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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: 6674037" data-attributes="member: 8835"><p>Good timing on the rez, I have a Dread game to prepare to run in September.</p><p></p><p>It's a friend's birthday, and he wants a Zombie theme. So folks will attend, dressed as a Survivor. Play Dead of Winter and Dread.</p><p></p><p>We're considering planking up the windows in the kitchen (3 planks per ala Stateof Decay) so when we play, it'll look like we're holed up in a house with zombies outside.</p><p></p><p>Here's my thinking:</p><p>everybody shows up in character as a survivor and brings up to 2 props (fake guns, no real). If nobody brings a flashlight, then there's no flashlights in the game (or at least not for a while).</p><p></p><p>My friend worries that Dread is too open ended and is just about getting to a TPK, so I want to frame up a end goal and some rules of engagement (that we won't tell the players what they are).</p><p></p><p>I've got some concepts I'm thinking of like:</p><p></p><p>Set the goal to get to an escape point (ex. army evac at XYZ in 3 days ala Left 4 Dead)</p><p></p><p>Plan a set number of areas/challenges (like a collapsed bridge with a high river to get across)</p><p></p><p>Throw in a zombie surge when the players sit too long (ex 10 minutes, argue too much, do something stupid) to keep the game moving</p><p></p><p>Zombie surge generally means the party needs to repel or escape, which should take a few steps to resolve and thus a good number of pulls.</p><p></p><p>What ideas do y'all have?</p></blockquote><p></p>
[QUOTE="Janx, post: 6674037, member: 8835"] Good timing on the rez, I have a Dread game to prepare to run in September. It's a friend's birthday, and he wants a Zombie theme. So folks will attend, dressed as a Survivor. Play Dead of Winter and Dread. We're considering planking up the windows in the kitchen (3 planks per ala Stateof Decay) so when we play, it'll look like we're holed up in a house with zombies outside. Here's my thinking: everybody shows up in character as a survivor and brings up to 2 props (fake guns, no real). If nobody brings a flashlight, then there's no flashlights in the game (or at least not for a while). My friend worries that Dread is too open ended and is just about getting to a TPK, so I want to frame up a end goal and some rules of engagement (that we won't tell the players what they are). I've got some concepts I'm thinking of like: Set the goal to get to an escape point (ex. army evac at XYZ in 3 days ala Left 4 Dead) Plan a set number of areas/challenges (like a collapsed bridge with a high river to get across) Throw in a zombie surge when the players sit too long (ex 10 minutes, argue too much, do something stupid) to keep the game moving Zombie surge generally means the party needs to repel or escape, which should take a few steps to resolve and thus a good number of pulls. What ideas do y'all have? [/QUOTE]
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[Dread] Jenga beat up my dice! My results from the indie horror RPG.
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