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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Nareau" data-source="post: 3497268" data-attributes="member: 969"><p>Pielorinho and I ran a game this past weekend, and it was a blast. We converted an old horror LARP we ran back in the early 90's.</p><p></p><p>We had 2 PC deaths in the last half hour of the game. It turned into a total bloodbath after the first PC bit it, as the rest of the PCs decided their survival was worth killing for. I think they offed 4 or 5 NPCs.</p><p></p><p>Things you might want to know when running Dread:</p><p>1) People are a lot more willing to resort to violence after the first guy dies (and the tower is easy to pull from)</p><p>2) If you play with smokers, play someplace where they can smoke without leaving the game. Dread will make them want cigarette badly.</p><p>3) Figure out how to make people pull early. In our game, the setup didn't really require any pulls before the first murder happened, about an hour and a half into the game.</p><p></p><p>In the future, I think I'm going to houserule that every player must pull 3 times every time the tower falls. I think this will help the endgame tension stay high.</p><p></p><p>For the designers:</p><p>How do you handle "social pulls"? Would you make a player pull in order to convince the mental patient to put down the baseball bat? Or do you recommend just roleplaying it out?</p><p></p><p>In the numerous games you've run, have you noticed the tower falling after a certain time or number of pulls? It seems like a 4 hour game would most often see 30 pulls and 1 death (happening around pull #25).</p><p></p><p>My favorite scene from our game this weekend:</p><p>The cop manages to unlock a door to the abandoned wing of the asylum. His gun drawn, maglite at the ready, he swings the door open--only to see one of the psychiatrists standing there, holding a scalpel, covered in blood. He swings the gun up to point at the doctor's head, shouting, "DROP THE WEAPON!" Without missing a beat, the doctor calmly responds, "Can I help you?"</p><p></p><p>Nareau</p></blockquote><p></p>
[QUOTE="Nareau, post: 3497268, member: 969"] Pielorinho and I ran a game this past weekend, and it was a blast. We converted an old horror LARP we ran back in the early 90's. We had 2 PC deaths in the last half hour of the game. It turned into a total bloodbath after the first PC bit it, as the rest of the PCs decided their survival was worth killing for. I think they offed 4 or 5 NPCs. Things you might want to know when running Dread: 1) People are a lot more willing to resort to violence after the first guy dies (and the tower is easy to pull from) 2) If you play with smokers, play someplace where they can smoke without leaving the game. Dread will make them want cigarette badly. 3) Figure out how to make people pull early. In our game, the setup didn't really require any pulls before the first murder happened, about an hour and a half into the game. In the future, I think I'm going to houserule that every player must pull 3 times every time the tower falls. I think this will help the endgame tension stay high. For the designers: How do you handle "social pulls"? Would you make a player pull in order to convince the mental patient to put down the baseball bat? Or do you recommend just roleplaying it out? In the numerous games you've run, have you noticed the tower falling after a certain time or number of pulls? It seems like a 4 hour game would most often see 30 pulls and 1 death (happening around pull #25). My favorite scene from our game this weekend: The cop manages to unlock a door to the abandoned wing of the asylum. His gun drawn, maglite at the ready, he swings the door open--only to see one of the psychiatrists standing there, holding a scalpel, covered in blood. He swings the gun up to point at the doctor's head, shouting, "DROP THE WEAPON!" Without missing a beat, the doctor calmly responds, "Can I help you?" Nareau [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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