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Best horror RPG, bar none!
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<blockquote data-quote="Plane Sailing" data-source="post: 3597332" data-attributes="member: 114"><p>I played in Dread this past weekend, and I have to say that I've never come across game mechanics that so brilliantly reinforce the kind of pacing that you're looking for in a horror themed game.</p><p></p><p>I consider Call of Cthulhu to be a strong setting, and I've seen it done with BRP and d20 flavours... but I'd bet my hat that a CoC adventure played with Dread mechanics would be really intense</p><p></p><p>(and I've got a <em>good </em>hat)</p><p></p><p>- it is worth mentioning that the Jenga mechanic not only works as a quantification of relative (and increasing) risk, it is also a neat way for the GM to sidestep questions that are not relevant to the game... e.g. </p><p></p><p>Adventurer: "Can I write down all the names on the headstones?"</p><p>GM: (thinks - I've not got any of that written down) "Do you want to take a pull?"</p><p>Adventurer: "uh, no, I'll not bother at this time..."</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 3597332, member: 114"] I played in Dread this past weekend, and I have to say that I've never come across game mechanics that so brilliantly reinforce the kind of pacing that you're looking for in a horror themed game. I consider Call of Cthulhu to be a strong setting, and I've seen it done with BRP and d20 flavours... but I'd bet my hat that a CoC adventure played with Dread mechanics would be really intense (and I've got a [I]good [/I]hat) - it is worth mentioning that the Jenga mechanic not only works as a quantification of relative (and increasing) risk, it is also a neat way for the GM to sidestep questions that are not relevant to the game... e.g. Adventurer: "Can I write down all the names on the headstones?" GM: (thinks - I've not got any of that written down) "Do you want to take a pull?" Adventurer: "uh, no, I'll not bother at this time..." Cheers [/QUOTE]
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