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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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<blockquote data-quote="Janx" data-source="post: 4441364" data-attributes="member: 8835"><p>This thread has piqued my interest in Dread. I've downloaded all the free stuff, and plan to try it out.</p><p></p><p>I'd like to get a copy of the full game, but I see PDF version still isn't available. I have a friend who lives by The Source in Mpls. so I may have him try to find a copy.</p><p></p><p>I have some thoughts on some other folks' concerns about this game.</p><p></p><p>The game mechanic definitely has an eventual failure wired into it. The tower WILL collapse at some point, killing somebody (unless the game is short). A non-fatal reset mechanic might reduce the feel of lethality (perhaps some action consisting of several pulls to reset the tower).</p><p></p><p>The game is very numberless/statless. One way to adapt it to an existing RPG, might be to consider that higher skill ranks require fewer pulls to succeed at a task. Let's say skills run 1-3, invert that number (subtract from 4) and make players do that many pulls to perform a task. In D20, subtract the skill from the DC and divide by some arbitraty value (to make it a reasonable number of pulls). Thus, DC15, with 8 ranks gets you a 7, divide by 5, gets you 1.something, making it 2 pulls. Something simple like that, and you just translated D20 skill mechanics. Perhaps reset the tower after each encounter (or only after beating big bad bosses).</p><p></p><p>I saw one complaint that the game favored those with skill at the Jenga. I say pish-posh, all games favor someone with real world skill. A tactical genius will do better in a D&D fight than a nincompoop, both with same stats, and same dice rolls fated to them. A socially adept player will be more persuausive than a rude jerk. D&D can't counter for real world skills, it can only offer unskilled a chance at the table.</p><p></p><p>One point that James Ernest of Cheap-ass games made, was that he liked making games that were random, but if you applied some skill, you get would a slight advantage over those who didn't. The trick was to make it so it wasn't an overwhelming advantage.</p><p></p><p>Another complaint was that the jenga mechanic broke the verisimilitude of RPGs. As if reaching for dice, looking up stats is any less jarring. Short of using real weapons and monsters, any game-based resolution system is going to interrupt the story. The trick of good game design is to make it brief, and make it low impact. Jenga induces tension, which is good for horror. Poker cards feels old west, which is good for western rpgs.</p><p></p><p>Overall, the game looks great, and I can't wait to try it out on my group.</p></blockquote><p></p>
[QUOTE="Janx, post: 4441364, member: 8835"] This thread has piqued my interest in Dread. I've downloaded all the free stuff, and plan to try it out. I'd like to get a copy of the full game, but I see PDF version still isn't available. I have a friend who lives by The Source in Mpls. so I may have him try to find a copy. I have some thoughts on some other folks' concerns about this game. The game mechanic definitely has an eventual failure wired into it. The tower WILL collapse at some point, killing somebody (unless the game is short). A non-fatal reset mechanic might reduce the feel of lethality (perhaps some action consisting of several pulls to reset the tower). The game is very numberless/statless. One way to adapt it to an existing RPG, might be to consider that higher skill ranks require fewer pulls to succeed at a task. Let's say skills run 1-3, invert that number (subtract from 4) and make players do that many pulls to perform a task. In D20, subtract the skill from the DC and divide by some arbitraty value (to make it a reasonable number of pulls). Thus, DC15, with 8 ranks gets you a 7, divide by 5, gets you 1.something, making it 2 pulls. Something simple like that, and you just translated D20 skill mechanics. Perhaps reset the tower after each encounter (or only after beating big bad bosses). I saw one complaint that the game favored those with skill at the Jenga. I say pish-posh, all games favor someone with real world skill. A tactical genius will do better in a D&D fight than a nincompoop, both with same stats, and same dice rolls fated to them. A socially adept player will be more persuausive than a rude jerk. D&D can't counter for real world skills, it can only offer unskilled a chance at the table. One point that James Ernest of Cheap-ass games made, was that he liked making games that were random, but if you applied some skill, you get would a slight advantage over those who didn't. The trick was to make it so it wasn't an overwhelming advantage. Another complaint was that the jenga mechanic broke the verisimilitude of RPGs. As if reaching for dice, looking up stats is any less jarring. Short of using real weapons and monsters, any game-based resolution system is going to interrupt the story. The trick of good game design is to make it brief, and make it low impact. Jenga induces tension, which is good for horror. Poker cards feels old west, which is good for western rpgs. Overall, the game looks great, and I can't wait to try it out on my group. [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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