Quest Summary
Bill walks through running horror in the rules you already know: write one fear line, test climb, help, clue, and fight before you draw the map, pick a lane (gothic, folk, cosmic, or bargain), and keep a single clock so the game does not slide back into ordinary heroic play.
"You don't need a new sanity track. You need one line that says what the players should fear."
— Save Vs Podcast