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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Epidiah Ravachol" data-source="post: 3492647" data-attributes="member: 42319"><p>I have some thoughts on combat written out <a href="http://www.tiltingatwindmills.net/phpBB2/viewtopic.php?t=302" target="_blank">over here</a>, but the long and the short of it is, try not to think of combat in role-playing terms. When there is combat in a horror film it usually falls into one of four categories:</p><p></p><p>1. The characters are fighting among themselves (which often puts them in great peril).</p><p>2. The characters are being overrun by a mob of near mindless monsters, such as zombies or Aliens.</p><p>3. The characters are being hunted by one terrifyingly exceptional being.</p><p>4. Fighting that is not scary.</p><p></p><p>The rules for case 1 are clearly spelled out in the book. Case 4 doesn't really belong in a Dread game. Unfortunately, I did not mention cases 2 and 3 in the book.</p><p></p><p>For case 2 I would treat the monsters more like a force of nature than an army. The characters can certainly pull to shoot some zombie brains, and pull to avoid being eaten if they are in the midst of them. But it is doubtful that such actions are the goals of the players. Usually the combat is just to buy some time as they rush for safety, or try to retrieve some medical supplies from the pharmacy in the overrun mall. In this case, I would make the players pull to hit (which keeps them temporarily at bay) and pull for something defensive if the monsters are upon them. Also, I would give characters whose questionnaires indicated some appropriate training or experience (such as a military background) some sort of circumstantial edge--maybe they don't need to use as much ammo to hit something.</p><p></p><p>In case 3 the characters are in combat as much as a deer is in combat during hunting season. The link I gave above is mostly about a case 3 situation. Basically, the nemesis should never spend enough time with the characters to engage in round-by-round combat. A swift, gruesome attack that may not kill a character, but will drag out enough pulls to at least convince the players that it might. And then the nemesis disappears into the darkness.</p><p></p><p>Does that help?</p></blockquote><p></p>
[QUOTE="Epidiah Ravachol, post: 3492647, member: 42319"] I have some thoughts on combat written out [url=http://www.tiltingatwindmills.net/phpBB2/viewtopic.php?t=302]over here[/url], but the long and the short of it is, try not to think of combat in role-playing terms. When there is combat in a horror film it usually falls into one of four categories: 1. The characters are fighting among themselves (which often puts them in great peril). 2. The characters are being overrun by a mob of near mindless monsters, such as zombies or Aliens. 3. The characters are being hunted by one terrifyingly exceptional being. 4. Fighting that is not scary. The rules for case 1 are clearly spelled out in the book. Case 4 doesn't really belong in a Dread game. Unfortunately, I did not mention cases 2 and 3 in the book. For case 2 I would treat the monsters more like a force of nature than an army. The characters can certainly pull to shoot some zombie brains, and pull to avoid being eaten if they are in the midst of them. But it is doubtful that such actions are the goals of the players. Usually the combat is just to buy some time as they rush for safety, or try to retrieve some medical supplies from the pharmacy in the overrun mall. In this case, I would make the players pull to hit (which keeps them temporarily at bay) and pull for something defensive if the monsters are upon them. Also, I would give characters whose questionnaires indicated some appropriate training or experience (such as a military background) some sort of circumstantial edge--maybe they don't need to use as much ammo to hit something. In case 3 the characters are in combat as much as a deer is in combat during hunting season. The link I gave above is mostly about a case 3 situation. Basically, the nemesis should never spend enough time with the characters to engage in round-by-round combat. A swift, gruesome attack that may not kill a character, but will drag out enough pulls to at least convince the players that it might. And then the nemesis disappears into the darkness. Does that help? [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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