Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Just got my copy of Dread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Epidiah Ravachol" data-source="post: 3743589" data-attributes="member: 42319"><p>With a little luck the PDF should be out in a week or two. Until then, I'll be happy to answer any questions.</p><p></p><p>The book approaches the question of when to pull from three different angles, each of which is fairly important. The first is whenever a player's character attempts something they couldn't ordinarily do, or under conditions they don't normally deal with. This is really similar to situations you would roll for in most role-playing games (sort of like any time you wouldn't be allowed to take a 10 or 20 in a d20 game).</p><p></p><p>The second is when a player requests a pull. Situations in horror scenarios can get a bit oppressive at time and rather frustrating. Unlike other emotions tied to fear, frustration is not all that fun to experience. So the game gives the players an out. They are allowed shove the story forward by requesting a pull. Most of the time it's just to do things that qualify like the situation above. A detective who is normally very observant wants to pick up any details she can about a murder scene in the dark, or the high school running back wanting to make sure he can reach the safety of the cabin in plenty of time. These are moments when the players are willing to risk their characters' lives in order to shove the story forward, and they should be respected. If a player asks to pull for a clue and they make the pull, don't deny them the clue.</p><p></p><p>The third is less about when to offer pulls and more about how often to create situations that require pulls. The tower is a fickle and harsh mistress, but not entirely unpredictable. We experimented with a Jenga set for quite a while and discovered that around 45 pulls into it was when things get really, really interesting. Now it is possible for a tower to last longer than that, and it's possible for a tower to fall much sooner, but 45 is as good as any number to work with. Assuming the typical Dread game lasts 4 hours, those 45 pulls can be spread out evenly about every five minutes. Now, you're not suppose to ask for a pull every five minutes you've been playing, but just use this as a guide. If it's been ten minutes since the last pull, you might want to spice things up and create some situations that will require a pull or two to deal with. Of course, watching the tower and your players' reactions to the tower is going to give you a better sense of pacing, but this is a nice reminder.</p><p></p><p>Also, the book discusses the different ways to tempt the players with more pulls for each situation. Things like the ammo and time constraints in the example from the post just before this one.</p><p></p><p>Does that help at all? From what I've heard, most of it becomes instinctual after your first go. But if you do have any questions or concerns, I'd love to hear them. Anything to make the product more accessible.</p></blockquote><p></p>
[QUOTE="Epidiah Ravachol, post: 3743589, member: 42319"] With a little luck the PDF should be out in a week or two. Until then, I'll be happy to answer any questions. The book approaches the question of when to pull from three different angles, each of which is fairly important. The first is whenever a player's character attempts something they couldn't ordinarily do, or under conditions they don't normally deal with. This is really similar to situations you would roll for in most role-playing games (sort of like any time you wouldn't be allowed to take a 10 or 20 in a d20 game). The second is when a player requests a pull. Situations in horror scenarios can get a bit oppressive at time and rather frustrating. Unlike other emotions tied to fear, frustration is not all that fun to experience. So the game gives the players an out. They are allowed shove the story forward by requesting a pull. Most of the time it's just to do things that qualify like the situation above. A detective who is normally very observant wants to pick up any details she can about a murder scene in the dark, or the high school running back wanting to make sure he can reach the safety of the cabin in plenty of time. These are moments when the players are willing to risk their characters' lives in order to shove the story forward, and they should be respected. If a player asks to pull for a clue and they make the pull, don't deny them the clue. The third is less about when to offer pulls and more about how often to create situations that require pulls. The tower is a fickle and harsh mistress, but not entirely unpredictable. We experimented with a Jenga set for quite a while and discovered that around 45 pulls into it was when things get really, really interesting. Now it is possible for a tower to last longer than that, and it's possible for a tower to fall much sooner, but 45 is as good as any number to work with. Assuming the typical Dread game lasts 4 hours, those 45 pulls can be spread out evenly about every five minutes. Now, you're not suppose to ask for a pull every five minutes you've been playing, but just use this as a guide. If it's been ten minutes since the last pull, you might want to spice things up and create some situations that will require a pull or two to deal with. Of course, watching the tower and your players' reactions to the tower is going to give you a better sense of pacing, but this is a nice reminder. Also, the book discusses the different ways to tempt the players with more pulls for each situation. Things like the ammo and time constraints in the example from the post just before this one. Does that help at all? From what I've heard, most of it becomes instinctual after your first go. But if you do have any questions or concerns, I'd love to hear them. Anything to make the product more accessible. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Just got my copy of Dread
Top