Thanks to the Rule of Carnage podcast my brain has been whirring lately with a game design challenge – make a game that is scary.

Many tabletop experiences are horror themed or horrific, but arguably none are scary, or at least consistently scary. I suppose that’s largely in part down to things having stats, and so by definition cannot be unknown and so cannot tap into that primordial fear of the unknown.

The other aspect of horror I suppose is down to something being visually unnerving – spiders, clowns, spider-clowns, but that all will fade with repeat plays, in the same way that a joke ceases to be funny upon repeat tellings. Although I suppose horror films become less scary with repeat viewings, nothing stays scary forever… then again games with random elements always have that element of the unknown.

So is there any way to make a scary game?

So is a good place to start a game with non-specific miniatures with no stats?
I suppose bizarrely a ‘parlour game’ has become a consistent element of horror, maybe then use of a ouija board or tarot deck with some kind of ‘divining’ element would make a game repeatedly scary, however being religious that does make me feel a little uncomfortable.

Simply put, I don’t know. Hence the somewhat rambling nature of this post. Let me know what you think.
I have done scary with roleplaying, especially Call of Cthulhu.
What works well is mixing hilarity and sudden stark terror 🙂
But again, with roleplaying you can avoid the problem of familiarity, so I’m not sure I can help you with this one 😦
I’m going to say, I’m not sure it is possible. Especially if you’re a solo. I think you can APPRECIATE the horror of the being or situation but not feel actual fear because there is no actual peril to the player. Like reading HP Lovecraft. I APPRECIATE the grisly or what would make me wet myself if I was there, but once I’ve put the read down, I sleep like a log. For me, you can only SIMULATE character reactions to horror. Sorry, I’m usually more positive.
Good points! It may very well be an impossible task lol, but worth a shot. I think any mechanisms will be very left field and unlikely to be something we’ve seen before.
Having random elements or events can be scary, especially with skirmish games where players ARE the characters. Passing through a forest or building and not knowing what evil creatures are in there (if any) would be one situation.
I guess you could arrange, secretly, for someone to suddenly make or play a horrible noise when the card or dice roll reveals a zombie or vampire.
You’ve just reminded me of the old board game Atmosfear where you’d play a VHS while playing that would randomly jump scare you.
I never heard of or played that one but yes, that’s the spirit..
If players discover during a game that they will have to forfeit or destroy their figures that become casualties, that will be pretty scary!
Genuinely scary games? I doubt it’s possible, even allowing for you meaning ‘mildly and pleasurably scary’ rather than ‘utterly bleep-bleep terrifying’ (which might not be such a good idea…). I imagine that scariness is what people hope for through live-action role-playing, but even there everyone knows it is make-believe and there’s always H&S regs to keep it safe.
Maybe one thing to consider is whether the death-toll from a typical deathzap game fits well with getting the players to care about the figures and the situations they find themselves in. For that to happen, you probably need a less deadly environment and more investment in character development. Maybe leaders could become characters, who reappear across games, and morale rules could reduce the bodycount?