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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: 4229278" data-attributes="member: 42319"><p>This is for situations in which you would normally have to pull at least twice. In the lockpick scenario, the character picking the lock would have two pulls on the table. One for getting the lock open and on for getting it down unseen (let's say). Then another player steps in and says, "Trust me to keep watch for you, so you don't get caught."</p><p></p><p>Normally in Dread that would me the lockpicker would pull once for picking the lock and the other player would pull once to make sure they aren't discovered. And this might be all you need for your game. In fact, I think that works perfectly fine for the majority of the games. But if you want to focus your game on trust, you can introduce the trust mechanic. Now there is only one pull that needs to be made (because the bond of trust eliminates one of the pulls). That's the bonus: one less pull that needs to be made. At this stage, the only person risking anything is the person offering the trust. Because if that tower falls, they go out with lockpicker.</p><p></p><p>Those Trust mechanics can be used in games without the Betrayal mechanics, but if you want to also include the Betrayal mechanics, then it definitely gets harder to trust people. Although the betrayal isn't all that bad really. It comes down to one person saying "I'll help you get it done with one less pull." Followed by a, "Psych! I was just kidding. You have to make that pull after all." In the end, the sum total is the same . . .</p><p></p><p>That makes me think, perhaps I should refine that a bit more. Maybe if someone decides to use the betrayal option, you have to make that pull plus one more to compensate for being betrayed. Hmm . . .</p><p></p><p>Also, I put this link in the edit, but it might have been missed. I reworded the mechanics a bit and put them on the <a href="http://dreadthegame.wordpress.com/2008/05/18/trust-betrayal/" target="_blank">Dread blog</a>. That might make things a little clearer.</p></blockquote><p></p>
[QUOTE="Epidiah Ravachol, post: 4229278, member: 42319"] This is for situations in which you would normally have to pull at least twice. In the lockpick scenario, the character picking the lock would have two pulls on the table. One for getting the lock open and on for getting it down unseen (let's say). Then another player steps in and says, "Trust me to keep watch for you, so you don't get caught." Normally in Dread that would me the lockpicker would pull once for picking the lock and the other player would pull once to make sure they aren't discovered. And this might be all you need for your game. In fact, I think that works perfectly fine for the majority of the games. But if you want to focus your game on trust, you can introduce the trust mechanic. Now there is only one pull that needs to be made (because the bond of trust eliminates one of the pulls). That's the bonus: one less pull that needs to be made. At this stage, the only person risking anything is the person offering the trust. Because if that tower falls, they go out with lockpicker. Those Trust mechanics can be used in games without the Betrayal mechanics, but if you want to also include the Betrayal mechanics, then it definitely gets harder to trust people. Although the betrayal isn't all that bad really. It comes down to one person saying "I'll help you get it done with one less pull." Followed by a, "Psych! I was just kidding. You have to make that pull after all." In the end, the sum total is the same . . . That makes me think, perhaps I should refine that a bit more. Maybe if someone decides to use the betrayal option, you have to make that pull plus one more to compensate for being betrayed. Hmm . . . Also, I put this link in the edit, but it might have been missed. I reworded the mechanics a bit and put them on the [url=http://dreadthegame.wordpress.com/2008/05/18/trust-betrayal/]Dread blog[/url]. That might make things a little clearer. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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