Science Fiction Horror

Saga Machine is a game of science fiction and horror. Both of these genres have long traditions in tabletop roleplaying games, and both have been approached by different game systems in numerous ways.

Horror, in particular, can be difficult to do well in a roleplaying game. In many ways, the power fantasy and exploratory agency that make up most RPGs runs counter to the horror genre. Consequently, establishing the right tone at the gaming table requires a greater degree of player buy-in than for most genres. It only takes one player not sold on the tone to spoil the tension in a scene.

Science fiction, likewise, comes with its own set of assumptions. It is best to acknowledge and address the tone and tropes of the campaign early so that all players are on the same page and so that everyone—knowing these—can have a great gaming experience. Some aspects to keep in mind include:

Analysis is the enemy of horror. Really, the more you know about something—understanding its capabilities and limitations—the less horrific it is. This is counter to a lot of science fiction, where exploring and understanding new situations is a common theme.

Science fiction is about speculative technology and culture. Without access to new tech or social dynamics, science fiction loses much of its essence. At the same time, horror is largely about being unprepared for the horrific situation. Imagine Alien or The Thing if the protagonists had the best-of-the-best sci-fi tech. These would cease to be horror movies. Sci-fi horror requires striking a balance between these two competing goals.

A good horror story is about tension. It’s about the impending doom, the oncoming desperation, the inevitable moment of shock and terror. Then—once the moment of violence arrives—it’s swift, it’s brutal and it’s a game-changer.

Safe Play Environment

Saga Machine is a horror game. It may deal with horrific and uncomfortable topics. It’s everyone’s responsibility to ensure that they’re not making anyone else at the table unduly uncomfortable, and to speak up if they’re becoming too uncomfortable or notice it happening to anyone else. Don’t let horror be an excuse for ruining someone’s fun.

Modes of Horror

Before character creation begins, the GM should think about the type of game she wants to run. As a genre, horror varies greatly in how the main characters relate to the horrific aspects of the story. Consider the three modes of horror below.

Survival Horror

In survival horror, the characters are underprepared or ill equipped to deal with the horrific elements of the story. The relationship of the player characters to the horrific is one of simple survival: improvise, run away, conserve scarce resources, try to live another night.

Some tips for emphasizing the tone of survival horror include:

  • Keep the team’s access to useful gear to an absolute minimum, particularly armor. Make sure to track dwindling resources, such as bullets, medikit uses and hours of oxygen left in vac suits.

  • Liberally hand out Stressed consequences and call for panic tests whenever the situation calls for it. Make sure to apply ⊖’s when relevant to tempt players into calling on their Stress ⊕’s.

  • Try to keep the team isolated, either physically or due to paranoia regarding those around them. Make it difficult to simply flee. Ensure that the characters are physically or financially outmatched by their foes.

Investigative Horror

With investigative horror, the characters are prepared enough that they may investigate or follow leads regarding the horrific elements, but they are not prepared or equipped for a direct confrontation. The relationship of the player characters to the horrific is one of pursuit and discovery, punctuated by scenes of retreat and survival.

Some tips for emphasizing the tone of investigative horror include:

  • Allow creative ways for the characters to find or purchase better gear throughout the game—particularly tools that provide new options or avenues of investigation, such as comms, sensors or medicinal drugs.

  • Hand out Stressed consequences and call for Panic tests sparingly at the start, then slowly increase their frequency, ratcheting up the tension as the game goes on. Let the mysteries breathe.

  • When the characters do finally catch up to the horrific, make the confrontation swift and bloody. Keep them reeling at the sudden change in pacing and lethality.

Action Horror

In action horror, the scenario may be no less horrific, but the characters have the preparation and resources they need to deal with it—or at least they have enough that a direct confrontation may be a reasonable course of action. The relationship of the player characters to the horrific is one of action and confrontation.

Some tips for emphasizing the tone of action horror include:

  • Start the characters with an extra 500¤ or 1000¤ to spend on useful gear. Or allow them easy access to better equipment early on. This gives them the resources they need to stand against the horrors.

  • Be stingy handing out Stressed consequences and call for Panic tests sparingly. Provide ways for the characters to shake off stress through triumphs or critical successes. The difficulty of Panic tests might even be lowered to TN 10.

  • Provide regular opportunities for downtime. This allows the characters to rest and heal up, as well as to de-stress.