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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="malcolypse" data-source="post: 5747215" data-attributes="member: 92042"><p>Eunomiac.</p><p></p><p>1. I'd suggest knocking out some of the "Fluff" questions, maybe taking each questionnaire from a dozen or so questions to eight or nine. Lose things like "Tell me about your favorite pet" in favor of making your four stages of rolling answers into three. The depth of character creation might suffer a bit, but you really want to be sure to get them into the game ASAP and let them try out the visceral feel of being prey, because that's what'll get 'em hooked. </p><p></p><p>I really like the idea of the rolling answers, and may try to incorporate that into my future Dread games.</p><p></p><p>2. The timing of the game is very fluid, and lots of good advice has been put forward throughout this thread. I'd say that the whip should crack after about 30 or 40 minutes, maximum. Then plan on each act taking about an hour, that way when they run long you still have a few minutes to play with. I'd say get them moving towards the final showdown at least 45 minutes before time's up.</p><p></p><p>3. I had nearly the same thing happen the last time I ran that game. Worst case scenario, if they knock down the tower and you need to quickly set them up for a harrowing finale, have the monster jump them, and make them make "x" number of attack pulls to put it down, while making them pull to dodge "y" number of attacks, where "x+y" is equal to the number of pulls you think the tower has before falling minus one or two, so there's a good chance one of them will have to make a sacrifice to save the day.</p><p></p><p>Here was my response to a game where they were stubbornly refusing to make pulls. (Some people would rather hike on a sprained ankle now then have to fight a werewolf with a rickety tower later. Wimps.)</p><p></p><p>I spread x+y over several fights. They would injure it and run away (they had made contact with a helicopter pilot, but they had to meet him down river a few miles, where he could land safely due to less wind shear) and it would heal and catch up to them. They finally got some canoes in the water and were making good time, after one of them with a bad ankle had decided to stay behind and buy them some time. </p><p></p><p>Instead of letting him just knock the tower over and win the day for them, I passed him a note that said something along the lines of "I'll owe you one if you just let me narrate your fate for them and don't make a pull. Roll with it. You'll live, and you'll love it. Just work with me at the end." </p><p></p><p>He nodded, so I spun his tale of sitting with his back against a tree between the last fight and the river with a lighter and one of the girl's hairspray. </p><p></p><p>Then I completely cut scenes to the launching of the boats, and told the party they heard a scream from back in the woods.</p><p></p><p>I had the final wolf battle in the water. It was epic and in the end one of the players rolled against another player to steal their handgun(they were unwilling to pull against him since the tower was already so raggedy), then knock the tower over. </p><p></p><p>He explained how the next time he caught sight of the wolf he was going to leap onto it's back. It was waiting for him and snatched him out of the air by the throat, and he stuck the pistol into it's left ear and pulled the trigger. It's skull opened up like a tube of refrigerated biscuits, his throat opened up like a shaken can of soda, and they both disappeared into the river.</p><p></p><p>There was a short round of applause.</p><p></p><p>Any way, they made it down to the helicopter, and as they were boarding they saw the friend who had stayed behind running out of the woods towards them. </p><p></p><p>I had just handed him a note that said, "the werewolf got behind you without you noticing. It knocked the can out of your hand before you could react, then slowly bent down and bit you hard on the leg. As it raises it's head it winks at you, then it runs towards the river. Your leg starts to heal..."</p><p></p><p>He boards the chopper with his friends and a new gleam in his eye.</p><p></p><p>The end.</p><p></p><p>You can make a satifying ending happen even in the worst conditions if you work well with your players.</p></blockquote><p></p>
[QUOTE="malcolypse, post: 5747215, member: 92042"] Eunomiac. 1. I'd suggest knocking out some of the "Fluff" questions, maybe taking each questionnaire from a dozen or so questions to eight or nine. Lose things like "Tell me about your favorite pet" in favor of making your four stages of rolling answers into three. The depth of character creation might suffer a bit, but you really want to be sure to get them into the game ASAP and let them try out the visceral feel of being prey, because that's what'll get 'em hooked. I really like the idea of the rolling answers, and may try to incorporate that into my future Dread games. 2. The timing of the game is very fluid, and lots of good advice has been put forward throughout this thread. I'd say that the whip should crack after about 30 or 40 minutes, maximum. Then plan on each act taking about an hour, that way when they run long you still have a few minutes to play with. I'd say get them moving towards the final showdown at least 45 minutes before time's up. 3. I had nearly the same thing happen the last time I ran that game. Worst case scenario, if they knock down the tower and you need to quickly set them up for a harrowing finale, have the monster jump them, and make them make "x" number of attack pulls to put it down, while making them pull to dodge "y" number of attacks, where "x+y" is equal to the number of pulls you think the tower has before falling minus one or two, so there's a good chance one of them will have to make a sacrifice to save the day. Here was my response to a game where they were stubbornly refusing to make pulls. (Some people would rather hike on a sprained ankle now then have to fight a werewolf with a rickety tower later. Wimps.) I spread x+y over several fights. They would injure it and run away (they had made contact with a helicopter pilot, but they had to meet him down river a few miles, where he could land safely due to less wind shear) and it would heal and catch up to them. They finally got some canoes in the water and were making good time, after one of them with a bad ankle had decided to stay behind and buy them some time. Instead of letting him just knock the tower over and win the day for them, I passed him a note that said something along the lines of "I'll owe you one if you just let me narrate your fate for them and don't make a pull. Roll with it. You'll live, and you'll love it. Just work with me at the end." He nodded, so I spun his tale of sitting with his back against a tree between the last fight and the river with a lighter and one of the girl's hairspray. Then I completely cut scenes to the launching of the boats, and told the party they heard a scream from back in the woods. I had the final wolf battle in the water. It was epic and in the end one of the players rolled against another player to steal their handgun(they were unwilling to pull against him since the tower was already so raggedy), then knock the tower over. He explained how the next time he caught sight of the wolf he was going to leap onto it's back. It was waiting for him and snatched him out of the air by the throat, and he stuck the pistol into it's left ear and pulled the trigger. It's skull opened up like a tube of refrigerated biscuits, his throat opened up like a shaken can of soda, and they both disappeared into the river. There was a short round of applause. Any way, they made it down to the helicopter, and as they were boarding they saw the friend who had stayed behind running out of the woods towards them. I had just handed him a note that said, "the werewolf got behind you without you noticing. It knocked the can out of your hand before you could react, then slowly bent down and bit you hard on the leg. As it raises it's head it winks at you, then it runs towards the river. Your leg starts to heal..." He boards the chopper with his friends and a new gleam in his eye. The end. You can make a satifying ending happen even in the worst conditions if you work well with your players. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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