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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: 5663469" data-attributes="member: 3448"><p>As with Piratecat, I've very rarely seen an incident where "pull or die?" was the logical consequence of a situation. It did come up, once, in a variant Dread game I ran where one PC unleashed a massive attack on the other PCs, drawing several times and then deliberately knocking over the tower. In that circumstance, we had the other PCs pull to survive (several players actually declined to pull, basically prioritizing the other PC's success over their characters' survival), and it worked okay, but it was a highly aberrational circumstance.</p><p></p><p>I think part of it is framing the pull. "If you pull, you escape the zombie horde; if you don't pull, they catch you" is not a very good structure. On the other hand, "if you pull, you get away from the horde safely, if you don't pull, something terrible happens as you try to escape" works better. "You're trapped in the old apartment building, the zombies have smashed through the door, they're coming towards you." "Can I get out through the door?" "Maybe, but there's a bunch of zombies there. You'd have to fight your way through them, and risk getting scratched and bitten. You're an experienced martial artist, so two pulls will get you through cleanly." "Okay, I go out the fire escape." "Okay, they're right on your heels, you have to pull to make it down the fire escape safely." "No way, the tower's too rickety. I'm not pulling." "Okay, you climb out onto the fire escape, but in your hurry, you slip and fall twenty feet to the pavement below. Your right leg is now badly broken, you're bleeding, and you're on the ground. Also, the zombies are starting to climb out onto the fire escape above you..."</p><p></p><p>If the player tried to fight through the zombies but refused to pull, "You get bitten, scratched, and gouged by the time you make it through--you've lost your left eye, and you're now infected with zombie-ism." Later, "your buddy Pete helps you into the car, and you feel an almost uncontrollable urge to bite his meaty, juicy arm. Pull to resist the urge." Etc.</p><p></p><p>There's some discussion of this in the rulebook at p. 60-61 (under the heading Dead Ends). Their example is refusing to pull to defuse a ticking bomb; do you cut the blue wire or the red wire? If you pull, no problem, and if you pull and knock over the tower, then you screwed up and boom, but what if you refuse to pull? They suggest as a last resort that the character could be forced into an action by refusing to pull--rather than cutting either of the wires, the character runs screaming away from the bomb, getting far enough away to survive, but perhaps not far enough to avoid injury.</p><p></p><p>As I said, it's a very rare situation.</p></blockquote><p></p>
[QUOTE="Cerebral Paladin, post: 5663469, member: 3448"] As with Piratecat, I've very rarely seen an incident where "pull or die?" was the logical consequence of a situation. It did come up, once, in a variant Dread game I ran where one PC unleashed a massive attack on the other PCs, drawing several times and then deliberately knocking over the tower. In that circumstance, we had the other PCs pull to survive (several players actually declined to pull, basically prioritizing the other PC's success over their characters' survival), and it worked okay, but it was a highly aberrational circumstance. I think part of it is framing the pull. "If you pull, you escape the zombie horde; if you don't pull, they catch you" is not a very good structure. On the other hand, "if you pull, you get away from the horde safely, if you don't pull, something terrible happens as you try to escape" works better. "You're trapped in the old apartment building, the zombies have smashed through the door, they're coming towards you." "Can I get out through the door?" "Maybe, but there's a bunch of zombies there. You'd have to fight your way through them, and risk getting scratched and bitten. You're an experienced martial artist, so two pulls will get you through cleanly." "Okay, I go out the fire escape." "Okay, they're right on your heels, you have to pull to make it down the fire escape safely." "No way, the tower's too rickety. I'm not pulling." "Okay, you climb out onto the fire escape, but in your hurry, you slip and fall twenty feet to the pavement below. Your right leg is now badly broken, you're bleeding, and you're on the ground. Also, the zombies are starting to climb out onto the fire escape above you..." If the player tried to fight through the zombies but refused to pull, "You get bitten, scratched, and gouged by the time you make it through--you've lost your left eye, and you're now infected with zombie-ism." Later, "your buddy Pete helps you into the car, and you feel an almost uncontrollable urge to bite his meaty, juicy arm. Pull to resist the urge." Etc. There's some discussion of this in the rulebook at p. 60-61 (under the heading Dead Ends). Their example is refusing to pull to defuse a ticking bomb; do you cut the blue wire or the red wire? If you pull, no problem, and if you pull and knock over the tower, then you screwed up and boom, but what if you refuse to pull? They suggest as a last resort that the character could be forced into an action by refusing to pull--rather than cutting either of the wires, the character runs screaming away from the bomb, getting far enough away to survive, but perhaps not far enough to avoid injury. As I said, it's a very rare situation. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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