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Just got my copy of Dread
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<blockquote data-quote="Epidiah Ravachol" data-source="post: 3742795" data-attributes="member: 42319"><p>It is possible, and works out quite nicely. Isolation is rather important to horror, but this isolation does not have to be physical. In the book I discuss a few other ways to maintain that feeling.</p><p></p><p>The reason most of the stuff you've seen from the Impossible Dream focuses physical isolation is because that's the easiest to create and handle. As a matter of fact, the very first Dread was not like this. There were moments of physical isolation involved, but that was all self-imposed by the players' characters who began the scenario fleeing from a botched bank robbery. But as we started running demos at cons, we discovered that physical isolation was more immediate and much more manageable when dealing with players you've never met.</p><p></p><p>Thanks to time requirements, we found ourselves writing for cons all the time, and it was the con games that did double duty as our sample scenarios. I've done quite a few of the investigative-type scenarios for my friends over the years, but aside from the questionnaires, I've never really written anything more than half a page of notes for them.</p></blockquote><p></p>
[QUOTE="Epidiah Ravachol, post: 3742795, member: 42319"] It is possible, and works out quite nicely. Isolation is rather important to horror, but this isolation does not have to be physical. In the book I discuss a few other ways to maintain that feeling. The reason most of the stuff you've seen from the Impossible Dream focuses physical isolation is because that's the easiest to create and handle. As a matter of fact, the very first Dread was not like this. There were moments of physical isolation involved, but that was all self-imposed by the players' characters who began the scenario fleeing from a botched bank robbery. But as we started running demos at cons, we discovered that physical isolation was more immediate and much more manageable when dealing with players you've never met. Thanks to time requirements, we found ourselves writing for cons all the time, and it was the con games that did double duty as our sample scenarios. I've done quite a few of the investigative-type scenarios for my friends over the years, but aside from the questionnaires, I've never really written anything more than half a page of notes for them. [/QUOTE]
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Just got my copy of Dread
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