There is no GM, but one player is the antagonist and the others are the protagonist.
One player is “The House” and the others are the investigators/intruders/explorers/whathaveyou.
The goal of “The House” is to kill or scare away the player characters. That means characters must have some rating of “Resiliance” and “Courage,” and The House must contain items with various ratings of “Kill” and “Scare.”
The goal of the player characters is to survive until morning (and have the most points).
Why would anyone stay inside a haunted house?
- Shelter
- A dare
- To win a contest
- Film a documentary
- To discover its secret
- To find the treasure
- The rescue someone
- A tour
- They’ve got a connection with someone else who has a reason not to leave! (Tony Dowler)
- They want to solve the mystery of the House (TD)
- They’ve got a personal connection with the house (TD)
For some reason, they must stay until morning:
- They have been locked in
- They won’t win the prize if they leave
- There is a horrible thunderstorm
- They can leave the house, but not the island
- The house is bad, but what is outside is worse
- They haven’t found what they wanted to find
Types of haunted houses:
- Castle
- Mansion
- Monastery
- Asylum
- Carnival
Why is the house haunted?
- Built on burial ground
- Horrible murders
- Suicide
- Cult
- Unfinished business
- It isn’t really haunted (why bother with this one? It’s not as much fun)
Skills and tools. Two types of people enter haunted houses: those who want to, and those who don’t. The former will be prepared, to some degree, while the latter may have some sort of skills that will be useful. Is it more fun to play regular folks thrown into a bad situation? Leave it up to the players?
Wouldn’t it be cool if I included some public domain haunted house stories as flavor text?
What about making it a module rather than a toolkit? Or a module with a toolkit added on describing how to make your own module.
Pregen characters? See above.