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Old School D&D using Dread...
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<blockquote data-quote="Epidiah Ravachol" data-source="post: 3828768" data-attributes="member: 42319"><p>You are definitely on the right track. One of our old Dread demos was a dungeon crawl done up in horrific fashion. Somewhere around here I think I still have the old questionnaires. I'll see if I can dig them up for you.</p><p></p><p>I ran it straight Dread with the following considerations:</p><ul> <li data-xf-list-type="ul">Fighter-types got a leg up in the fighting department. This occasionally meant free-pulls, but usually it meant more could be accomplished with a single pull. I would use it as an opportunity to tempt them. Fighting should be more about gaining a tactical advantage (so they can run if they have to) than wearing the critter down. "I try to hit the carrion crawler" becomes "as the crawler reaches for our wizard, I want to slam into it with my shield, shoving it across the room." </li> <li data-xf-list-type="ul">Rogue-types were give the opportunity to slay outright if they had the element of surprise. Or, for the scarier monsters, at least hinder them in some way. I had a lot of fun with the sneaky part of the rogue, because I love occasionally leaving the other players temporarily in the dark about what their fellow player is pulling for.</li> <li data-xf-list-type="ul">I gave the spell-casters a chance to write their own magic system with some guidelines. This was done through the questionnaire. Basically, I let them come up with a price they have to pay in order to wield their magic and then I balanced this price against pulls to avoid it. And always, I'd tempt them with extra pulls for extra effectiveness.</li> </ul><p></p><p>In one of the games I had a player who wanted his cleric to pray to his god for a boon, and asked if he could take a block off the top of the tower and re-insert it into the bottom of the tower. I figured what the hell, it seemed like a cool idea. That's when we learned Jenga is far more difficult to play in reverse.</p></blockquote><p></p>
[QUOTE="Epidiah Ravachol, post: 3828768, member: 42319"] You are definitely on the right track. One of our old Dread demos was a dungeon crawl done up in horrific fashion. Somewhere around here I think I still have the old questionnaires. I'll see if I can dig them up for you. I ran it straight Dread with the following considerations: [list] [*]Fighter-types got a leg up in the fighting department. This occasionally meant free-pulls, but usually it meant more could be accomplished with a single pull. I would use it as an opportunity to tempt them. Fighting should be more about gaining a tactical advantage (so they can run if they have to) than wearing the critter down. "I try to hit the carrion crawler" becomes "as the crawler reaches for our wizard, I want to slam into it with my shield, shoving it across the room." [*]Rogue-types were give the opportunity to slay outright if they had the element of surprise. Or, for the scarier monsters, at least hinder them in some way. I had a lot of fun with the sneaky part of the rogue, because I love occasionally leaving the other players temporarily in the dark about what their fellow player is pulling for. [*]I gave the spell-casters a chance to write their own magic system with some guidelines. This was done through the questionnaire. Basically, I let them come up with a price they have to pay in order to wield their magic and then I balanced this price against pulls to avoid it. And always, I'd tempt them with extra pulls for extra effectiveness. [/list] In one of the games I had a player who wanted his cleric to pray to his god for a boon, and asked if he could take a block off the top of the tower and re-insert it into the bottom of the tower. I figured what the hell, it seemed like a cool idea. That's when we learned Jenga is far more difficult to play in reverse. [/QUOTE]
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