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What could DMs learn from Sir Alfred Hitchcock?
In August 1899, my favourite movie director was born. That’s a mindboggling statement, right?
Here me out, I’ll argue Sir Alfred Hitchcock, the master of cinematic suspense, offers a powerful syllabus for any Dungeon Master wishing to elevate their game. By moving beyond cheap shocks and embracing the techniques that made Hitchcock’s films timeless, you can learn to manipulate tension, control information, and craft narratives that will keep your players on the very edge of their seats. The key is to understand that you are not just an adjudicator of rules, but a director of suspense, and the gaming table is your silver screen.
- Embrace Suspense Over Surprise – At the core of Hitchcock’s philosophy is his famous “bomb theory,” a lesson in the crucial difference between suspense and surprise. A sudden, unexpected monster attack is a fleeting shock—that’s surprise. True suspense, however, is achieved when the audience, or in this case, the players, are given information that their characters lack. Let the players know that the floor is rigged to collapse, that the friendly NPC is a traitor with a hidden dagger, or that the ritual will be complete when the moon reaches its zenith in ten minutes. Their characters, blissfully unaware, will continue their actions (or should), but for the players, every moment becomes fraught with agonising tension. This dramatic irony transforms them from passive participants into deeply engaged, anxious collaborators in the unfolding drama. It can also be a good way to practice keeping IC and OOC.
- Master the MacGuffin – Hitchcock popularised the term “MacGuffin” for a plot device that is vital to the characters but almost irrelevant to the story’s real substance. Whether it’s the Orb of a Thousand Secrets or the map to the Sunken City of Zarthus, the MacGuffin’s true purpose is not in what it is, but in what it makes people do. It is the engine of your adventure, propelling the characters into conflict, forcing them into difficult moral choices, and revealing their true nature. As a DM, you should not become overly concerned with the intricate details of the MacGuffin itself; its power lies in its ability to generate thrilling chases, desperate alliances, and bitter betrayals. The journey it inspires is always more important than the destination.
- Control the Flow of Information – The artful control of pacing was central to Hitchcock’s method, and for a DM, it means becoming a master of what to reveal and when. Build tension slowly through a “slow burn” approach, introducing seemingly disconnected clues – a strange recurring symbol, a half-heard rumour, a shared unsettling dream – that gradually weave together into a tapestry of dread. Use the “point-of-view” technique by focusing descriptions on what only one character can see or hear, creating a powerful sense of vulnerability and isolation, especially when they are separated from their allies. By carefully rationing information, you dictate the emotional rhythm of the session, building to a crescendo before allowing a moment of release, only to begin tightening the screw once more.
- Employ Misdirection and Red Herrings – Hitchcock was notorious for leading his audience down the garden path, a technique every DM should have in their arsenal. The world of a roleplaying game should not be a straightforward path to the truth. Introduce characters and clues that seem to point in one obvious direction, deliberately building a false narrative in the players’ minds. The grim-faced, sinister wizard might not be the villain behind the plague; perhaps he is the only one with the grim determination to find the cure. The stolen jewel might be a distraction from the real crime – the kidnapping of the seneschal. By planting these red herrings, you not only make the eventual reveal of the actual threat more shocking and satisfying, but you also create a world that feels more complex and less predictable.
- Juxtapose the Ordinary with the Extraordinary – Hitchcock’s most terrifying moments often occur when the monstrous intrudes upon the mundane: a murder in a shower, a sinister turn in a quiet motel. This principle is potent at the gaming table. Ground your fantasy in relatable reality. Allow the characters moments of normality – sharing a quiet meal, receiving a letter from home, pursuing a personal hobby. These moments of peace and mundanity make the inevitable intrusion of horror, magic, and violence all the more jarring and impactful. A ghoul attack in a forgotten crypt is expected, but a ghoul attack in the character’s beloved, once-safe childhood home is the stuff of nightmares. This contrast makes the world feel real and raises the personal stakes for everyone involved.