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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Rel" data-source="post: 5742377" data-attributes="member: 99"><p>For all the many times I've played Dread, I finally ran my first session of it a couple of months ago. Rather than it being a one-shot, I ran it as a session of my ongoing Savage Worlds game when the party briefly ventured into the spirit realm. It worked extremely well as a way of changing the game when they radically changed setting. Because of this, there were some variations from standard Dread, but I'm very pleased with how it all worked.</p><p></p><p>First, knocking over the tower did not result in death but rather the PC in question being ejected from the spirit realm. Since they were there to accomplish a very important mission this was still a serious consequence.</p><p></p><p>Also there was no need for questionnaires since we already had a very good grasp on who the PCs were. Their capabilities, strengths and motivations were all very clear by that point of the campaign. But I did want to add in a further bit of mechanical differentiation so I borrowed a concept from Dread House: The Courage Pile.</p><p></p><p>The Courage Pile starts as one block per player that is set to the side of the tower. Any time a player made a pull for an action in game that was "their main thing", I allowed them to <em>optionally </em>place the block they pulled on the Courage Pile instead of back on the tower. When I say "their main thing", I mean that I designated a particular kind of action that I felt exemplified that PCs role in the party. For one PC it was physical attacks, for another it was using magic and for a third it was diplomacy/persuasion.</p><p></p><p>Then, as a way to combine this with Savage Worlds, I allowed players to spend a Bennie (sort of like Action Points/Hero Points) to, in lieu of making a regular pull, take a block from the Courage Pile and place it on the tower.</p><p></p><p>What this effectively does is to split a pull into two "half-pulls", making things a bit easier on the players when they both play to their strengths and also use up a limited in-game resource. I liked the way it put additional choices into the hands of the players but I do note that part of the reason it probably worked well was that I only had three players. If I had had six players pulling blocks into the Courage Pile all the time then it might have gotten dicey because less blocks in the tower makes the game harder for the players. Of course then again that might ratchet up the tension fast too.</p></blockquote><p></p>
[QUOTE="Rel, post: 5742377, member: 99"] For all the many times I've played Dread, I finally ran my first session of it a couple of months ago. Rather than it being a one-shot, I ran it as a session of my ongoing Savage Worlds game when the party briefly ventured into the spirit realm. It worked extremely well as a way of changing the game when they radically changed setting. Because of this, there were some variations from standard Dread, but I'm very pleased with how it all worked. First, knocking over the tower did not result in death but rather the PC in question being ejected from the spirit realm. Since they were there to accomplish a very important mission this was still a serious consequence. Also there was no need for questionnaires since we already had a very good grasp on who the PCs were. Their capabilities, strengths and motivations were all very clear by that point of the campaign. But I did want to add in a further bit of mechanical differentiation so I borrowed a concept from Dread House: The Courage Pile. The Courage Pile starts as one block per player that is set to the side of the tower. Any time a player made a pull for an action in game that was "their main thing", I allowed them to [I]optionally [/I]place the block they pulled on the Courage Pile instead of back on the tower. When I say "their main thing", I mean that I designated a particular kind of action that I felt exemplified that PCs role in the party. For one PC it was physical attacks, for another it was using magic and for a third it was diplomacy/persuasion. Then, as a way to combine this with Savage Worlds, I allowed players to spend a Bennie (sort of like Action Points/Hero Points) to, in lieu of making a regular pull, take a block from the Courage Pile and place it on the tower. What this effectively does is to split a pull into two "half-pulls", making things a bit easier on the players when they both play to their strengths and also use up a limited in-game resource. I liked the way it put additional choices into the hands of the players but I do note that part of the reason it probably worked well was that I only had three players. If I had had six players pulling blocks into the Courage Pile all the time then it might have gotten dicey because less blocks in the tower makes the game harder for the players. Of course then again that might ratchet up the tension fast too. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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