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How Do I Make A Horror Rpg Game

I'm stuck in Mad Father (RPG Horror Game)?

The good ending is choosing the father. HOWEVER if you want the TRUE GOOD ending you have to collect all 21 gems for that kind of ending.

Location of the gems.

http://daschui.deviantart.com/journal/Ma...

I think you freaked out when the "Mad Father" started chasing Aya. You actually have to escape from the father, HOWEVER in the point of the chasing scene, you have to make a decision (not really hard to realize) that can affect the "good" ending.

Making A Horror Game With RPG Maker 2003?

It's easier to use Youtube because it shows you how to do things while walking it through, but I'll try to summarize using RPG Maker.

You have your 'Resource' manager, which you use to import songs/characters/chipsets and whatnot to use in the game. For characters and pictures, they must be a specific size in a specific format (PNG or XYZ, I believe they must be 256 colors, sizes vary). Your 'Database' is where you actually make the characters, monsters, skills, animations, items, and change around the "system" (in-game and battle menus).

When in the map editor, you use chipsets (lower tile layer) to set down pieces of the map (grass, water, lava, things like that). Then with objects (upper tile layer), you place down things like trees and other objects (buildings can be in either layer, depending on what your shooting for). Event making is the most important part of the game, but this is kind of self explanatory once you see the menu. Simply "insert" an event command and all of the options should open. Alternatively, you could add triggers to the event (such as if the event starts automatically, if the player has to touch the event, or if the player has to do something like hold and object or touch a lever). This is where NPCs and movable objects are made and this is how story events unfold.

That's basically it in a nutshell. From this point, it takes experimentation and practice.

How to make an RPG Horror Game like Misao, Mad Father, I.B.?

(Obviously, I don't hope to make my game as good as these three, I just want to make a basic one.)


I've been looking into making an RPG game, though I don't even know where to start. I have an idea already for the story, but I don't even know what to do with sprite sheets or what program to use. I googled it, but I'm SO confused. I'm pretty clueless when it comes to codecs and anything related to making games in code formats.

So, what I basicalyl mean is: "Any good RPG 2D Makers out there for free?"

What are some ways to make horror RPGs scary?

To be honest, its tough.Its a game.It has rules and mechanics that can stop the flow of the narrative.It is played by people that will throw jokes, get called on their phones, ask if noone else minds if they can eat the last slice of pizza, and stop the story to go to the toilet.Keeping a scary atmosphere can help (I once ran a Wraith story where the climax of the story happened on Halloween, and that was played on October the 31st. Served for some mood setting purposes quite nicely). But it is hard to do it just by relying on that.You also need for your players to be:Invested in the story. And I mean TRULY invested in the story.In the right mindset for a scary story. That means, no immersion breaking jokes that night.Then, play to their psychological weaknesses. Threaten the characters with what they truly fear. Loss of a loved one? Humiliation? Solitude? Pain? Whatever works. Put some of it in the story and drive it deep into their hearts.That means, make this things prominent, and inevitable (i.e.: if a character seeks to save a loved one, have the character risk losing someone else in the process). Make sure characters are placed in positions of weakness, as nothing prevents fear more than power over what scares you. And, avoid obviously happy endings with all win/no sacrifice scenarios, where you can get your cake and eat it too.Also, if you manage it, keep a soft touch and be gentle as you drive the story forward. A monster lurking in the shadows is scary. A beast beating down on you can become an action piece. Fearing something that scared you is not the same as feeling anxiety at the possibility of defeat, or even death.You want your characters to be like Ripley in the end of Alien 1, trying to survive the Alien. Not like Ripley in the end of Alien 2, bitch-slapping the Alien Queen with the power loader.That’s for a different (although just as fun and awesome) type of story.Hope that helps.

The Crooked Man RPG Game?

Okay so, I've been playing The Crooked Man for a couple of hours and got to the hospital so i played through that area until you find the crooked man eating an embryo BEFORE i could get to the locked safe that has the gun and this has happened twice now. I have nothing to kill him with, and when I tried to put the pieces of the puzzle in the box, i get the safe key but David will not open it. I have nothing to kill the Crooked man with, and the only thing i can think of that might glitch the game is the fact that I got the bloody key from the poor dead cat. That key does not open anything in this area thus far, so do I have to restart this area again and not get the key and see what happens?

What is a scary tabletop horror RPG I can run in one night for my game group without a big learning curve?

What is a scary tabletop horror RPG I can run in one night for my game group without a big learning curve?Well, if you want something really dead simple, I would strongly recommend Dread.The rules are pretty simple. You’ve got the GM who runs the game, and the players. Each player is given a questionnaire that they must answer, including questions like, “Why did you come to this abandoned mansion at midnight?” or “Why did you lie about where you came from to your friends?” and even “What did you do for a living before the voices started?” or perhaps “Whom did you betray in the past that you wish you could apologize to?”.Those questions flesh out the character, giving a baseline as to what that character is capable of. No numbers to deal with, just plain narrative. The DM then sets the scene, and the players say what they do, all to be adjudicated by the DM. However, whenever the players have to do something that is risky and/or something their characters wouldn’t be able to normally do, such as the cheerleader managing to escape the grip of the chainsaw murderer, the players have to pull a block from one of these:[1]If they succeed the pull, then they managed to pull off the action. If they didn’t, then they failed the action and died (or were incapacitated). Naturally, as the game goes on, the pulls become harder and harder, so the suspense builds higher and higher.One thing the player can do however, is to deliberately knock the tower over. That means that the character dies, but succeeds in a dramatic fashion, like if the science geek decides to deliberately short the explosives he was trying to defuse, so that the lab blows up along with the monster that was hunting them.It’s a very simple mechanic, but with a great storyteller for a DM, it’s possible to build up quite the suspenseful atmosphere. Of course, as death is quite easy to stumble into, it’s better for oneshots rather than for extended, ongoing games. Still, it’s great for horror type stuff, and there are a few adventure modules out there that you can grab for free.Hope this helps.Cheers!Footnotes[1] File:Jenga distorted.jpg - Wikipedia

How can I make my horror TRPG more atmospheric/scary?

A couple of things come to mind..Aesthetics. Dim lighting…eerie music…creepy sound effects. You get the picture.Isolation. Depending on what type of characters your group is playing, I think isolating players in the scene can add a sense of dread. For example, find a reason for one of the player’s to wander off by herself and then let her know “something is stalking her”. Remind the other players to not offer advice, joke around or kibbutz (ie shut your pie-holes!)No-good options. Create a story/scene where the choice of options the characters have are all equally crappy ( ie do they save the baby that they know will eventually grow up to be a world-devouring demon…?)

Do you have a horror story about an RPG session that went wrong, due to either player or character conflict?

Unquestionably the worst was when Marcie’s thief, Black Leaf, failed to spot a poison trap. The wizard’s spell to save her failed, and Black Leaf died. Marcie just freaked out completely, and the DM had to throw her out. I believe Marcie hanged herself later.Not only did she suicide, but her inept play prevented her from reaching 9th level, when she could have been initiated into the dark coven and learned the REAL power.(with a tip of the pointy hat to the immortal wit of Jack Chick)

How can you make a horror video game as frightening as possible?

Severe death penalties.Let me explain.  Amnesia and other horror-themed games thrive on a spooky, suspense-filled atmosphere. It's the same sort of atmosphere that you find in horror movies.But video games have the potential to be scarier than horror movies, because the designers can make it so you have something at stake. You can actually lose something and suffer for it, as opposed to a movie where you have no effect on the plot.Most games take the easy route and give you a 'game over' screen if you fail. So while these games can scare you with frightening, spooky effects, that feeling is short-lived because you just load from your last save after you die.I've written elsewhere that my most frightening moment in a game was not while playing a horror game, but while playing Heavy Rain. In that game, each of the four main characters can actually die, and if so, the story goes on without them, completely altering later events. So when your character is fighting for their life against a serial killer, it actually means something.I imagine the scariest game imaginable would have an atmosphere like Amnesia, but involve multiple characters that you grow to care about deeply.  And then those characters start dying. You are doing your best to keep them all alive, but every time you fail, you lose one of them.  Maybe the one you care about the most.In such a game, you wouldn't just be scared because of atmosphere or effects, but because the lives of these characters is in your hands.  You are the only one who can help them get out alive, and if you fail enough times, they all die and the game is completely over (forcing you to start an entirely new game.)Sometimes, responsibility can be the scariest thing of all.

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