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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Janx" data-source="post: 5858894" data-attributes="member: 8835"><p>You could try a deliberate setup in the questionaire:</p><p></p><p>On the captain, put:</p><p>"What happened 5 years ago, when the chips were down and you crossed the line?"</p><p></p><p>And on another PC put:</p><p>"The captain may show signs of instability and rash judgement. What will you do if it happens again?"</p><p></p><p>As always, feel free to adjust the phrasing, etc. The point is, the captain's question will lead him to answer about some made up event where he got angry (and thus appeared irrational). Perhaps even a Firefly-like backstory event.</p><p></p><p>The other PC has just been lead to EXPECT such behavior and history and thus will look for it. Thus, they will review everything the captain does and see it in that light, and thus when this player thinks there's a problem (likely over a disagreement) they will associate it with being unstable, and move to take the captain out of command.</p><p></p><p>On another PC, indicate that they are really a spy from Weyland-Yutani and have been sent to collect as much data on the organism as possible, including a specimen if possible.</p><p></p><p>Make another PC be suspicious that someone in their party is not who they say they are.</p><p>"Your background has trained you well to detect duplicity in others, it tells you something is amiss amongst the crew. Why?"</p><p></p><p>It's tricky, but try to make your questions lead, but not overtly. My last question example was too heavy on statement of how the PC is, not letting the player come to that conclusion. A good clue is that half or more of the question should actually be the question, with the remainder being the part that frames it and guides the player.</p></blockquote><p></p>
[QUOTE="Janx, post: 5858894, member: 8835"] You could try a deliberate setup in the questionaire: On the captain, put: "What happened 5 years ago, when the chips were down and you crossed the line?" And on another PC put: "The captain may show signs of instability and rash judgement. What will you do if it happens again?" As always, feel free to adjust the phrasing, etc. The point is, the captain's question will lead him to answer about some made up event where he got angry (and thus appeared irrational). Perhaps even a Firefly-like backstory event. The other PC has just been lead to EXPECT such behavior and history and thus will look for it. Thus, they will review everything the captain does and see it in that light, and thus when this player thinks there's a problem (likely over a disagreement) they will associate it with being unstable, and move to take the captain out of command. On another PC, indicate that they are really a spy from Weyland-Yutani and have been sent to collect as much data on the organism as possible, including a specimen if possible. Make another PC be suspicious that someone in their party is not who they say they are. "Your background has trained you well to detect duplicity in others, it tells you something is amiss amongst the crew. Why?" It's tricky, but try to make your questions lead, but not overtly. My last question example was too heavy on statement of how the PC is, not letting the player come to that conclusion. A good clue is that half or more of the question should actually be the question, with the remainder being the part that frames it and guides the player. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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