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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Eunomiac" data-source="post: 5868556" data-attributes="member: 6686214"><p>Any way you could see if they'd be alright with posting it? That sounds like the Dread dream team to me, and even <em>hearing </em>a game like that would be incredible!</p><p></p><p>As for the role of the GM in Dread: I don't think I'm overstating it, as Rodrigo suggests. It's true, other systems require more <em>preparation</em> than Dread, in terms of notes and the like... but I find that <em>running </em>them requires less "on-your-feet" expertise. Pacing, atmosphere, mood, tone, player "management" (for lack of a better word), etc. are less of an issue in other systems, whereas they are central to Dread. I think this is because those games inherently allow for more interruptions in the flow of the game, which can be quite damaging to Dread. </p><p></p><p>As an aside, I actually like this aspect of Dread --- less interruptions equals a more consistent "in-game" experience, which is exactly what one needs to create a genuinely horrific atmosphere. It's just a bit harder to pull off!</p></blockquote><p></p>
[QUOTE="Eunomiac, post: 5868556, member: 6686214"] Any way you could see if they'd be alright with posting it? That sounds like the Dread dream team to me, and even [I]hearing [/I]a game like that would be incredible! As for the role of the GM in Dread: I don't think I'm overstating it, as Rodrigo suggests. It's true, other systems require more [I]preparation[/I] than Dread, in terms of notes and the like... but I find that [I]running [/I]them requires less "on-your-feet" expertise. Pacing, atmosphere, mood, tone, player "management" (for lack of a better word), etc. are less of an issue in other systems, whereas they are central to Dread. I think this is because those games inherently allow for more interruptions in the flow of the game, which can be quite damaging to Dread. As an aside, I actually like this aspect of Dread --- less interruptions equals a more consistent "in-game" experience, which is exactly what one needs to create a genuinely horrific atmosphere. It's just a bit harder to pull off! [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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