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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: 5662702" data-attributes="member: 8835"><p>there's no such thing, any such limitation lies in the mind of the puller.</p><p></p><p>With my patented Lift and Twist method, if ALL viable blocks (centers or edges) have been pulled, you can simply lift the top of the tower and flick out the single block and rotate the tower top in your hand and set it back down.</p><p></p><p>-------------</p><p>changing topic a bit, one thing I found when I ran BaMS, was it felt a bit railroady to me. In the sense that once they got off their ship, I herd them toward one scene, then another, then another. Since the ship has no map, its all abstract, so locational strategy is minimized.</p><p></p><p></p><p>I'm pondering a zombie survival scenario, run as a more open, randomized situation.</p><p></p><p>Perhaps start if off like Dawn of the Dead, the players wake up with the initial discovery of zombies in their houses. From there, roll with whatever strategy the players choose.</p><p></p><p>Any car the PCs attempt to use has a 1 in 6 chance of a zombie waiting in it (players option to look before jumping in of course)</p><p></p><p>any barricade has a 2 in 6 chance of getting broken down when things get slow.</p><p></p><p>basically take some of the guiding what happens next and where the climax is and put it on whatever the players happen.</p><p></p><p>I think a zombie survival game would work out in Dread, as the concept itself is fairly open ended. The zombies make everything inherently dangerous, while PCs pursue general survival goals.</p><p></p><p>It should also work into Dread's ramp up cycle. The initial rush to escape immediate threat triggers early pulling to prime the tower.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Janx, post: 5662702, member: 8835"] there's no such thing, any such limitation lies in the mind of the puller. With my patented Lift and Twist method, if ALL viable blocks (centers or edges) have been pulled, you can simply lift the top of the tower and flick out the single block and rotate the tower top in your hand and set it back down. ------------- changing topic a bit, one thing I found when I ran BaMS, was it felt a bit railroady to me. In the sense that once they got off their ship, I herd them toward one scene, then another, then another. Since the ship has no map, its all abstract, so locational strategy is minimized. I'm pondering a zombie survival scenario, run as a more open, randomized situation. Perhaps start if off like Dawn of the Dead, the players wake up with the initial discovery of zombies in their houses. From there, roll with whatever strategy the players choose. Any car the PCs attempt to use has a 1 in 6 chance of a zombie waiting in it (players option to look before jumping in of course) any barricade has a 2 in 6 chance of getting broken down when things get slow. basically take some of the guiding what happens next and where the climax is and put it on whatever the players happen. I think a zombie survival game would work out in Dread, as the concept itself is fairly open ended. The zombies make everything inherently dangerous, while PCs pursue general survival goals. It should also work into Dread's ramp up cycle. The initial rush to escape immediate threat triggers early pulling to prime the tower. Thoughts? [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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