Adam Gauntlett said:
Pages of Power
The pages of grimoires like the Necronomicon can control the fate of readers in ways both wonderful and horrible, which is why they make such great narrative tools in games.
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Good article!
I've always had a mixed mind on Sanity meters in games, though. I'm not sure if it's the mechanic itself, or if it's just that it's never satisfactorily explained. On one hand, there's the "this knowledge is so dark and forbidden that it actually stains the soul or warps the mind," which does lend an air of mystery... but it can make the mechanic feel forced. After all, the author is never called upon to actually display knowledge that would have this effect on anyone, it's just a mystical side effect of the knowing.
A better way to deal with this would be working on the emotional impact of the knowledge itself. Knowing that these things exist, and are far more common than you thought, is sure to leave you sleeping poorly, looking over your shoulder, and fearing the dark. Paranoia is far more familiar than "insanity." In fact, most of the time stories reference "insanity," they're really talking about paranoia...
As you become more familiar with the contents of the grimoire, you realize these contents also fill your own waking world. You're aware they exist, you're aware of how powerless you are against them, and you're scared out of your mind that they're coming for you. Part of you wants to shut your eyes, lest you should learn something even
more horrible... but another part of you has to keep going, thinking that
surely it's more terrifying
not to know, and maybe there's still a chance you'll learn how to fight it...
That kind of conflict is more believable than "you're going crazy," and I don't know that it would be any harder to implement...