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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: 6040940" data-attributes="member: 8835"><p>It probably always pays to know your players. Having a group of newbs means they tend to be more indecisive, unsure and overly cautious. The good news being, that if my stereotype is wrong, you can adapt and handle the opposites of those behaviors.</p><p></p><p>So, you prepare and plan for the behaviors I cite.</p><p></p><p>design PCs that guide the player to the lay style you want, which is people who will board the cary ship.</p><p></p><p>start the scene after docking, thereby coming to the foregone conclusion that of course you would dock, you are explorers of abandoned ships.</p><p></p><p>provide stimulus and reason for why they need to be here and doing stuff. Forex, if the ships are in an asteroid belt, then the party's ship took a bad hit that damaged the engine. They need to find a replacement part on the hulk in order to repair their own ship and leave. That's impetus and motivation.</p><p></p><p>If the party holes up in a room, the monsters may find them and eventually break in (so they need to be escaping through the ventilation shafts), or the room has a leak and will run out of oxygen if they don't leave (or perhaps an asteroid is heading for this room and will hit in an hour).</p><p></p><p>basically, something bad is going to happen if the party does NOT take action. By taking action, just do the normal pulls to enable that, and you don't need a lot of monster attacks, etc. this is kind of like the montage you see in horror films where the remaining actors start setting up defenses, making weapons, moving to a new part of the ship. It's like the monster has completely vanished for a time. Because tha actors are busy doing stuff, you don't need monsters.</p></blockquote><p></p>
[QUOTE="Janx, post: 6040940, member: 8835"] It probably always pays to know your players. Having a group of newbs means they tend to be more indecisive, unsure and overly cautious. The good news being, that if my stereotype is wrong, you can adapt and handle the opposites of those behaviors. So, you prepare and plan for the behaviors I cite. design PCs that guide the player to the lay style you want, which is people who will board the cary ship. start the scene after docking, thereby coming to the foregone conclusion that of course you would dock, you are explorers of abandoned ships. provide stimulus and reason for why they need to be here and doing stuff. Forex, if the ships are in an asteroid belt, then the party's ship took a bad hit that damaged the engine. They need to find a replacement part on the hulk in order to repair their own ship and leave. That's impetus and motivation. If the party holes up in a room, the monsters may find them and eventually break in (so they need to be escaping through the ventilation shafts), or the room has a leak and will run out of oxygen if they don't leave (or perhaps an asteroid is heading for this room and will hit in an hour). basically, something bad is going to happen if the party does NOT take action. By taking action, just do the normal pulls to enable that, and you don't need a lot of monster attacks, etc. this is kind of like the montage you see in horror films where the remaining actors start setting up defenses, making weapons, moving to a new part of the ship. It's like the monster has completely vanished for a time. Because tha actors are busy doing stuff, you don't need monsters. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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