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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="InfoSponge" data-source="post: 6039598" data-attributes="member: 6701686"><p>You got me on that one! </p><p></p><p>In, say, D&D, plot revelation happens relatively slowly, due to the nature of its action-resolution framework. It gives you a lot more time to come up with things while, say, doing the nigh-automatic work of checking die results against DCs. You can start with a loose sketch of an encounter and fill in details as they naturally come up.</p><p></p><p>In Dread, things can change at the drop of a hat. You need a stock of little 'kernels' of story (plot nodes) to throw out at any given time, but you can never be quite sure which one you'll need next until the very moment you need it. You can try and guide things towards the next node you have in mind, but as Dread is largely player-input driven, you can't always be sure things will end up there (or at least, that they'll take the route you anticipate). Sometimes you need to shuffle things around to suit the players' actions.</p><p></p><p></p><p>In other news, I ran that game of Dread last night, and it was a great success! Everyone had a great time (except the one player who couldn't make it due to stomach flu <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" />). It was quite different from my first experience in almost every way. One of my players was somewhat uncomfortable with "hard" horror happening to children, so the flavor was kept relatively light. Despite that, tensions remained high throughout the game. There were lots of laughs, but lots of moments where players had to steady their shaking hands before taking a pull.</p><p></p><p>I plan to do a more detailed write-up later, and possibly a comparison with my earlier, grittier, much less successful first session, if anyone might be interested in that.</p></blockquote><p></p>
[QUOTE="InfoSponge, post: 6039598, member: 6701686"] You got me on that one! In, say, D&D, plot revelation happens relatively slowly, due to the nature of its action-resolution framework. It gives you a lot more time to come up with things while, say, doing the nigh-automatic work of checking die results against DCs. You can start with a loose sketch of an encounter and fill in details as they naturally come up. In Dread, things can change at the drop of a hat. You need a stock of little 'kernels' of story (plot nodes) to throw out at any given time, but you can never be quite sure which one you'll need next until the very moment you need it. You can try and guide things towards the next node you have in mind, but as Dread is largely player-input driven, you can't always be sure things will end up there (or at least, that they'll take the route you anticipate). Sometimes you need to shuffle things around to suit the players' actions. In other news, I ran that game of Dread last night, and it was a great success! Everyone had a great time (except the one player who couldn't make it due to stomach flu :(). It was quite different from my first experience in almost every way. One of my players was somewhat uncomfortable with "hard" horror happening to children, so the flavor was kept relatively light. Despite that, tensions remained high throughout the game. There were lots of laughs, but lots of moments where players had to steady their shaking hands before taking a pull. I plan to do a more detailed write-up later, and possibly a comparison with my earlier, grittier, much less successful first session, if anyone might be interested in that. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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