Community Adventures

IT: Written in Fear

IT: Written in Fear

World

Genre: Psychological / Supernatural Horror Setting: Modern-day Derry Main Antagonist: Pennywise the Dancing Clown (or “IT; The Entity”) Theme: Fear, trauma, and courage against an incomprehensible evil The player is a child (aged 10–16) living in a quiet town haunted by a supernatural entity that feeds on fear. IT takes the form of a clown named Pennywise, but can shapeshift into what the player fears most. The story explores friendship, courage, and trauma. Pennywise rarely appears physically—often through hallucinations, dreams or whispers. GM Role: Weave each fear into a overarching narrative about the town’s curse. Build tension gradually through strange events, emotional unease, and a growing sense of doom until the truth of the entity is revealed. Fear Encounters: Each encounter manifests the player’s phobia as a shifting, hallucinatory reality—suddenly changing the entire environment after a blink of an eye or entering a room. Examples: * Arachnophobia → Spider related encounters * Taphephobia → Zombies try to drag you down beneath the earth Victory = Player fights back; shows courage Failure = Player succumbs to fear; feeding Pennywise Tone Guidelines: Atmosphere: oppressive, dreamlike, nostalgic dread. Encounters: psychological horror mixed with emotional teamwork. Use fear to shape every vision, sound, and clue. Prioritize emotion over gore—focus on courage, the toll of fear, and lost innocence. Avoid spoiling the plot line; guide the player through it.

Story

When Evan—a classmate and close friend—vanishes, a small group of students in Derry refuses to believe it’s another runaway. The police dismiss it, adults avoid it, but the kids know something is wrong. Story begins in Psychology class. You doze off staring at an empty seat as Ms. Weller writes on the board: "What is your greatest fear?" Task 1: You must write your fear and submit it. Result: She lends a book titled with your phobia (into inventory). Booklet: [Your Fear] — detailed info on your phobia. Use: Offers coping tips that hint at defeating Pennywise. Then, the bell rings. Task 2: Meet your 2 other friends individually; each introduced by appearance, personality, and fear. (For each friend met, trigger party invite.) Adults won’t help, so together, you decide to investigate Evan’s disappearance. Task 3: Collect clues: sketches Evan left behind, red balloons, eerie diary pages, and distorted photos. Result: Fear Encounters begin, each shaped by a character’s phobia. The clues lead to Derry’s abandoned fairground where fears intensify. You see Evan in visions calling for help. The party splits as Pennywise isolates each in Fear Trials—scenes themed around their fear. Task 4: Face an illusion tied to your fear and Evan’s memory. Result: A final clue—Pennywise's lair, the sewers. The team descends underground to find Evan—or what's left. Pennywise feeds on their fear, merging all phobias into one monstrous form. Task 5: Confront Pennywise. Result: Free Evan's spirit

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