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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: 5914180" data-attributes="member: 8835"><p>Here's a couple add-on ideas:</p><p>Throw in some party NPCs. Let's say you're doing a Cabin in the Woods. 5 characters, 2 players. Let the 2 players control 1 PC each as normal. The GM controls the other 3 NPCs, but they will generally go along with what the players want to do. </p><p></p><p>However, sometimes, the NPC gets a stupid idea (like "let's split up and cover more ground!" A player can pull to convince the NPC to change their mind.</p><p></p><p>An NPC might need to so something dangerous. A player can pull to help him suceed. Failure means something bad happens to the PC because of what the NPC did. Maybe make it a random chance (NPC or PC dies).</p><p></p><p>Along the same lines of random chance of who dies is the Dead Man Walking. If the tower topples during a pull that doesn't make it obvious why a death would occur (it's not a direct pull to do something dangerous or fighting). Tell the player that there's a random chance that the PC might be dead, but that it doesn't get revealed right away. So basically, the PC thinks they MIGHT be OK. PirateCat says he's seen players forget, but this is another way to help trick them.</p><p></p><p>Yet another branch off of this in a few-players game is to kill off a random party member (your PC or an NPC, but not mine, because you drew). In this way, the NPCs become potential hit points. I suppose you could just burn off NPCs before affecting PCs to the same effect.</p><p></p><p>I'm not entirely sold on the NPCs as hit point things because odds are good, the tower will fall 3 times during a game. That's only 3 deaths. You could rule that each player can sacrifice one NPC party member, which would still work out to making the PCs emperiled.</p></blockquote><p></p>
[QUOTE="Janx, post: 5914180, member: 8835"] Here's a couple add-on ideas: Throw in some party NPCs. Let's say you're doing a Cabin in the Woods. 5 characters, 2 players. Let the 2 players control 1 PC each as normal. The GM controls the other 3 NPCs, but they will generally go along with what the players want to do. However, sometimes, the NPC gets a stupid idea (like "let's split up and cover more ground!" A player can pull to convince the NPC to change their mind. An NPC might need to so something dangerous. A player can pull to help him suceed. Failure means something bad happens to the PC because of what the NPC did. Maybe make it a random chance (NPC or PC dies). Along the same lines of random chance of who dies is the Dead Man Walking. If the tower topples during a pull that doesn't make it obvious why a death would occur (it's not a direct pull to do something dangerous or fighting). Tell the player that there's a random chance that the PC might be dead, but that it doesn't get revealed right away. So basically, the PC thinks they MIGHT be OK. PirateCat says he's seen players forget, but this is another way to help trick them. Yet another branch off of this in a few-players game is to kill off a random party member (your PC or an NPC, but not mine, because you drew). In this way, the NPCs become potential hit points. I suppose you could just burn off NPCs before affecting PCs to the same effect. I'm not entirely sold on the NPCs as hit point things because odds are good, the tower will fall 3 times during a game. That's only 3 deaths. You could rule that each player can sacrifice one NPC party member, which would still work out to making the PCs emperiled. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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