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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Cerebral Paladin" data-source="post: 3494992" data-attributes="member: 3448"><p>Re: people who like the concept, but fear the skill effects of Jenga:</p><p></p><p>I wonder if this could be solved by using a random draw mechanic. What I'm thinking is you have an opaque bag, white marbles or disks or tokens or whatever, and black marbles. The bag starts off with, say, 50 white marbles in it. When you "pull", you draw a marble. White is equivalent to a successful pull, black = tower falling. You always replace a white marble drawn with a black one. So you get the same basic pattern, of a safe or almost safe zone at the beginning, meaningful danger in the middle, building up to almost sure doom at the end. (Of course, after a black marble is drawn you need to reset the bag.)</p><p></p><p>My guess is that this would produce much the same effect as the Jenga tower, with a reduction in the vividness of the risk and the task (and the total loss of the focusing "don't touch the table lest the tower fall" aspect), in exchange for making it entirely luck based.</p><p></p><p>Thoughts?</p><p></p><p>(I should note that I have yet to play Dread and haven't gotten my copy yet. This is based just on this thread and other online comments.)</p></blockquote><p></p>
[QUOTE="Cerebral Paladin, post: 3494992, member: 3448"] Re: people who like the concept, but fear the skill effects of Jenga: I wonder if this could be solved by using a random draw mechanic. What I'm thinking is you have an opaque bag, white marbles or disks or tokens or whatever, and black marbles. The bag starts off with, say, 50 white marbles in it. When you "pull", you draw a marble. White is equivalent to a successful pull, black = tower falling. You always replace a white marble drawn with a black one. So you get the same basic pattern, of a safe or almost safe zone at the beginning, meaningful danger in the middle, building up to almost sure doom at the end. (Of course, after a black marble is drawn you need to reset the bag.) My guess is that this would produce much the same effect as the Jenga tower, with a reduction in the vividness of the risk and the task (and the total loss of the focusing "don't touch the table lest the tower fall" aspect), in exchange for making it entirely luck based. Thoughts? (I should note that I have yet to play Dread and haven't gotten my copy yet. This is based just on this thread and other online comments.) [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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