Pacing in Horror Games
We’re back and we’re putting ourselves through our paces. Over on our Google+ Community, Tore Nielsen recently asked us to explain a little more about how we handle pacing in games. It’s a topic we touched upon back in our discussion of Beginnings, Middles and Ends. We hope there is enough new material here to justify a new episode. We certainly found plenty to say on the subject.
Controlling the pace is an essential part of being a GM, especially for horror games. Nothing kills the sense of dread more than long, drawn-out conversations about rules or possible strategies. Similarly, rattling through a scene too fast makes it difficult to build any atmosphere. It is not always easy to tell if you should be speeding your game up or slowing it down. It’s even harder to actually make this happen. We share what tips we’ve learnt during our horrifyingly many years at the gaming table.
Our news segment is somewhat brief this time. We are not long back from our trip to Necronomicon in Providence and simply haven’t had a chance to meet and record inserts. Paul has provided a short solo update to tide you over. There is so much we want to tell you about our visit to the US, however, and we promise to do so next episode. The short version is that we met many wonderful people and had a delightful time.
If you want to get some idea of what we got up to before next episode, we have posted some videos documenting our adventures. There are a couple more still to come, so keep an eye out on our YouTube channel.
Our inability to meet this week also stopped us recording our usual thanks to new Patreon backers. We have two new songs bubbling away, ready to serve up to new patrons and splashed wantonly over the rest of you. They shall have to wait until next episode, however. That may prove a mercy, as our voices have been made even more gravelly and inhuman by jet lag and con crud. You are safe until September.