Mac Moyer ([info]macmoyer) wrote,
@ 2008-11-12 23:48:00
Previous Entry  Add to memories!  Tell a Friend  Next Entry
Information imbalance at the heart of horror?

I loves me some Trail of Cthulhu. I ran a one-shot for Halloween that I think was pretty successful. I'm thinkin' of writing up the scenario for some form of publication, I liked it so much. But that's not what this post is about.

In the ToC rulebook, Ken Hite recommends several Lovecraft pieces as especially appropriate background reading for the game, and I made a point of hitting all of them as part of my summer reading. I think that reading did a great job of informing the Halloween session I was so pleased with, but again that's not what this is about.

While reading all that Lovecraft, it struck me that... well, Lovecraft is hard to read, I think for several reasons that multiply each other:

  • Multiple decades of style development renders most writers somewhat hard to read. Pick up just about anything from the '20s, '30s, '40s, and there will be a bit of challenge. Of course there are writers who cut through the haze of decades, even centuries, easily, but they're the exception, not the rule. And Lovecraft wasn't one of them.
  • Lovecraft really wanted to be a 19th-century author, so he deliberately imitated a style even older than his own timeframe. That is, he intentionally increased the above problem.
  • Lovecraft liked to be elaborate, and notoriously like big, obscure words. He liked big, obscure sentence structure, too. He wasn't big on clarity.
  • He was writing a certain flavor of horror, in which he dragged out the suspense for dramatic effect, trickling out information at a maddeningly slow rate. It's a deliberate choice, and often effective, but it does make it harder to read.

Anyway, that's not what this post is about, either.

I noticed that, in spite of the things Lovecraft isn't very good at, he was a master at framing a certain set of information for the reader, and keeping it very separate from the set of information in the possession of the protagonist. The protagonist, who is often the speaker, has a certain (usually very scientific, enlightened) perspective of the events he (never "she," in Lovecraft's stories) experiences. But the reader knows it's a horror story, and that invariably informs the reader's perspective. And Lovecraft plays this to the hilt. As the protagonist discovers increasingly strange facts and events, always searching for the reasonable explanation at the core, the reader knows the protagonist is driving towards something horrible and supernatural that the protagonist just can't see. Lovecraft may not have been the greatest writer in many ways, but he had amazing control over this dynamic of information.

So, it occurs to me that this may be the core of horror. Think about this the next time you experience a horror story, especially a movie. The viewer has more information than the protagonist -- if nothing else, the viewer knows it's a horror story, and the protagonist doesn't. That, I think, may be the key to horror. We watch in dread as the protagonist moves unknowingly into danger, and there's nothing we can do to stop it. That's it, plain and simple.

In action movies, the protagonist often has more information than the audience. Before the big showdown, the protagonist tells his cohorts, "Okay, this is the plan..." and then the shot fades into a preparation montage. The action story moves the protagonist into a dangerous situation, leaving us to wonder how the protagonist will get out of it, and then the protagonist surprises us (that's the plan, anyway) with a clever solution.

I really think (at least right now... I have a pet theory every week) this is what makes horror horror. I think this may also be why I find horror hard to replicate in a roleplaying game.

If horror is defined by the viewer having information that the protagonist doesn't, and watching helplessly as the protagonist moves into danger, then this gap is impossible to replicate in an RPG. Because the audience of an RPG controls the protagonist. The audience can have more information than the protagonists (I've experimented with this quite a bit), but they always control the protagonist. A good player might get a sense of accomplished verisimilitude or even glee when they guide their unknowing character into the jaws of the nightmare, but it's not the same as not being able to stop it. We can borrow the scary trappings of horror, the tone, the monsters, the psychopaths. We can make our players feel a risk, a thread, even suspense. But we can never make them feel exactly that sense of helplessness, that experience of screaming at the screen "Don't open that door!"

Can we?




(6 comments) - (Post a new comment)


[info]pjack
2008-11-13 10:03 pm UTC (link)
Well, when I'm playing a character in a well-run horror RPG, I often feel a sense of "dreadful inevitability". It's not that I choose for my hapless investigator to walk directly into the nightmare, but more the sense that no matter what my character does, the nightmare is waiting at the end.

In a less well-run horror RPG, that sense of dread is often lacking. Such games often turn into an action movie.

Aweseome Halloween game, by the way!

(Reply to this) (Thread)


[info]gwyd
2008-11-14 03:08 pm UTC (link)
I'm with Pjack here. In a good horror rpg, one does get a sense of dreadful inevitability. The best Chuthulu game I even played* in culminated with our characters trapped in a house with something that was going to eat us. The Priest had confined it to a room. There were things outside, but we had faith in that Priest. He went to the door, looked out, and collapsed, saying calmly, "We are all going to die." It was chilling, it really was. The being trapped, the relief, and then the horror of the collapse of the Priest.

*A one shot run by Dave Plunket.

(Reply to this) (Parent)(Thread)


[info]macmoyer
2008-11-14 08:55 pm UTC (link)
Really, I am, too. I do think horror RPGs can capture threat, suspense... horror. But that particular kind of interplay between audience knowledge and character knowledge that Lovecraft is so good at is one particular source of suspense that can't be enjoyed in quite the same way in an RPG as it can be enjoyed in literature and film. Calling that the definition of horror is surely not right, but it's an important little engine of suspense we can't use in quite the same way.

I think RPG players can enjoy that interplay in a different way (I know I have), and I think it's a valuable thing to consider on the endless path to running a better game. I think roleplaying is in many respects a better way to enjoy fiction than literature and film... and in many respects worse. I'm constantly making an effort to understand what mechanically works in literature and film, how it can be borrowed, how it can't, and what's unique about RPGs that I can use to make fiction that's enjoyed in a new and interesting way.

I just haven't run much horror myself (I don't call the Werewolf games I've run horror), so I'm still mostly picking apart what I know about horror lit and film, but I'm interested in learning how to make horror RPGs work well.

Was the priest in your game an NPC?

(Reply to this) (Parent)(Thread)


[info]gwyd
2008-11-15 05:43 am UTC (link)
Well, in situations where the characters can't get out, for one reason or another, I think you get something mighty close. For example CofC characters on a remote archaeological dig don't know they are in jeopardy, but we do. The effect is similar to the first act of Quarantine where they are messing around at the firehouse.

(Reply to this) (Parent)


[info]macmoyer
2008-11-14 09:05 pm UTC (link)
Aweseome Halloween game, by the way!

Thanks!

Obviously, you're totally right that suspense and threat can work in RPGs.

no matter what my character does, the nightmare is waiting at the end.

That's an interesting point. Indeed, now that I think about it, in horror film and literature protagonists often seek outside help, try to get somebody else to fix the problem for them. That's a common structural device in lots of stories -- refusing the call to adventure -- that is in fact hyperdeveloped in horror. When the police blow it off, or the psychic can't chase the ghosts away, it emphasizes that the problem belongs to the protagonist, and that they can't escape from it. Perhaps we should encourage RPG players to have an episode of refusal, to remind the players that they can't escape.

(Reply to this) (Parent)(Thread)


[info]gwyd
2008-11-15 05:51 am UTC (link)
Exactly. The archaeologists run to the plane to discover it's been sabotaged. The police, priest, psychic fails, the doors are locked (Rose Red, Quarantine), the radio has been sabotaged (The Thing). You get the idea. There is that moment of relief that deepens the horror when the characters realize there is no escape except to go through.

In RPG, there is the added advantage that unlike in most Hollywood movies, there may be no surviving. This gives a sense of jeopardy that say, Jurassic Park, doesn't have. Going in, you know that they will likely kill lots of people, but it won't be the annoying children or the lead couple. In an RPG, especially CoC you can have a total party kill or survivors can be anyone. No one has top billing.

I do think this is a valuable exercise. I think Pjack and i are pointing to exceptions, because the exceptions show important correlaries or new lines of inquiry.

(Reply to this) (Parent)


(6 comments) - (Post a new comment)

Create an Account
Forgot your login or password?
Login w/ OpenID
English • Español • Deutsch • Русский…