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	<title>Comments on: Fear Checks: Always a Bad Idea</title>
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	<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: obi_dunn</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea/comment-page-1#comment-10131</link>
		<dc:creator>obi_dunn</dc:creator>
		<pubDate>Wed, 28 Mar 2007 08:33:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=595#comment-10131</guid>
		<description>Fear checks are a staple of WFRP (Warhammer Fantasy Roleplay) and it actually encourages characters to build up their WP (Willpower) statistic.  

It does add an element of unknown to encounters and can be a lot of fun.  No one wants to be known for being the scared PC but it happens.

Whether the character is frozen in their spot for a round or two, or runs away and gains an insanity point, it provides a dynamic element of uncertainity that is a hallmark aspect of WFRP combat.

D&amp;D could easily do the same thing.</description>
		<content:encoded><![CDATA[<p>Fear checks are a staple of WFRP (Warhammer Fantasy Roleplay) and it actually encourages characters to build up their WP (Willpower) statistic.  </p>
<p>It does add an element of unknown to encounters and can be a lot of fun.  No one wants to be known for being the scared PC but it happens.</p>
<p>Whether the character is frozen in their spot for a round or two, or runs away and gains an insanity point, it provides a dynamic element of uncertainity that is a hallmark aspect of WFRP combat.</p>
<p>D&amp;D could easily do the same thing.</p>
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		<title>By: Karmatech</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea/comment-page-1#comment-9013</link>
		<dc:creator>Karmatech</dc:creator>
		<pubDate>Wed, 17 Jan 2007 00:37:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=595#comment-9013</guid>
		<description>When was the last time you looked at a D&amp;D book cover and the PC&#039;s were running away!

Take a hint from millions of dollars invested into rpg marketing over decades ; )

I nearly killed interest in a campaign with a single Confusion spell - in D&amp;D most players really resist being controlled in any way (Cthulhu players have different expectations).

When I wrote &#039;The Steam Spire&#039; adventure for Iron Kingdoms the whole third act was a prison-break. My playtest group railed against the situation so badly I almost tore that act out.
However, when it was dumped on the web I got a lot of positive comments - moral being that you have to guage your players before you try this (I hadn&#039;t done that with the Confusion spell).

However, however, Fear checks that /cause/ &quot;decision points&quot; sound reasonable - they reflect the experience of the character, but still give the player choice.</description>
		<content:encoded><![CDATA[<p>When was the last time you looked at a D&amp;D book cover and the PC&#8217;s were running away!</p>
<p>Take a hint from millions of dollars invested into rpg marketing over decades ; )</p>
<p>I nearly killed interest in a campaign with a single Confusion spell &#8211; in D&amp;D most players really resist being controlled in any way (Cthulhu players have different expectations).</p>
<p>When I wrote &#8216;The Steam Spire&#8217; adventure for Iron Kingdoms the whole third act was a prison-break. My playtest group railed against the situation so badly I almost tore that act out.<br />
However, when it was dumped on the web I got a lot of positive comments &#8211; moral being that you have to guage your players before you try this (I hadn&#8217;t done that with the Confusion spell).</p>
<p>However, however, Fear checks that /cause/ &#8220;decision points&#8221; sound reasonable &#8211; they reflect the experience of the character, but still give the player choice.</p>
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		<title>By: Kestral</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea/comment-page-1#comment-9000</link>
		<dc:creator>Kestral</dc:creator>
		<pubDate>Tue, 16 Jan 2007 17:26:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=595#comment-9000</guid>
		<description>Drow: for my first character RPed ever, I played a character who was absolutely phobic about being out in the open in natural areas. However, his phobia manifested entirely in ways I chose, rather than ways the game dictated to me. In some cases, it meant taking a sub-optimal shot at enemies in hopes that could get out of the area quicker, others it was repeatedly chanting mantras to keep himself from hyperventilating, and at other times it meant running away screaming for seemingly no apparent reason. The system had no impact in my choice. It was purely my characterization. This kept it fun. It was not a &#039;rock star&#039; character; it was more CoC-ish in that when he was afraid, he started going slightly off his rocker, and his tendencies changed.

My beef with fear &#039;in-game&#039; is only when it comes with mechanics that force the player to do something and not allow the player to play their role. It&#039;s that which divorces me from the game; I can be interested when I have options for stuff to do later, but when my basic option is &quot;wait X rounds and hope your buddies don&#039;t finish combat so that you can get to do something useful,&quot; I don&#039;t have much love for the game. I don&#039;t even really watch TV much these days; I know I need a certain level of interactivity for me to avoid getting bored with something, and losing that interactivity makes me very annoyed.</description>
		<content:encoded><![CDATA[<p>Drow: for my first character RPed ever, I played a character who was absolutely phobic about being out in the open in natural areas. However, his phobia manifested entirely in ways I chose, rather than ways the game dictated to me. In some cases, it meant taking a sub-optimal shot at enemies in hopes that could get out of the area quicker, others it was repeatedly chanting mantras to keep himself from hyperventilating, and at other times it meant running away screaming for seemingly no apparent reason. The system had no impact in my choice. It was purely my characterization. This kept it fun. It was not a &#8216;rock star&#8217; character; it was more CoC-ish in that when he was afraid, he started going slightly off his rocker, and his tendencies changed.</p>
<p>My beef with fear &#8216;in-game&#8217; is only when it comes with mechanics that force the player to do something and not allow the player to play their role. It&#8217;s that which divorces me from the game; I can be interested when I have options for stuff to do later, but when my basic option is &#8220;wait X rounds and hope your buddies don&#8217;t finish combat so that you can get to do something useful,&#8221; I don&#8217;t have much love for the game. I don&#8217;t even really watch TV much these days; I know I need a certain level of interactivity for me to avoid getting bored with something, and losing that interactivity makes me very annoyed.</p>
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		<title>By: Crazy Jerome</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea/comment-page-1#comment-8995</link>
		<dc:creator>Crazy Jerome</dc:creator>
		<pubDate>Tue, 16 Jan 2007 15:01:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=595#comment-8995</guid>
		<description>&quot;I’m not taking a stand on splitting the party becasue that has been discussed here before, I just wanted to point out the logical disconnect.&quot;

No logical disconnect at all.  A party-driven split is apt to go on for a long time, maybe even hours of game time.  Both sides are active, and demanding the GM&#039;s attention.  It doesn&#039;t matter how well or poorly the GM handles it, this is a bigger drain on his attention than a party that stays together.

Someone running off because of fear is another kettle of fish.  The PC(s) that separate are reacting.  Presumably, they will want to return to the party as soon as they possibly can.

So it&#039;s a combination of how much time the split takes and what the split off party members want to do.  Of course, there are other reasons to split that are as easy and short to handle as failed fear checks, but when people talk about avoiding the split, they don&#039;t mean such short, targeted splits.</description>
		<content:encoded><![CDATA[<p>&#8220;I’m not taking a stand on splitting the party becasue that has been discussed here before, I just wanted to point out the logical disconnect.&#8221;</p>
<p>No logical disconnect at all.  A party-driven split is apt to go on for a long time, maybe even hours of game time.  Both sides are active, and demanding the GM&#8217;s attention.  It doesn&#8217;t matter how well or poorly the GM handles it, this is a bigger drain on his attention than a party that stays together.</p>
<p>Someone running off because of fear is another kettle of fish.  The PC(s) that separate are reacting.  Presumably, they will want to return to the party as soon as they possibly can.</p>
<p>So it&#8217;s a combination of how much time the split takes and what the split off party members want to do.  Of course, there are other reasons to split that are as easy and short to handle as failed fear checks, but when people talk about avoiding the split, they don&#8217;t mean such short, targeted splits.</p>
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		<title>By: Argonel</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea/comment-page-1#comment-8981</link>
		<dc:creator>Argonel</dc:creator>
		<pubDate>Mon, 15 Jan 2007 16:41:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=595#comment-8981</guid>
		<description>One additional thought on fear checks.  Forced fleeing tends to split the party.  Why is this considered one of the ultimate sins when players do, but acceptable when the GM causes it.  I&#039;m not taking a stand on splitting the party becasue that has been discussed here before, I just wanted to point out the logical disconnect.</description>
		<content:encoded><![CDATA[<p>One additional thought on fear checks.  Forced fleeing tends to split the party.  Why is this considered one of the ultimate sins when players do, but acceptable when the GM causes it.  I&#8217;m not taking a stand on splitting the party becasue that has been discussed here before, I just wanted to point out the logical disconnect.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea/comment-page-1#comment-8973</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Mon, 15 Jan 2007 15:55:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=595#comment-8973</guid>
		<description>(drow) &lt;i&gt;one’s take on fear mechanics probably correlates heavily with one’s take on gaming in general, and whether you game to be a rock star or feel comfortable playing joe nobody who runs away.&lt;/i&gt;

I&#039;m not sure about this. I love D&amp;D, where you most often play rock stars, and I love &lt;i&gt;Call of Cthulhu&lt;/i&gt;, where even rock stars can beat you up. ;)

For me, the difference is that I like to have the opportunity to roleplay my character&#039;s fear, not have it dictated to me. In CoC, I&#039;ll run like a little girl when it makes sense and sounds like fun -- I don&#039;t need a fear check to make that happen.</description>
		<content:encoded><![CDATA[<p>(drow) <i>one’s take on fear mechanics probably correlates heavily with one’s take on gaming in general, and whether you game to be a rock star or feel comfortable playing joe nobody who runs away.</i></p>
<p>I&#8217;m not sure about this. I love D&amp;D, where you most often play rock stars, and I love <i>Call of Cthulhu</i>, where even rock stars can beat you up. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>For me, the difference is that I like to have the opportunity to roleplay my character&#8217;s fear, not have it dictated to me. In CoC, I&#8217;ll run like a little girl when it makes sense and sounds like fun &#8212; I don&#8217;t need a fear check to make that happen.</p>
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		<title>By: Discordian</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea/comment-page-1#comment-8935</link>
		<dc:creator>Discordian</dc:creator>
		<pubDate>Fri, 12 Jan 2007 06:25:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=595#comment-8935</guid>
		<description>Ooh. So much negative love for fear checks. If you so hate them did you make sure you didn&#039;t:

a) Make a fear check and when a character runs, dump the player for 30 minutes when the &quot;brave&quot; ones beat the bad guy?

b) Make fear check mandatory as in &quot;pass this check or you don&#039;t get to fight the boss bad guy and the story won&#039;t go anywhere if you don&#039;t fight the boss bad guy. Make the roll or we&#039;ll be real bored&quot;

c) Gave no control to the player when deciding how brave the character is?

d) Didn&#039;t negotiate a bit what the difficulty of the check would be?

e) Didn&#039;t accept any input from the player as to the outcome of failed roll?


If you did? Why? Try replacing the fear check in the above with say spot check or carpentry check or what ever and it still wouldn&#039;t be ok, would it?</description>
		<content:encoded><![CDATA[<p>Ooh. So much negative love for fear checks. If you so hate them did you make sure you didn&#8217;t:</p>
<p>a) Make a fear check and when a character runs, dump the player for 30 minutes when the &#8220;brave&#8221; ones beat the bad guy?</p>
<p>b) Make fear check mandatory as in &#8220;pass this check or you don&#8217;t get to fight the boss bad guy and the story won&#8217;t go anywhere if you don&#8217;t fight the boss bad guy. Make the roll or we&#8217;ll be real bored&#8221;</p>
<p>c) Gave no control to the player when deciding how brave the character is?</p>
<p>d) Didn&#8217;t negotiate a bit what the difficulty of the check would be?</p>
<p>e) Didn&#8217;t accept any input from the player as to the outcome of failed roll?</p>
<p>If you did? Why? Try replacing the fear check in the above with say spot check or carpentry check or what ever and it still wouldn&#8217;t be ok, would it?</p>
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		<title>By: drow</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea/comment-page-1#comment-8929</link>
		<dc:creator>drow</dc:creator>
		<pubDate>Thu, 11 Jan 2007 23:22:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=595#comment-8929</guid>
		<description>&gt; Ever play in a game which makes you do nothing but run away when “feared”?

gud gawds, yes, you have NO idea.  :)

one&#039;s take on fear mechanics probably correlates heavily with one&#039;s take on gaming in general, and whether you game to be a rock star or feel comfortable playing joe nobody who runs away.

i&#039;m a rock star in real life, so playing joe nobody who runs away does have some appeal.  i don&#039;t have to be directly involved in the game to enjoy it, i watch TV too.</description>
		<content:encoded><![CDATA[<p>&gt; Ever play in a game which makes you do nothing but run away when “feared”?</p>
<p>gud gawds, yes, you have NO idea.  <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>one&#8217;s take on fear mechanics probably correlates heavily with one&#8217;s take on gaming in general, and whether you game to be a rock star or feel comfortable playing joe nobody who runs away.</p>
<p>i&#8217;m a rock star in real life, so playing joe nobody who runs away does have some appeal.  i don&#8217;t have to be directly involved in the game to enjoy it, i watch TV too.</p>
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		<title>By: Telas</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea/comment-page-1#comment-8928</link>
		<dc:creator>Telas</dc:creator>
		<pubDate>Thu, 11 Jan 2007 23:22:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=595#comment-8928</guid>
		<description>For what it&#039;s worth...

This has made me rethink fear effects.  Sure, if it&#039;s magic or a critter&#039;s weapon, then that&#039;s fine (&quot;Situational&quot; above).

I don&#039;t think I&#039;ve ever made a player roll against fear when it wasn&#039;t caused by a spell or critter&#039;s ability.  If I were to do so now, I think it would be a relative thing...  &quot;You failed by 1; your character is a bit unnerved.  Take a -2 penalty to everything, including initiative, skills, attacks (but not damage), etc.&quot; vs. &quot;Ouch, you rolled a 1.  Your character is hopelessly terrified; you decide what that means.&quot;  

As an aside, I use morale checks for NPCs as a relative thing, checking whenever a significant event happens (their leader is slain, they hit 50% losses, fireball goes off, etc).  Roll a d20, and react &lt;i&gt;to the situation&lt;/i&gt;, given that they&#039;re feeling brave on a scale from 1-20.  It can make the difference between &#039;fighting withdrawl&#039; and &#039;drop your weapons as you run screaming&#039;.</description>
		<content:encoded><![CDATA[<p>For what it&#8217;s worth&#8230;</p>
<p>This has made me rethink fear effects.  Sure, if it&#8217;s magic or a critter&#8217;s weapon, then that&#8217;s fine (&#8220;Situational&#8221; above).</p>
<p>I don&#8217;t think I&#8217;ve ever made a player roll against fear when it wasn&#8217;t caused by a spell or critter&#8217;s ability.  If I were to do so now, I think it would be a relative thing&#8230;  &#8220;You failed by 1; your character is a bit unnerved.  Take a -2 penalty to everything, including initiative, skills, attacks (but not damage), etc.&#8221; vs. &#8220;Ouch, you rolled a 1.  Your character is hopelessly terrified; you decide what that means.&#8221;  </p>
<p>As an aside, I use morale checks for NPCs as a relative thing, checking whenever a significant event happens (their leader is slain, they hit 50% losses, fireball goes off, etc).  Roll a d20, and react <i>to the situation</i>, given that they&#8217;re feeling brave on a scale from 1-20.  It can make the difference between &#8216;fighting withdrawl&#8217; and &#8216;drop your weapons as you run screaming&#8217;.</p>
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		<title>By: Kestral</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea/comment-page-1#comment-8926</link>
		<dc:creator>Kestral</dc:creator>
		<pubDate>Thu, 11 Jan 2007 21:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=595#comment-8926</guid>
		<description>Ever play in a game which makes you do nothing but run away when &quot;feared&quot;? It&#039;s horrible in a bunch of separate and equally  annoying ways: first, you run away, which means you aren&#039;t doing damage to your opponent, then your opponent gets to take free potshots at you, and finally, you don&#039;t even get to choose what to do or sometimes even where to go. In a heroic game, it&#039;s a horrible feeling to be effectively told &quot;no you can&#039;t be a hero&quot;, and yes, I&#039;ll admit, if a GM is going to pull a ton of &#039;fear checks&#039; on me, I&#039;ll bring a book with me and look absolutely disinterested in the game when it happens, because I KNOW at that point, it doesn&#039;t matter what I want my character to do, it&#039;s entirely in the GM&#039;s hands how much he wants to screw me over, which is usually a lot. I might talk to him later about it, but if he doesn&#039;t listen to my criticism, I get one step closer to just leaving the game, or just leave flat out. When I want to play an RPG, I expect to play, not spend my time sitting on my rear continually waiting for some game effect to end so I can do stuff.

Fear Points, or some other mechanic, might make sense, but they don&#039;t really deal with the core issue: a circumstance penalty on actions is ok, but forcing characters beyond that can breed active rebellion. Even with the bennie system, very rarely will players take up the option of running away, because it&#039;s not fun, unless you make it very mechanically attractive, and then that generally means it&#039;s highly overpowered, because the level of annoyance incurred by lack of actions is very, very high, and therefore needs a VERY VERY VERY high benefit to accrue in order to make it work... So either way, a fear system either screws over player and serves as a crutch for GMs that possibly shouldn&#039;t be GMing, or more likely GMing in that genre, or overpowers players and makes challenges worthless.

So I&#039;m in the camp that fear mechanics suck, and almost universally.</description>
		<content:encoded><![CDATA[<p>Ever play in a game which makes you do nothing but run away when &#8220;feared&#8221;? It&#8217;s horrible in a bunch of separate and equally  annoying ways: first, you run away, which means you aren&#8217;t doing damage to your opponent, then your opponent gets to take free potshots at you, and finally, you don&#8217;t even get to choose what to do or sometimes even where to go. In a heroic game, it&#8217;s a horrible feeling to be effectively told &#8220;no you can&#8217;t be a hero&#8221;, and yes, I&#8217;ll admit, if a GM is going to pull a ton of &#8216;fear checks&#8217; on me, I&#8217;ll bring a book with me and look absolutely disinterested in the game when it happens, because I KNOW at that point, it doesn&#8217;t matter what I want my character to do, it&#8217;s entirely in the GM&#8217;s hands how much he wants to screw me over, which is usually a lot. I might talk to him later about it, but if he doesn&#8217;t listen to my criticism, I get one step closer to just leaving the game, or just leave flat out. When I want to play an RPG, I expect to play, not spend my time sitting on my rear continually waiting for some game effect to end so I can do stuff.</p>
<p>Fear Points, or some other mechanic, might make sense, but they don&#8217;t really deal with the core issue: a circumstance penalty on actions is ok, but forcing characters beyond that can breed active rebellion. Even with the bennie system, very rarely will players take up the option of running away, because it&#8217;s not fun, unless you make it very mechanically attractive, and then that generally means it&#8217;s highly overpowered, because the level of annoyance incurred by lack of actions is very, very high, and therefore needs a VERY VERY VERY high benefit to accrue in order to make it work&#8230; So either way, a fear system either screws over player and serves as a crutch for GMs that possibly shouldn&#8217;t be GMing, or more likely GMing in that genre, or overpowers players and makes challenges worthless.</p>
<p>So I&#8217;m in the camp that fear mechanics suck, and almost universally.</p>
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		<title>By: drow</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea/comment-page-1#comment-8925</link>
		<dc:creator>drow</dc:creator>
		<pubDate>Thu, 11 Jan 2007 20:09:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=595#comment-8925</guid>
		<description>i dunno.  i mean, people run in terror.  they freeze.  there&#039;s a fundamental part of the human brain which takes over in some situations, which is not under the control of the higher thinking bits.  fear checks can be seen to work on this, and in that regard are no different than other aspects of your character which are outside your control.  when you reach zero hit points, you fall unconscious, no matter how nigh-invulnerable you say your character is.

that said, there&#039;s room for mechanics to make the character resistant or immune to fear, just as there may be feats or abilities to allow her to keep fighting until she drops dead.</description>
		<content:encoded><![CDATA[<p>i dunno.  i mean, people run in terror.  they freeze.  there&#8217;s a fundamental part of the human brain which takes over in some situations, which is not under the control of the higher thinking bits.  fear checks can be seen to work on this, and in that regard are no different than other aspects of your character which are outside your control.  when you reach zero hit points, you fall unconscious, no matter how nigh-invulnerable you say your character is.</p>
<p>that said, there&#8217;s room for mechanics to make the character resistant or immune to fear, just as there may be feats or abilities to allow her to keep fighting until she drops dead.</p>
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		<title>By: SteveS</title>
		<link>http://www.treasuretables.org/2007/01/fear-checks-always-a-bad-idea/comment-page-1#comment-8921</link>
		<dc:creator>SteveS</dc:creator>
		<pubDate>Thu, 11 Jan 2007 18:30:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=595#comment-8921</guid>
		<description>As a PC I don&#039;t really mind being Feared in someway, especially if it is only for a few rounds. Usually it opens the door to roleplaying. However, having been on the other side of the table as GM I&#039;ve seen PCs getting frustrated. So, other than simply making things truly fearful, what can be done to recreate the scary effect.

In my simple rules system I have a something like a circumstance bonus for &#039;having the edge&#039; that might work for minor Fear effects. The afraid person automatically loses the edge in the fight so the opponent gets a circumstance bonus against them. You can recover the edge by victories in the fights, or by retreating and regrouping. 
This encourages a certain about of tactical play, and it doesn&#039;t seem so much like I am afraid, it is purely a mechanical decision. Of course, a good roleplayer can see it as responding to the situation. Right now the Vampire (or whatever) got the jump on us, but if we retreat and catch our breaths we can turn and face it. If we don&#039;t we are in too much disarray to put up a good fight.</description>
		<content:encoded><![CDATA[<p>As a PC I don&#8217;t really mind being Feared in someway, especially if it is only for a few rounds. Usually it opens the door to roleplaying. However, having been on the other side of the table as GM I&#8217;ve seen PCs getting frustrated. So, other than simply making things truly fearful, what can be done to recreate the scary effect.</p>
<p>In my simple rules system I have a something like a circumstance bonus for &#8216;having the edge&#8217; that might work for minor Fear effects. The afraid person automatically loses the edge in the fight so the opponent gets a circumstance bonus against them. You can recover the edge by victories in the fights, or by retreating and regrouping.<br />
This encourages a certain about of tactical play, and it doesn&#8217;t seem so much like I am afraid, it is purely a mechanical decision. Of course, a good roleplayer can see it as responding to the situation. Right now the Vampire (or whatever) got the jump on us, but if we retreat and catch our breaths we can turn and face it. If we don&#8217;t we are in too much disarray to put up a good fight.</p>
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