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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="woodelf" data-source="post: 3743892" data-attributes="member: 10201"><p>We've debated that matter. I don't think there's any point--the reason Dread works is the building tension--a dozen pulls is way more than the sum of 12 pulls. In a demo, we could only show what happens with, say, a couple pulls. It would, i think, actually undermine the game--being worse than nothing.</p><p></p><p>And, yeah, we could pre-stack the Jenga for a demo, but merely having a tippy tower isn't the point either--it's specifically that you got there by making all those pulls. Same as pre-pulls during a regular game don't have anywhere near the tension-raising effect of the same number of pulls made during play. </p><p></p><p>And, as you've observed, a noisy, distracting environment makes the focus and tension harder--imagine trying it in the exhibit hall. It would more than likely just reaffirm preconceptions that the mechanic is just gimmicky and silly, rather than shatter them. </p><p></p><p>Finally, while we could show people some example questionnaires, i don't think it gets the point across as well as answering a questionnaire does. And that, again, take a fair bit of time. Maybe what we should do in the future, in addition to running as many games on the con schedule as we have manpower for, is have a steady presence at Games On Demand, and signage indicating as such at the IPR booth, and make sure the staff knows as much, so they can direct anyone who wants a hands-on demo there.</p><p></p><p>Now, i *didn't* double-check that the folks working the booth at least could *explain* the game, and maybe i should've. I just assumed that enough of them were familiar with the game (since i actually knew that a number of them were) to sell it. [Also, i have a bias: i'm not sold on short demos, in the first place. For me, 9 times out of 10, a short demo doesn't do anything to help me decide if a game is for me or not. I do much better flipping through the book and reading some bits, or having someone explain the game to me. Showing isn't better than telling, for me--i'm very much an abstract, rather than concrete, learner. And i've heard from at least a few other folks that were similarly turned off on the Forge booth's emphasis on demos, in the past--that the demo wasn't helping, but they couldn't get the sort of help they did needed on understanding the games. I'm happy to report that, for the most part, that was no longer true this year.]</p></blockquote><p></p>
[QUOTE="woodelf, post: 3743892, member: 10201"] We've debated that matter. I don't think there's any point--the reason Dread works is the building tension--a dozen pulls is way more than the sum of 12 pulls. In a demo, we could only show what happens with, say, a couple pulls. It would, i think, actually undermine the game--being worse than nothing. And, yeah, we could pre-stack the Jenga for a demo, but merely having a tippy tower isn't the point either--it's specifically that you got there by making all those pulls. Same as pre-pulls during a regular game don't have anywhere near the tension-raising effect of the same number of pulls made during play. And, as you've observed, a noisy, distracting environment makes the focus and tension harder--imagine trying it in the exhibit hall. It would more than likely just reaffirm preconceptions that the mechanic is just gimmicky and silly, rather than shatter them. Finally, while we could show people some example questionnaires, i don't think it gets the point across as well as answering a questionnaire does. And that, again, take a fair bit of time. Maybe what we should do in the future, in addition to running as many games on the con schedule as we have manpower for, is have a steady presence at Games On Demand, and signage indicating as such at the IPR booth, and make sure the staff knows as much, so they can direct anyone who wants a hands-on demo there. Now, i *didn't* double-check that the folks working the booth at least could *explain* the game, and maybe i should've. I just assumed that enough of them were familiar with the game (since i actually knew that a number of them were) to sell it. [Also, i have a bias: i'm not sold on short demos, in the first place. For me, 9 times out of 10, a short demo doesn't do anything to help me decide if a game is for me or not. I do much better flipping through the book and reading some bits, or having someone explain the game to me. Showing isn't better than telling, for me--i'm very much an abstract, rather than concrete, learner. And i've heard from at least a few other folks that were similarly turned off on the Forge booth's emphasis on demos, in the past--that the demo wasn't helping, but they couldn't get the sort of help they did needed on understanding the games. I'm happy to report that, for the most part, that was no longer true this year.] [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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