Because of the numerous requests for room ideas in Haunted
Houses -- mostly from groups with no or little budgets, I've decided
to offer some practical guidelines here that will help you get
started. Next year I will be publishing a book (see above) with
more ideas and stories for Haunted
Houses, until then you can start with these principles:
1. The Haunted House is Unique
The Haunted House is unique among entertainment venues, it's the
only form of entertainment where the audience walks through the
set and interacts with the actors and where the plot or story
is of no importance. The Haunted House always takes on the personality
of the producer. There are countless styles of houses, that's
why I won't be giving you specifics -- every time I try, someone
says -- "Well, that's not the kind of house we do."
Besides, I like to get paid for my ideas, not give them away for
free.
2. People want to get Scared
Don't lose sight of this objective. What people really want is
an emotional payoff. Each room in your house must provide some
kind of emotional payoff. Identify what you want to do in each
room and stick to it. Fear is not always the preferred result;
for example you want to payoff with suspense, revulsion, surprise,
humor, physical threat, sensuality, etc., etc.. When you sit down
to brainstorm ideas try to identify how each idea will payoff---
if it doesn't payoff drop the idea. For example, this year a friend
suggested an elaborate "Aliens" scene with a crashed
flying saucer. The problem with this scene is that the payoff
is too weak. How is a crash site a threat to me? I'm not afraid
of dead aliens. On the other hand, suppose I came across a crashed
police van. The back door is open and the prisoners are gone into
the woods, where could they be? Are they watching us now? This
scene creates suspense.
3. Always use Three-Act Structure
You're not writing a play, but the dynamics are the same. The
three acts are the same; 1. Setup 2. Development 3 Climax. Your
house should be set up the same way. This is my suggestion.
4. The Director and Producer should be two different people.
The Director is the creative part of your team. It's his job to
come up with all the great ideas and how to stage them. Choose
a director whom you know is very creative, don't worry that he
won't know how to do anything, that's the producer's job. The
director should say, " I want this and this and this."
The Producer is the person who gets the job done. He's the person
who says to the Director, "Sorry you can't have that, or
that or that." The Producer worries about the budget and
all the technical stuff. He should be practical and good with
numbers.
I can't go into detail here about the effectiveness of this kind
of arraignment, but trust me, it works.
5. How to get Great Ideas
If you find the right director you will be amazed at how many
ideas this creative person can come up with. But if you can't
here's a great way to get a ton of ideas that will fit your house.
You must organize a brainstorming session; this is how it's done:
First gather five or six very creative people (usually artists,
writers and musicians) and one very intelligent pragmatic type
(he will keep everyone on track) the Pragmatic is the moderator,
he keeps notes and runs the chalk-board.
Step A
Make lists. When you make lists you have two rules. No one must
criticize anyone's idea -- you never know, something silly may
breed a great idea. Rule two is you must travel fast and hard,
ideas should come faster than they can be written down. This will
stimulate more and more ideas -- soon they will start to gel into
better ideas. Right now you want quantity rather than quality.
Don't worry if some ideas stink, just don't get stuck on only
a few ideas -- you need a big source pool to draw from. The Pragmatic
must keep people on track and moving forward.
Your first task is to make a long list of all "Emotional
Payoffs", do this for about twenty minutes.
Next make a long list of all thing that frighten people, again
make a long list.
Now make a long list of room ideas. All the previous items will
blend and melt into a series of good ideas. People will naturally
discuss haunted house rooms they've seen before, but if you brainstorm
properly you won't need to copy that which has been done before.
Step B
Go home and sleep on it. All the creative types will understand
the importance of this step and won't see this as silly. The non-creatives
will see this as silly -- but then they're not creative either.
Step C
Meet again and decide your rooms. Everyone will have several ideas
that they are excited about. If they have an idea, put them in
charge of executing it. Chances are that no one would be able
to match their vision and enthusiasm anyway.
That's it. Good Luck.