Hypersmurf
Moderatarrrrh...
Gameplay podcasts? Really? Where?
You should've paid more attention to the market indicators.
-Hyp.
Gameplay podcasts? Really? Where?
Both daredevils met that fate.Or, as happened in DG!'s first session at GenCon, where Rel approached the tower, tested a few blocks, hemmed and hawwed and stared death in the face... and then looked Liz in the eye, reached out, and shoved the tower over
-Hyp.
In this case, the player didn't actually refuse to pull ever. But he did do whatever he could to avoid getting into a situation where he would be forced to pull, and if he were offered a pull, he'd generally decline if he thought he could get away with it.
He wasn't out to deliberately ruin everyone's fun; I think he was quite literally afraid of the tower. And it's the wrong way to approach the game. He didn't ruin the game (I don't think one player in an otherwise great group could ruin a game with Piratecat at the helm)... but he did, I think, make it less than it could have been.
-Hyp.
It is possible to accidentally end up creating (through the questionnaire) a character who has good reasons to end up not taking pulls...
First off, the randomness versus some skill level I think can take people out of the game more. When you roll a random number on dice that gets you killed, people are more likely to shrug it off as "bad luck." When you make that pull that tumbles the tower, people are more likely to think about what they did wrong.Just as an aside, it is certainly possible to simulate the jenga tower using dice. Not perfectly, mind you, but you get the same end result: early rolls are easy, later rolls are harder.
Start a dread counter at 1. People roll d% when they'd take a pull. Whenever someone makes a roll, increment the dread counter by 1. If someone rolls equal or under the dread counter, they just toppled the tower and it resets at 1.
First off, the randomness versus some skill level I think can take people out of the game more. When you roll a random number on dice that gets you killed, people are more likely to shrug it off as "bad luck." When you make that pull that tumbles the tower, people are more likely to think about what they did wrong.
Also, an increase of 1% for each roll doesn't have the impact on other players the way a nasty pull can. If you really were interested rolling dice, I would suggest that the % increase is variable; increment the dread counter by the number on the players "ones" die (e.g. if the player roll 24, the % goes up by four. If they roll 30, it goes up by 10).