Lost Anchorage - A Retrospective on D&D Horror
My intention was to run a pirate ghost story but not your standard Flying Dutchmen ghost story. How I got there was a bit convoluted , while doing the world building research for the D&D Pirate campaign, I read a lot of books on the 17th century Caribbean and one of the stories that particularly caught my attention was the 1692 earthquake that destroyed Port Royal, one of the principle ports of the region. The first hand accounts were chilling and epic, and all I kept thinking was "can you imagine the ghosts all that must have created? And thus the seed was planted.
It also seemed like a great way to start to introduce some of the Shadowlands concepts that I was homebrewing, in addition to some of the backstory for the long dead Empire of Annwyn, both subjects that were going to play a major role in the campaign.
And so the former Imperial port of Lost Anchorage was born. Cold, desolate, remote and abandoned, well off the major shipping lanes, a haven of last resort for a ship blown way off course by a huge storm. And haunted to hell and back.
The Lost Anchorage story arc ran over the course of 3 months and 8 x four hour sessions. I think it came out pretty well but I also learned a LOT running it, especially about running horror themed D&D campaigns.
The purpose of this retrospective is to share with other perspective DM's what worked, what didn't and what sources I found useful
Once I decided to do a ghost story, I started researching the narrative structure and other storytelling techniques for such. There are some really excellent sources out there, the best I found was Heroes of Horror by Watt. Marmell and Suleiman. This book doesn't seem to be available for purchase anymore so I think there is no harm in saying it's available as pdf if you look for it. If all you do to prep for a horror campaign is read this one book you won't go too far wrong.
Note this campaign was penned prior to the Ravenloft source. I have since bought that source book and found it far inferior to Heroes of Horror (except in places where it more or less directly plagiarizes the earlier source book). So don't think of Ravenloft as a substitute, or even as a particularly good source.
The first thing I learned reading these books was that horror and TTRPG's are a hard thing to pull off well. The nature of table top gaming is social and irreverent, and my group is a humorous bunch. Humor is the enemy of horror. We were also playing this during the height of Covid, the remote setting did not help, it takes away a lot of the control a DM has over atmospheric elements like lighting and background music for instance, and also limits the impact of terrain builds. The last couple sessions of this game were played in person and were noticeably more effective.
So basically I was not setting myself up for an easy task.
Counterintuitively I found while doing research that the screenwriting articles were generally more helpful then novel writing. A couple of theories about why this might be true, screenwriting pays a lot more attention to things like pacing, ambience, lighting, etc, the length of a feature film fits better into a D&D session and especially the 9 act feature film narrative structure seems to be a more natural match for the flow of an RPG story arc.
Here are two of my favorite articles that really changed how I built this campaign
- A simple overview of the 9 act structure
- Really good article on Horror Pacing, which is one of the most divergent and difficult elements of horror story telling.
Also during my research it became obvious that just saying "horror" wasn't enough, what kind of horror? There are many kinds of horror stories. Since Annwyn very specifically had a Regency mood and theme, Gothic Horror seemed like the most natural match. I took heavy inspiration from the usual suspects here, Shelly, Byron, Poe, etc but Dante's Inferno and Emily Bronte / Wuthering Heights also snuck in there a good bit as well. Also there is more then a little Tim Powers crawling around in the underneath of some of these characters.
But I blame Emily Bronte for how I ended up with a strong flawed female lead, and ended up telling a parallel story about the Lady Ophelia and how she was not very pleased with the role her society had assigned to her in life. I.E. look pretty, marry who we tell you to, and have lots of boy babies for the Empire.
Which brings up I think the most important point for horror. The antagonists are not evil per se they are flawed. They are complicated. They slide down a slippery slope of doing bad things for complicated reasons. Spend time on your characters. Make them interesting and nuanced, in this style of story more then any.
At this point I sat down and started building the physical setting for Lost Anchorage. It may seem strange to start building the set before you have more then a rudimentary idea of the story you want to tell, bit it turns out it makes a surprising amount of sense.
For one thing, it takes a LONG time to put a complex set together so in a way you have plenty of time to design the story while you do it. Ten major buildings, three ships and two copies of most of those (ruined and not-ruined), plus tons of ghosts and skeleton pirates and other things that go bump in the light. And then the whole forest build. Took a couple months to paint it all even though I outsourced some of it to a buddy who is a far better painter then me.
The thing that I did horribly totally utterly wrong was to not pay much attention to lighting until near the end. Sweet baby Jesus that was so so dumb. Don't be dumb like me. Buy some external colored light panels a spotlight and some led's for inside the terrain build. There are a bunch of videos out there on how to do it and trust me it’s a game changer.
However another really interesting things I and several other people have noticed is the extent to which scenery can drive story and vice versa when planning campaigns. I think this is almost a unique thing with regards to TTRP, since it alone of the various narrative forms combines the physical scenery and story creation inside the head of the author.
Trolling through the various sites for buying scenery, painting it, decorating it mixing and matching, the story grows as the town grows, all intertwined not at all independently. "Who lives in this tower I wonder? What happened to this church?"
One big ah-ha moment that came directly from the scenery was the concept of the town's transition from a ruined state to a whole state, illustrating the PC's gradually falling more and more into the Shadoworld. The idea that buildings and whole cities can leave ghosts of themselves in the land of the dead is not a new one (going back at least to ancient Egypt). But it didn't really click that I could leverage that mechanic until I ran across several 3D prints that had both ruined and non-ruined versions.
At this point we have the major skeleton of the plot.
And as the town took shape the story took shape
Another element that really helped this all jell was music. I often try to introduce variety in each major story arc I run, even inside the same campaign. Dungeon of Doom was clearly a tactical puzzle solver. Hightower Bay was more of pulp adventure with a dash of slapstick. Lost Anchorage is Gothic Horror. I generally listen to music that matches the theme while designing the adventure, and it really helps me maintain a mood.
I've often struggled with how to introduce this music effectively into the actual game. I've had some limited success with background soundtracks but it's been disappointing overall. While, putting together the first chapter (On the Heels of a Storm) I need a dream sequence scene that provided some clues, backstory and foreshadowing and it occurred to me "maybe this could be a video"? Turned out it could and it worked rather well.
Note, I generally send these videos out in-between sessions, as I don't want to interrupt the flow during actual gameplay. They work great as dreams or visions and also help remind people wth is going on in between sessions (since we only play every two weeks).
In general I think this was one of the most successful experiments.
Playlist of videos here
I experimented some with spoken narrative as a video as well, we have a player who is a great voice actor. But that seemed to be overall less effective, my players are fast readers and prefer to just consume the wall of text directly. Still for some groups that might be a good idea.
One of the things that video + music + scenery really solidified was the emotional themes I was trying to convey. And low and behold it turned out my subconscious may have been up to some hijinks during that whole process. This campaign was created and run during the depths of the pandemic as a means for myself and my friends to not go insane. After the whole thing was over and I shared some of all this with an artistic friend of mine, she said
"So you decided to make a D&D campaign about how the pandemic made you feel"
"Uh no."
"So your major themes are sadness, loneliness, isolation, darkness, death and abandonment right?"
"Uh. Yes?"
"You actually BUILT an empty abandoned ghost city in your basement. You were complaining just yesterday about how empty and abandoned San Francisco feels?"
"Uh"
Ok so point taken. Minds are tricky things.
Even with all these tools horror is HARD and we only rarely achieved it during these sessions. So I am an engineer and one thing we learn is if you suspect failure will be common, plan on how to fail gracefully. An acceptable failure state for horror is mystery. They go well together and mystery solving is very easy and natural for table top and core to most groups. If you lose the mood or start to devolve into, god help you, comedy, fall back on the mystery. Retrench and try again later.
The way I talk about comedy you probably think I am super serious and hate a joke. It’s not that , you can be funny in games and you can even be funny in serious games. But what you can’t do is be funny in horror games and still have them be horror games unless you are very very careful.
The pacing article explains this pretty well. One of the goals of the storyteller in a horror game is to manage tension. Comedy relieves tension. So they only place it fits is when you want the tension relieved. Which is rarely (though not never as constantly ratcheting tension isn’t sustainable either). If I had one do-over I would have explicitly had that conversation with my players and then asked them “do you even want to play a horror game given this”. Hindsight , 20-20
Alright so now that we have the general feeling and an idea of the plot and characters, how to structure it?
One call out is horrors game tend to be more linear then most. There is general a Bad Thing Out There with an agenda and a timeline. The tension game discourages sandboxes and side quests. The environment is generally so fucked up that if your players had a choice they would just leave.
That doesn’t mean that you settle for a game on rails but it does mean that you need to think carefully about how you are going to introduce choices and branches that actually matter.
I heavily used the nine act structure linked above and then I thought very specifically about how branches and choices could be supported in each Act. I'll walk through each act and show how the story flowed and how well the nine act structure works. Here I will lightly summarize, but if you want the details you can read the individual blog entries linked.
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