Thursday 3 November 2016

Horribly Indescribable III: Judging Dread

Following on from my previous posts on the subject, today I am going to continue to share some of my thoughts of the use of techniques and tropes from the horror genre in larp. Today, I am going to be writing about dread, which I defined as a kind of fearful apprehension or anxiety that emerges from the ambiguity of perceptions. In essence, it is the fear of the unknown, combined with the human tendency towards apophenia.

As I alluded to in the previous article on shock, the key to the horror genre is more to be found in the set-up than in the payoff itself. Dread and terror are the two primary drivers of the tension which heightens the emotional payoff of the eventual shock.

Whilst I initially defined dread as concerning ambiguities of perception, it is probably more accurate to say that it is caused by ambiguity in the meaning of a perception (though pareidolia can also be an effective creator of tension). The trick here is that some aspect of what is seen must point towards a vaguely defined threat, without making the nature of that threat entirely clear.

The golden rule here is that the nature of the threat should not be shown directly. Less is more, and the imagination can almost always serve up greater fears than anything which can be created in the external world. 

Even despite this, preserving ambiguity is often difficult. Larpers are generally a fairly genre-savvy bunch, and there is often a tendency to pick up on the use of staple tropes of horror when they appear. One might consider the more general application of the "Don't Show the Monster" to be "Never Tell Them Enough" - in horror, knowledge is power, and the restriction of knowledge is thus vulnerability. The less that is solid, the more that rests on speculation and guesswork, the less certain players and their characters will be of what to make of ambiguities.

Undoubtedly, dread is most effectively produced when it is expected; by priming players to expect that they will feel scared, one creates something of a self-fulfilling prophecy whereby the process of apophenia will already be functioning, at least on a subconscious level, well before any dreadful elements are introduced. Indeed, I suspect that merely be advertising a larp as "horror", one sets up a set of assumptions and expectations in one's players which will predispose them to experiencing this kind of dread and fear.

There are a few other cheap tricks that one should consider for invoking dread. Firstly, is the use of disorientation, the alienation of the individual from their surroundings. Restricting the ability of the player to perceive their surroundings is an effective method of unsettling the mind, one of the reasons that darkness is such a driver of dread. The ability of the individual to determine direction and distance can also be restricted through forcing players to take winding and circuitous paths from one area to another; the more maze-like an area can be made, the more effective this is likely to be. Disorientation in relation to time is trickier, and has numerous logistical difficulties (for example, in relation to players with health issues requiring regular medication), but can be deeply unsettling. The most effective of all might be thought of as "discontinuity", in which players are conditioned to distrust their memories - objects can be moved, doors opened or closed, or even entire areas rearranged, for example.

Another cheap, but effective, trick is to use the principles of Pavlovian conditioning to make an association between a particular sensory phenomena and the existence of some manner of threat. The ways in which this might be done are infinite; subtle coloured lighting, low-volume ambient sounds or white noise (or the abrupt stopping of such); or, to take a cue from the infamous Projekt Ragnarok, the sounding of an air-raid siren shortly before some reality-melting horror was about to occur, which has left several larpers of my acquaintance, myself included, breaking out in nervous sweats several years later. Similarly, some former players of Winter in the Willows may still have an instinctual twitch reaction to this rather innocuous song.

It is generally advisable to build up the feeling of dread slowly and inexorably. One might begin with a relatively mundane opening, progressing to a vague sense of wrongness, before introducing more and more sinister elements and finally emerging into the outright horror. The longer that one delays the introduction of a shock, the greater the impact. One might begin with relatively mundane ambiguities (Was that door open before? What was the noise outside?), moving to the more sinister (Why are there eyes chalked on the so many of the walls? What was that scraping noise behind the locked door?), and bring to a head with high-threat ambiguities (Was that a window breaking? Why have the lights suddenly gone off?).

One of the best examples of this process in horror cinema is the original Blair Witch Project. Spoilers follow, but frankly, it's been seventeen years since the film was released (a fact that suddenly makes me feel unaccountably old), so I don't feel too guilty about dissecting it here. The film begins slowly, with the protagonists interviewing various locals about the folklore of the area (foreshadowing), before heading into the woods where they camp for the night. The next day they move deeper into the woods, uncertain of the exactly where they are on the map (disorientation). They find some mysterious cairns in the woods, and the next night hear snapping twigs around their tents (ambiguous perceptions). The next day they attempt to return to the car, but get themselves further lost; again there are some unusual noises around the camp at night. The fourth day sees them continuing to wander in the woods, stumbling across a grove filled with mysterious stick-figures hanging from trees (ambiguous meaning); that night, things escalate further with the sound of children laughing in the woods, and unknown forces shaking the tent. This pattern of gradual escalation increases throughout the film, but at no point is the ambiguity of what is occurring ever resolved, even at the climax of the movie.

All in all, that's not a bad model to be aiming for.

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