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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Hypersmurf" data-source="post: 4437759" data-attributes="member: 1656"><p>If the player defines success in a horror game as surviving until the end, not pulling can ensure it. He might survive in a world that's been wiped out by the zombie plague, and the character might perish in the epilogue the moment the game itself ends, but if he is resolved not to exit the game before the end, refusing to pull can ensure it.</p><p></p><p>I think it's no coincidence that the one person I've seen who approached the game with this mindset is the one person who appeared to have the least amount of fun in any game I've been involved in. The guys who were told "That's pretty insane - make five pulls", or who had half-hour tower duels against each other? They're the ones whose chances of exiting the game skyrocket, but they're also the ones who still tell the stories a year later, and (I suspect) will still be telling them in five years.</p><p></p><p></p><p></p><p>I've found it seems to take about an hour and a half for the tension and shaking to completely work its way out of my chest and shoulders after a Dread game.</p><p></p><p>I don't get that from a d20. Dice have provided me with many, many moments of sheer awesome, and the occasional instant of terror... but dice have never given me that sustained anxiety that horror aims to inspire.</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 4437759, member: 1656"] If the player defines success in a horror game as surviving until the end, not pulling can ensure it. He might survive in a world that's been wiped out by the zombie plague, and the character might perish in the epilogue the moment the game itself ends, but if he is resolved not to exit the game before the end, refusing to pull can ensure it. I think it's no coincidence that the one person I've seen who approached the game with this mindset is the one person who appeared to have the least amount of fun in any game I've been involved in. The guys who were told "That's pretty insane - make five pulls", or who had half-hour tower duels against each other? They're the ones whose chances of exiting the game skyrocket, but they're also the ones who still tell the stories a year later, and (I suspect) will still be telling them in five years. I've found it seems to take about an hour and a half for the tension and shaking to completely work its way out of my chest and shoulders after a Dread game. I don't get that from a d20. Dice have provided me with many, many moments of sheer awesome, and the occasional instant of terror... but dice have never given me that sustained anxiety that horror aims to inspire. -Hyp. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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