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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: 6042408" data-attributes="member: 8835"><p>I saw that with one player the first time I ran Dread. In D&D, that same player would have no problem running into a dungeon and killing monsters. Whereas, in Dread, there is a direct and obvious cause and effect to pulling = risk. For some players, this seems to cause hyper-avoidance of risk, that isn't present in normal RPGs.</p><p></p><p>I think one way around that with that kind of player is to do what horror movies do. Bring the trouble to the PC. The PC does not NEED to enter the haunted house for your monster to get at her. Instead, the monster finds and pursues the PC wherever she is. Ellen Ripley was going to sit on that ship and not let Kane back in. Heck, it's like Sigourney was refusing to make any pulls because she KNEW that thing was bad.</p><p></p><p>For a passive player, forcing them to take action or suffer bad things is the way to get them moving. Luckily, Ash let Kane back in, against Ripley's orders. After that, bad stuff happens and Ripley HAS to start taking action or get grabbed.</p><p></p><p>I think the trick there is interpreting "if you don't pull" as a threat of something worse than death. Like getting implanted with a symbiote and taken out of play.</p><p></p><p>Horror movies are a bit heavy handed, because certain death and doom is on the table. The bad guys are railroading the PCs into certain locations and inflicting impending pain on them.</p><p></p><p>It ain't a sandbox, where the PCs can choose to investigate the haunted house or go do something else.</p><p></p><p>Though I think that philosophy should coupled with giving the PCs meaningful choices within the situation they are thrust into. To me, that means allowing the players to find a solution or escape so some of them live.</p></blockquote><p></p>
[QUOTE="Janx, post: 6042408, member: 8835"] I saw that with one player the first time I ran Dread. In D&D, that same player would have no problem running into a dungeon and killing monsters. Whereas, in Dread, there is a direct and obvious cause and effect to pulling = risk. For some players, this seems to cause hyper-avoidance of risk, that isn't present in normal RPGs. I think one way around that with that kind of player is to do what horror movies do. Bring the trouble to the PC. The PC does not NEED to enter the haunted house for your monster to get at her. Instead, the monster finds and pursues the PC wherever she is. Ellen Ripley was going to sit on that ship and not let Kane back in. Heck, it's like Sigourney was refusing to make any pulls because she KNEW that thing was bad. For a passive player, forcing them to take action or suffer bad things is the way to get them moving. Luckily, Ash let Kane back in, against Ripley's orders. After that, bad stuff happens and Ripley HAS to start taking action or get grabbed. I think the trick there is interpreting "if you don't pull" as a threat of something worse than death. Like getting implanted with a symbiote and taken out of play. Horror movies are a bit heavy handed, because certain death and doom is on the table. The bad guys are railroading the PCs into certain locations and inflicting impending pain on them. It ain't a sandbox, where the PCs can choose to investigate the haunted house or go do something else. Though I think that philosophy should coupled with giving the PCs meaningful choices within the situation they are thrust into. To me, that means allowing the players to find a solution or escape so some of them live. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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