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Alternate System to the Jenga Tower
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<blockquote data-quote="captcorajus" data-source="post: 6403743" data-attributes="member: 6779503"><p>I completely understand, but for me, the tower breaks verisimilitude in several ways. </p><p></p><p>First, pulls can take an awfully long time to resolve, especially if several pulls are required by the host. To me, that really gets in the way of the narrative. </p><p></p><p>Second, rebuilding the tower can take a long time as well, unless you are working with two towers... but someone has to rebuild it during an active session. </p><p></p><p>Three, I do not like that manual dexterity is a requirement of the <strong>player</strong>. Yes, I know its about the story, not the character... BUT, those questionnaires represent a significant investment of time on the part of the player, and it can be a poor experience if you just can't get the pull of the tower down. I know I can't. </p><p></p><p>Four, while I like what Dread is doing, I'm simply not a fan of succeed or die mechanics. My goal was to interject a 'cushion', that allows for ways to succeed that don't always have the character's life (or the player's continued participation) on the line. </p><p></p><p>Yes, Dread as written is a great game, and if you love it as is then outstanding, but not everyone shares your view and for that reason I wrote these rules. </p><p></p><p>The 'stats' I added are only two... Fate, and Sanity, and while there is a dice mechanic, it is not the same as a traditional RPG mechanic. While I spent some time describing things, in play, this takes no time at all. Its insanely quick. There is nothing to get in the way of playing the game. </p><p></p><p>to me, the real gem of Dread is not the Jenga Tower, but the character creation system. The questionnaire. </p><p></p><p>The core essence of Dread resolution is that its basically a count down timer. A bomb about to go off. That's what creates the tension. The turning of cards does exactly that. At any time, you could turn the card and be staring death in the face. But using the system above, its now possible to have little failures without catastrophe, longer story arcs, and continuing characters... at least for a time... and to me that lends to the telling of a better story.</p></blockquote><p></p>
[QUOTE="captcorajus, post: 6403743, member: 6779503"] I completely understand, but for me, the tower breaks verisimilitude in several ways. First, pulls can take an awfully long time to resolve, especially if several pulls are required by the host. To me, that really gets in the way of the narrative. Second, rebuilding the tower can take a long time as well, unless you are working with two towers... but someone has to rebuild it during an active session. Three, I do not like that manual dexterity is a requirement of the [B]player[/B]. Yes, I know its about the story, not the character... BUT, those questionnaires represent a significant investment of time on the part of the player, and it can be a poor experience if you just can't get the pull of the tower down. I know I can't. Four, while I like what Dread is doing, I'm simply not a fan of succeed or die mechanics. My goal was to interject a 'cushion', that allows for ways to succeed that don't always have the character's life (or the player's continued participation) on the line. Yes, Dread as written is a great game, and if you love it as is then outstanding, but not everyone shares your view and for that reason I wrote these rules. The 'stats' I added are only two... Fate, and Sanity, and while there is a dice mechanic, it is not the same as a traditional RPG mechanic. While I spent some time describing things, in play, this takes no time at all. Its insanely quick. There is nothing to get in the way of playing the game. to me, the real gem of Dread is not the Jenga Tower, but the character creation system. The questionnaire. The core essence of Dread resolution is that its basically a count down timer. A bomb about to go off. That's what creates the tension. The turning of cards does exactly that. At any time, you could turn the card and be staring death in the face. But using the system above, its now possible to have little failures without catastrophe, longer story arcs, and continuing characters... at least for a time... and to me that lends to the telling of a better story. [/QUOTE]
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