Alright, thanks for the advice!
actually, this is a great work for it... I think this might be the mod I go with when I run the cold city gameEpidiah Ravachol said:Okay, that's cool. Let me ask you this: is there a mechanic for betraying that trust?
Without a betrayal mechanic, a simple way to do this would look like this:
- For high tension situations in which an acting character has to rely on other character(s)--much like your lockpick with the lookout situation--inject an extra pull for what the acting character is relying on the other character(s) for. In the lockpick/lookout example, the lockpicker would have to pull twice: once to pick the lock and once keep a weathered eye out for dangers.
- If at least one of the other players says that the acting player can trust him or her, then they don't have to make that extra pull. But...
- If the tower falls, the trusted character shares the acting character's fate.
How does that sound? I know it doesn't exactly model what you're describing, but I think it would be fun. If you wanted to include a betrayal element, you could add the following between steps 2 and 3:
That should start some intraparty conflict.
- The acting player can decide whether their character wants to actually trust the character that offered the trust.
- After the acting player has pulled but before the block is placed on top of the tower, the trusted character's player can call for a betrayal. In the fiction this doesn't have to be a big thing. In the lockpick example, it could be something as simple as the lockpicker finishing with the lock and turning to find the trusted character is not actually paying attention--perhaps he was picking his teeth, or tying his shoe, or cleaning his gun.
- If betrayed, the acting player must give the block to the betraying player, who can now use it in the place of a future pull--just by placing it on top of the tower when they need to make a pull.
- The betrayed player must now make the extra pull as if no one had offered their trust. There is no more trust so if the tower falls, the acting character is alone in his or her fate.
This is for situations in which you would normally have to pull at least twice. In the lockpick scenario, the character picking the lock would have two pulls on the table. One for getting the lock open and on for getting it down unseen (let's say). Then another player steps in and says, "Trust me to keep watch for you, so you don't get caught."Asmor said:Maybe I'm missing something, but what incentive is there to accept the trust? At best, you won't get screwed over and gain no benefit. At worst, you end up having to make two pulls.
Beautiful!Asmor said:I think I'd make it so that if Bill betrays Adam, whatever Adam was trusting Bill to do is treated as if Adam had elected not to pull a block. In the lock-picking case, someone would find him picking the lock, for example.
By way of example let's say you have five characters reading over each other's shoulders trying to study that most unspeakable of Lovecraftian tomes all at once. They reach the end and each of them lays eyes on that which man was never meant to know. And let's say that you, as the host, want to make this a moment to remember. How, then, would Dread help you do this?snarfoogle said:Alright, I apologize if this is in the rulebook, as I haven't purchased it, but how do you guys handle insanity? The rules as written would suggest each character pulling upon seeing a horrific sight, but 5 players all pulling, one after another would topple the tower in no time flat, resulting in something perhaps too brutal even for the Cthulhu mythos. But maybe it doesn't work that way. Has anyone using this approach noticed sanity bending events to be so few and/or late in the session to matter overly?
In Dread you wouldn't have a group of people pull simultaneously. If, like in the situation above, you would have more than one player pulling, they should always take turns.Group pulls make sense, but what happens if the tower falls? Everyone goes insane? That doesn't work either...
I was in the Village People game, and it was my first experience with Dread.I ran my first Dread con game at GenCon this year and I think it went pretty well. The game featured the players as the Village People staying overnight at a YMCA for a promotional tour, with campy hijinks ensuing. The tone was much sillier than a standard Dread game, but the tower seemed to work well for the tone and the questionnaires definitely helped.
I definitely saw some things I could do better if I run this again but the parts that needed to work did, so I was happy with that.
I also had the pleasure of meeting Epidiah Ravachol, which was very cool.
I stopped by the booth to say 'howdy' and 'thanks' but I missed you. So, uh, 'Howdy!, and 'Thanks!'. Glad you got to see a bunch of us loving the hell out of your game.I can't tell you how cool it was to finally meet all the ENworld people I met at GenCon. And to be a creepy little ninja spying on the late night Dread games on the third floor of the Hyatt.
For some reason I feel like I had met you, but I think that's because your name came up a few times. I swear some of these ENworlder Dread scenarios are more well known than the game itself.I stopped by the booth to say 'howdy' and 'thanks' but I missed you. So, uh, 'Howdy!, and 'Thanks!'. Glad you got to see a bunch of us loving the hell out of your game.
And while working the ENnies booth Sunday, I got an awesome idea for my next Dread game.
I know I mentioned Rodrigo when talking to you cause he's the one who first ran Dread for me and got me into the game. That's the Morro Castle (sinking ship) game that he's run a few times at ENWorld gamedays. Sorry you didn't get to meet him, cause he runs a good game of Dread and I think, along with Piratecat, has helped introduce a lot of people to the game.For some reason I feel like I had met you, but I think that's because your name came up a few times. I swear some of these ENworlder Dread scenarios are more well known than the game itself.