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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Epidiah Ravachol" data-source="post: 3497385" data-attributes="member: 42319"><p>Excellent advice. </p><p></p><p>I like to season the early part of my game with a lot of inconsequential things the players can pull for. The questionnaire can often set some of these up. Got a character who is punctual: traffic is bad, you'll probably have to pull to get to the cabin before sunset. Got a character who is skittish: you hear a scream, pull to keep from spilling coffee all over yourself. Got a ladies' man: she's looking fine, pull to get her attention, jerk.</p><p></p><p>None of those are important, but as early pulls they are really unlikely to cause a collapse. The just get the blood flowing a bit.</p><p></p><p></p><p></p><p>The natural pacing of most horror movies is such that once one character dies, there is usually a bit of a breather before things get tense again. That isn't always the case, and the breather never lets the tension all the way out. I've found that Dread works well in that sort of circumstance. Once the tower has fallen, it is time to restructure the scene so that the players get a chance to makes some pulls, like arguing over what to do next or keeping an extra attentive eye out for the stalking menace.</p><p></p><p>That said, active pre-pulls are a great way to keep things on pace.</p><p></p><p></p><p>Definitely pull, at least one. Perhaps more, depending on the circumstances, the character's ability and experiences, and what kind of case the player makes. </p><p></p><p>Go ahead and role-play it, and if the role-playing is particularly convincing, you can reduce the number of pulls if you like. </p><p></p><p></p><p>We've noticed that around 45 is when things start to get ridiculous. Obviously it is impossible to predict exactly when the tower will fall. If it were possible, it would be a little boring. But we recommend planning to make a pull about ever five minutes for a four hour game.</p><p></p><p>That's an average of a pull every five minutes. In general, when some goes to pull, they are going to be making several at once. So it's okay to go a half hour without a pull and then yank six. Just make sure everything feels on pace.</p><p></p><p>You certainly can pull more than that, but if you are pulling less, the tension might not be there.</p><p></p><p></p><p>That's a thing of beauty.</p></blockquote><p></p>
[QUOTE="Epidiah Ravachol, post: 3497385, member: 42319"] Excellent advice. I like to season the early part of my game with a lot of inconsequential things the players can pull for. The questionnaire can often set some of these up. Got a character who is punctual: traffic is bad, you'll probably have to pull to get to the cabin before sunset. Got a character who is skittish: you hear a scream, pull to keep from spilling coffee all over yourself. Got a ladies' man: she's looking fine, pull to get her attention, jerk. None of those are important, but as early pulls they are really unlikely to cause a collapse. The just get the blood flowing a bit. The natural pacing of most horror movies is such that once one character dies, there is usually a bit of a breather before things get tense again. That isn't always the case, and the breather never lets the tension all the way out. I've found that Dread works well in that sort of circumstance. Once the tower has fallen, it is time to restructure the scene so that the players get a chance to makes some pulls, like arguing over what to do next or keeping an extra attentive eye out for the stalking menace. That said, active pre-pulls are a great way to keep things on pace. Definitely pull, at least one. Perhaps more, depending on the circumstances, the character's ability and experiences, and what kind of case the player makes. Go ahead and role-play it, and if the role-playing is particularly convincing, you can reduce the number of pulls if you like. We've noticed that around 45 is when things start to get ridiculous. Obviously it is impossible to predict exactly when the tower will fall. If it were possible, it would be a little boring. But we recommend planning to make a pull about ever five minutes for a four hour game. That's an average of a pull every five minutes. In general, when some goes to pull, they are going to be making several at once. So it's okay to go a half hour without a pull and then yank six. Just make sure everything feels on pace. You certainly can pull more than that, but if you are pulling less, the tension might not be there. That's a thing of beauty. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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