When we role play, we almost always imagine an action scene, whether it’s kicking down dungeon doors and slitting the throats of whatever lies beyond them or kicking open vampire coffins and staking whatever lies inside them or kicking down giant metal doors with giant robot legs and stomping whatever lies beyond them. So no matter what genre you prefer, action is part of it. But how do you run a great scene or fight or base an entire scenario or campaign in an action adventure genre? Of course there’s also a letter from Tom, an anecdote from our listener Captain Scraps and some shout outs:

Music: Various by The Inkspots courtesy of Archive.org. These are public domain. Horray!

Horror deserves more than one episode, so we’re going to keep talking about it. We cover everything from foreshadowing scares to some of the best and worst horror games we’ve been in. If you want to improve on terrifying players, grab from our bag of tricks and treats.

Music: More number stations from the Conet Project

Shout outs:
Dead Space: Insanely freaky 360 game
Fatal Frame 1: Another freaky survival horror video game
Jack Brooks: Monster Slayer
Book of Unremitting Horror

Running a horror game is a tricky business. The GM has to hit the perfect tone, set the perfect mood and run a truly scary game in order to terrify players. But it can be done. With Halloween approaching, we’ve decided to share some tips on running horror games, from basic advice on timing, storytelling and writing horror scenarios to advanced material like using theatrical techniques and props in a game. Tom has a new letter, anecdotes and of course some

Shout Outs:

Supernatural Horror in Literature by H.P. Lovecraft
Danse Macabreby Stephen King
Condemned 2: Bloodshot
In the Mouth of Madness

Feast 1 and Feast 2: Sloppy Seconds

Music: The Conet Project Listen to it online.