't/wouldn't do X, then if they do X make sure there's a 'realistic' consequence. This should ground anything they'll try to do in the reality of your world.



                        In the real world, people still do weird and silly things - but they almost always pay the price.



                        Trying to "friendly communicate with mutant abominations that groan in half-articulate human speech" would likely result in death unless they change their behaviour very quickly.






                        share|improve this answer








                        New contributor




                        robertshippey is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                        Check out our Code of Conduct.






















                          up vote
                          1
                          down vote













                          Simply put; consequences.



                          If you you think a character shouldn't/wouldn't do X, then if they do X make sure there's a 'realistic' consequence. This should ground anything they'll try to do in the reality of your world.



                          In the real world, people still do weird and silly things - but they almost always pay the price.



                          Trying to "friendly communicate with mutant abominations that groan in half-articulate human speech" would likely result in death unless they change their behaviour very quickly.






                          share|improve this answer








                          New contributor




                          robertshippey is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                          Check out our Code of Conduct.




















                            up vote
                            1
                            down vote










                            up vote
                            1
                            down vote









                            Simply put; consequences.



                            If you you think a character shouldn't/wouldn't do X, then if they do X make sure there's a 'realistic' consequence. This should ground anything they'll try to do in the reality of your world.



                            In the real world, people still do weird and silly things - but they almost always pay the price.



                            Trying to "friendly communicate with mutant abominations that groan in half-articulate human speech" would likely result in death unless they change their behaviour very quickly.






                            share|improve this answer








                            New contributor




                            robertshippey is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.









                            Simply put; consequences.



                            If you you think a character shouldn't/wouldn't do X, then if they do X make sure there's a 'realistic' consequence. This should ground anything they'll try to do in the reality of your world.



                            In the real world, people still do weird and silly things - but they almost always pay the price.



                            Trying to "friendly communicate with mutant abominations that groan in half-articulate human speech" would likely result in death unless they change their behaviour very quickly.







                            share|improve this answer








                            New contributor




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