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This chapter examines three of the most important
rules used in the RAVENLOFT campaign setting:
fear, horror, and madness checks. When
combined with the powers checks presented in
the next chapter, they form the core of the RAVENLOFT rules.
It is possible to run a RAVENLOFT adventure using only these
rules and none of the others presented in this book.
Definitions This chapter outlines various methods for frightening characters who, some might say, are beyond fear. After all, what truly frightens a 10th-level wizard? Admittedly, the answer to that question is "not much". Still, in a RAVENLOFT game, characters will see things that reek of the supernatural and macabre, and on thankfully rare occasions, encounter things the human mind was simply not designed to comprehend. What is Fear? Fear is the least of the mental conditions discussed in this book. A character can become frightened when he sees a truly powerful monster, learns of a terrible evil, or finds himself alone in a dangerous place. Fear comes to everyone, adventurer or commoner, at one time or another. If the heroes encounter something that is dangerous but has no great supernatural overtones to it, the Dungeon Master should assume that it merely inspires fear. What is Horror? Horror is a somewhat more intense feeling than fear. In order to create horror, the situation must cause a character to reject what his senses tell him. He must be confronted with circumstances that confound logic and common sense. In some cases, it might be terribly gruesome; in others, it could just be something that the hero believes impossible. Because AD&D is a game in which magic and the supernatural are commonplace, it cannot be assumed that any magical encounter (even a sinister one) would necessarily engender horror. Dungeon Masters who keep in mind the following example, however, should be able to separate fear and horror fairly quickly: If a hero watches as someone he does not know transforms into a werewolf, he should probably make a fear check; if he watches his wife do the same thing, it is time for a horror check. What is Madness? Beyond fear and horror lies the realm of madness. Unlike those lesser states, madness is not a passing phase. A character experiences madness when his mind has been exposed to things beyond his ability to accept or even understand. While a resourceful character can cope with fear and come to terms with horror, he will find madness a most debilitating state. Luckily, few and far between are those who feel the debilitating touch of madness. The term madness, as used in this text, is not meant to cover all forms of mental illness. Only conditions brought about by trauma, shock, or abuse fall into this category. Further, the descriptions given here are not meant to convey overly factual information about mental conditions. While an effort has been made to accurately reflect the conditions described, great liberties have been taken to promote their inclusion in the game. Notes on Fear and Horror As even a casual examination of the mechanics presented in this chapter will reveal, the effects of even a failed fear check can be truly terrible. Some might even say that they seem more severe than the circumstances justify. This is intentional. Fear and horror checks are designed to promote role-playing by forcing players to have their characters act frightened in frightening situations. Players who know that a failed check can have long lasting effects on their characters will begin to role-play encounters that would normally call for fear or horror checks in order to avoid having to make those checks. Before long, this tactic should have even the most hardened rules lawyer or war garner role-playing his heart out. While individual Dungeon Masters may wish to extend this grace to include madness checks, it is recommended that even the best role-players be asked to roll dice when subjected to such traumatic effects.
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