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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: 4228887" data-attributes="member: 42319"><p>Okay, that's cool. Let me ask you this: is there a mechanic for betraying that trust?</p><p></p><p>Without a betrayal mechanic, a simple way to do this would look like this:</p><ol> <li data-xf-list-type="ol">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.</li> <li data-xf-list-type="ol">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. <em><strong>But...</strong></em></li> <li data-xf-list-type="ol">If the tower falls, the trusted character shares the acting character's fate.</li> </ol><p></p><p>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:</p><ul> <li data-xf-list-type="ul">The acting player can decide whether their character wants to actually trust the character that offered the trust.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> </ul><p>That should start some intraparty conflict.</p><p></p><p><strong>Edited to Add:</strong> All of this inspired a <a href="http://dreadthegame.wordpress.com/2008/05/18/trust-betrayal/" target="_blank">blog post</a> that takes what I mentioned above and refines it a little bit.</p></blockquote><p></p>
[QUOTE="Epidiah Ravachol, post: 4228887, member: 42319"] 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: [list=1][*]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. [I][B]But...[/B][/I] [*]If the tower falls, the trusted character shares the acting character's fate.[/list] 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: [list=a][*]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.[/list] That should start some intraparty conflict. [b]Edited to Add:[/b] All of this inspired a [url=http://dreadthegame.wordpress.com/2008/05/18/trust-betrayal/]blog post[/url] that takes what I mentioned above and refines it a little bit. [/QUOTE]
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