Quick question - how have people modelled Really, Really Scary (TM) stuff in their campaigns?
This isn't "man pulls gun on you" or "really irritated aardvark tries to claw you to death" stuff, I should explain - where something is scary in a rational way, I expect the players to make rational-but-scared decisions (i.e. yell 'cheese it!!!!' and head for the hills/100D limit/exit). This is for really, unnaturally scary, wibble-wibble-pants-on-head-no-longer-thinking-straight fear.
The reason this came up specifically is the players are doing a 'favour' for a patron which involves several tanks of what can (for the sake of simplicity) be considered Scarecrow-style fear gas. The odds of them not cracking open a tank at one point in the adventure is fairly low, so I thought I should have some rules ready to hand...
Wondered (haven't got it yet) if Cthonian Stars might have something?
This isn't "man pulls gun on you" or "really irritated aardvark tries to claw you to death" stuff, I should explain - where something is scary in a rational way, I expect the players to make rational-but-scared decisions (i.e. yell 'cheese it!!!!' and head for the hills/100D limit/exit). This is for really, unnaturally scary, wibble-wibble-pants-on-head-no-longer-thinking-straight fear.
The reason this came up specifically is the players are doing a 'favour' for a patron which involves several tanks of what can (for the sake of simplicity) be considered Scarecrow-style fear gas. The odds of them not cracking open a tank at one point in the adventure is fairly low, so I thought I should have some rules ready to hand...
Wondered (haven't got it yet) if Cthonian Stars might have something?