[RPG] How to make a Mi-Go city seem dangerous

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Last week, in our Trail of Cthulhu campaign, the Investigators found a Mi-Go city. They needed to go in, to rescue someone trapped inside.

However, my description of the city fell rather flat. Specifically, it never seemed dangerous. The Investigators went through the city. At one point, they saw a Mi-Go, and successfully rolled Stealth to hide. Then they continued and found the prisoner.

Essentially, then, the Investigators strolled through the city and found what they were looking for. It never felt dangerous.

How can I make this city feel dangerous? Here are the methods I know:

  1. Have a fight with the monsters. But I don't want this: I want the monsters to seem invincible, so that the players must not be spotted.

  2. Roll Stealth to avoid being seen by the monsters. But this doesn't seem scary: the Investigators usually succeed, which means there are no consequences; and if they failed, that would simply lead to a fight.

What can I do, specifically, to make this city full of monsters seem dangerous? (Although this is a Trail of Cthulhu game, the problem doesn't seem specific to Trail of Cthulhu. Feel free to answer this question as if it were about Call of Cthulhu.)

Best Answer

Make the consequences of failure different and interesting.

There currently seems to be this problem where either failed sneak = combat, and you go from suspense to violent action (and then it's not easy to get suspense back). Even if you make the penalty almost being caught by a big scary thing, it frames the consequences of failure in statted, fightable terms. Show players a large monster behind the wall, and they expect you to let them fight it, to paraphrase a famous piece of advice for authors.

I think it would be a mistake to make the penalty effectively just a threat. Nothing kills tension for me like feeling the GM will make failed checks inconsequential.

Instead, have them make a sneak check, same old same old. Until they fail. Then there's a scene - They have a close scrape with something whose very presence offends reality; A twisted and semi ethereal creature merges with them; They fall asleep in the embrace of glowing spores, and wake up some 12 hours later, seemingly untouched...

No combat. No release from tension with gritty combat and hit points and killing stuff. They just lose stuff. Stuff they care about. Now this depends on the players, but maybe they lose hard numbers from their character sheet, or maybe they lose memories. Whatever your players will find horrific.

And then?

Then they are still in the depths of an alien city. Three sneak checks from the exit. And suddenly being caught isn't about another fight. Suddenly the clumsy tough guy seems like a terrible person to hang around with. You've got tension.

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