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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 5859128" data-attributes="member: 2810"><p>Good players will screw themselves better than you could. I once ran a Dread game where the characters knew they were going to be on a doomed ocean liner. The last question was "Can you swim?" All six answered 'No.'</p><p></p><p>If you go into running a Dread game with an open mind and willingness to improvise, you'll often find that the players' ideas are better than your own. In another Dread game that starts out as a police procedural, the first time I ran it, one of the players had a theory that fit the evidence better than the 'right'' one. I rewrote the middle act of the game on the fly to accommodate it, and the game turned out ten times better.</p><p></p><p>You'll find Dread a lot more rewarding to run if you keep things loose.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 5859128, member: 2810"] Good players will screw themselves better than you could. I once ran a Dread game where the characters knew they were going to be on a doomed ocean liner. The last question was "Can you swim?" All six answered 'No.' If you go into running a Dread game with an open mind and willingness to improvise, you'll often find that the players' ideas are better than your own. In another Dread game that starts out as a police procedural, the first time I ran it, one of the players had a theory that fit the evidence better than the 'right'' one. I rewrote the middle act of the game on the fly to accommodate it, and the game turned out ten times better. You'll find Dread a lot more rewarding to run if you keep things loose. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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