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<blockquote data-quote="Umbran" data-source="post: 7447759" data-attributes="member: 177"><p>Pain. Possibly death.</p><p></p><p>Have you ever played Dread? It works on the premise of delaying the inevitable - but the inevitable thing isn't success, but dramatic failure.</p><p></p><p>In Dread you have a tower of Jenga blocks. If you need to determine if something is successful, rather than roll a die, you pull a block and put it on top, just like you were playing Jenga. If the tower falls, bad things happen. In the core/basic version, the last character that made a draw dies. In other variations I have seen, it is a pretty catastrophic failure. And we know, as the game progresses, that tower *will* fall, eventually.</p><p></p><p>So, the thing they aren't putting off is a win, but a major loss. And yes, this does build suspense. But you pretty much know what the cost will be, the only questions are when, and who.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7447759, member: 177"] Pain. Possibly death. Have you ever played Dread? It works on the premise of delaying the inevitable - but the inevitable thing isn't success, but dramatic failure. In Dread you have a tower of Jenga blocks. If you need to determine if something is successful, rather than roll a die, you pull a block and put it on top, just like you were playing Jenga. If the tower falls, bad things happen. In the core/basic version, the last character that made a draw dies. In other variations I have seen, it is a pretty catastrophic failure. And we know, as the game progresses, that tower *will* fall, eventually. So, the thing they aren't putting off is a win, but a major loss. And yes, this does build suspense. But you pretty much know what the cost will be, the only questions are when, and who. [/QUOTE]
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