Creepy Plot Hooks

First published 3/28/2001; last edited 12/25/2004

As the first issue of 2001 we presented you with a list of "instant plot hooks" and examples thereof. These are small, quick items that you can drop into your games without much preparation when you run out of material. They're great for those times when you didn't prepare enough material, or your players short-circuited your plots for the evening. Then you can drop an instant plot hook in and give them something to do. Some instant plot hooks are short things, designed to take up those last thirty minutes or so. Others are ripe for further development; during the week between gaming runs you can flesh them out and use them to start off your next plot.

Well, people seemed to like our instant plot hook issue, so we decided to run more of them! This time, however, we're going to give you creepy plot hooks. These are plot hooks designed to produce or foster a horrific, suspenseful, confused or disturbing mood. If you're looking for a way to establish the mood of a plot, these will hopefully give you a place to start, or at least a few ideas. Some of these are instant plot hooks; others will require a little preparation and thought.

The Hooks

Blood

Blood is always a good sign that something isn't right, particularly because GMs often neglect to describe PC (player character) injuries in terms of something other than hit points or health levels. Depending on your game and your GMing style, blood may be a relatively foreign thing to your players. Just the sound of the word can make them sit up and shiver. It can set them on their guard and worry them. Use that!

Things Aren't Quite Right

One of the creepiest things for anyone is to have the world be not-quite-right at them, in either small or large ways. It leaves them scared, confused, paranoid. If the discrepancy is subtle then the idea that something's wrong might nag at them for a while before they even figure out what it is, heightening the tension. Things being wrong could be due to a perfectly logical explanation. Or someone could have messed with reality. Maybe the party is hallucinating, dreaming or experiencing virtual reality, or they somehow ended up in an alternate reality.

Body Changes

Weird and unexplained changes to the human body freak everyone out. What's going on? What's causing it? If you can, start slow and draw the changes out a bit; it'll really screw with the characters' heads. Remember to figure out what's behind the changes, how they can be stopped and/or reversed, and what happens if they aren't (if you're using these changes as a last-minute "instant plot hook" at the end of the night, you can figure all of that out during the week).

Causes of body changes can be many and varied: scientific experimentation. Alien abduction. Mystical effects. Supernatural contamination (the traditional contagious werewolf bite falls here). Spiritual contamination. The party has to figure out what's happening and why, and how to reverse the effects! If it's part of a wider plot, then they need to figure out how to keep the same thing from happening to others.

Caveat: keep in mind that not all players are comfortable with having their characters messed with. If your players get upset then back off. Make sure you have some idea of how the characters can get back to normal, unless you have the kind of players who really don't mind having their characters messed with!

Mind Changes

Weird and unexplained changes to one's mind can also be pretty darn freaky! Be careful playing with this one, as some players don't feel comfortable having the free will of their characters messed with. Others will take it as an exciting challenge. You might want to ask some cagey questions first, or start slowly and see how people react.

You don't want this plot to leave the player sidelined for any real length of time. Either take him aside and explain things to him enough that he can play the "altered" character himself, or otherwise allow him to take the reins for the most part. I'll put a few suggestions for how to do this in brackets, below.

A character has short blackout periods. Eventually he starts meeting up with people who have memories of him doing things that he doesn't remember doing. His neighbor says "hey, thanks for helping me move that sofa yesterday," but that was during one of the blackout periods and he doesn't remember it. Is someone or something taking him over, or simply distorting his memory? What else might he have done that he can't remember?

[You can have most blackout periods happen during times that the party isn't roleplaying. For example, the party goes off to sleep, and one player is told that he heads home, and then the next thing he remembers he's getting up in the morning. This way the player isn't made to sit and wait while the rest of the group gets to roleplay. Alternately, if you trust the player to treat the out-of-game information correctly, then you can give him some idea of how to roleplay the character during the blackout phases and let him do it. One possible advantage to this is that you could set things up such that the other players have no idea what's going on, and only know that one moment the character is acting strange, and the next he seems to have no idea of what's going on.]

A character starts experiencing emotions that don't match what he's used to. He gets inexplicably angry when someone asks him to help them, or he feels frightened of a large dog that didn't bother him at all last week. Has he been drugged? Is he suffering from post-traumatic stress disorder or some other psychological or psychiatric problem? Is someone trying to screw him over somehow?

[You could explain what is happening to the player and let him roleplay it as he sees fit. Or every now and then you could tell him/pass him a note that says something like, "that makes you really angry," or "you feel very sad for the rest of this scene."]

A character experiences episodes where he's just a passenger, watching and listening to his own actions and words. Does he behave abnormally? Does he interact as friends with people the character doesn't know? Does he rob a store or kill someone? Has he been hypnotized or drugged in some way, put under a spell, or taken over?

[This is a trickier one. In order to really make this one effective, it's preferable to not have the player know what's going on. So I'd recommend making the "passenger episodes" brief. Alternately, or additionally, you could allow the player to hold a conversation/argument with whatever entity is in control of him, or give him small ways in which to try to thwart it. This way he gets to do some roleplaying, even though he isn't in control of his character's body.]

A PC has thoughts that aren't his own. To him it seems like he's just thinking in new directions, or having odd hunches or intuitions, at least until things become more blatant and obvious. Whose thoughts are they? Are they helpful or dangerous? Is it a prelude to something worse?

[This is pretty easy. You just tell the player (or pass him a note that says) that he thinks thus-and-such. Before you play with this you might want to have a talk with the player, to make sure he understands whether these thoughts feel like hunches or intuition, or sound like a foreign voice in his head. Always be clear on the difference; PCs are likely to react very differently to these cases.]

The Hunt

Everyone gets scared when they realize they're being hunted. What's doing the hunting? How dangerous is it? Why is it so difficult to get away from? How does it keep finding them anyway?

Monsters

I don't mean any old random monstrosity. I mean truly frightening creatures. A few suggestions for creating frightening monsters: Give them emotions; an angry monster or a panicked monster can be a lot more frightening than a... well... a "just kind of there" monster. Don't just put your monster out in the open for the characters to see it; most terrifying monsters don't seem nearly so terrifying in the full light of day. Make use of darkness, uncertainty, partial glimpses, small details and barely-heard noises. Hmm, maybe we should do a whole issue on this subject at some point. (Any interest?)

Mysterious Disappearances

People and objects disappear all the time. This plot can range from the small (hey, where's my gun?), to the huge (so what happened to the Empire State Building last night anyway?), to the macabre (as you'll see in example number one, below). Sometimes these disappearances turn out to be misunderstandings, hallucinations, dreams, or something even stranger. They might be kidnappings, thefts, or something much more nefarious. Let your imagination run a little wild.