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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: 4440861" data-attributes="member: 1656"><p>Hmm.</p><p></p><p>For the most part, though, the tower is a mechanic for the <em>player</em>. </p><p></p><p>A reckless and heroic character could be played perfectly in character by a tentative player who declines to make pulls. The reckless and heroic character leaps to wrest the rifle from the maniac's hands; the tentative player elects not to pull from the tower; the reckless and heroic character gets shot in the leg for his trouble.</p><p></p><p>Similarly, a cautious and reserved character can still yield plenty of opportunities to make pulls. The confident player will accept those pulls; the tentative player might not; the difference between the two is a cautious and reserved character who is either successful or dead, and a cautious and reserved character who fails at what he cautiously attempts.</p><p></p><p>My experience with three Dread GMs, all of whom did a great job in my opinion, is that the GM can find reasons for any player to be offered a pull, whether the character is brash or quiet. Whether or not to accept that pull is up to the player, not the character.</p><p></p><p>In some ways, it's similar to the decision whether or not to spend an action point in d20. Whether it's the fighter swan-diving from the back of a griffon to attack the titan with his greataxe (attack roll), or the rogue cowering behind a tree and praying the titan doesn't notice him (stealth check), it's up to the player to decide whether or not to spend the action point that may mean the difference between success or failure. In Dread, the GM would say to both players "Make a pull to see if the action succeeds". If the fighter's player elects not to pull, his axe does not bite home. If the rogue's player elects not to pull, the titan sees him hiding.</p><p></p><p>The nature of the characters does not dictate whether or not those pulls are offered, nor whether or not the player accepts them.</p><p></p><p>The way you answer the questions may dictate how you approach the adventure, but it shouldn't prevent you from getting to pull from the tower on a regular basis, if the GM is on the ball.</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 4440861, member: 1656"] Hmm. For the most part, though, the tower is a mechanic for the [i]player[/i]. A reckless and heroic character could be played perfectly in character by a tentative player who declines to make pulls. The reckless and heroic character leaps to wrest the rifle from the maniac's hands; the tentative player elects not to pull from the tower; the reckless and heroic character gets shot in the leg for his trouble. Similarly, a cautious and reserved character can still yield plenty of opportunities to make pulls. The confident player will accept those pulls; the tentative player might not; the difference between the two is a cautious and reserved character who is either successful or dead, and a cautious and reserved character who fails at what he cautiously attempts. My experience with three Dread GMs, all of whom did a great job in my opinion, is that the GM can find reasons for any player to be offered a pull, whether the character is brash or quiet. Whether or not to accept that pull is up to the player, not the character. In some ways, it's similar to the decision whether or not to spend an action point in d20. Whether it's the fighter swan-diving from the back of a griffon to attack the titan with his greataxe (attack roll), or the rogue cowering behind a tree and praying the titan doesn't notice him (stealth check), it's up to the player to decide whether or not to spend the action point that may mean the difference between success or failure. In Dread, the GM would say to both players "Make a pull to see if the action succeeds". If the fighter's player elects not to pull, his axe does not bite home. If the rogue's player elects not to pull, the titan sees him hiding. The nature of the characters does not dictate whether or not those pulls are offered, nor whether or not the player accepts them. The way you answer the questions may dictate how you approach the adventure, but it shouldn't prevent you from getting to pull from the tower on a regular basis, if the GM is on the ball. -Hyp. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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