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Replacing Jenga in Dread
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<blockquote data-quote="Deset Gled" data-source="post: 5658952" data-attributes="member: 7808"><p>Some ideas for replacing the Jenga mechanic:</p><p></p><p><strong>Math option <strong>(for nerds)</strong>:</strong></p><p></p><p>Make a large stack of 3x5 cards, and write increasingly difficult equations on them, like you were making flash cards. Start with simple arithmetic and work your way to more difficult stuff (what is considered difficult would depend on the group). The most difficult cards should be math that is still possible to do mentally, but would take a player a bit of time to think about. There should be a few cards that are very difficult (but may have a simple trick to solve them is you can recognize it). If desired, put one impossible question in stack.</p><p></p><p>Shuffle the deck. Each time you would normally have to pull a Jenga block, draw them a flash card. They then have x seconds to give the correct answer. Failure is the same as if the tower toppled. Don't replace cards, and allow the fear of getting a really difficult one to rise as time goes on. For multiple pulls, you can either draw cards in rapid succession, or cut down on the length of time allowed to answer.</p><p></p><p><strong>Language option:</strong></p><p></p><p>Same as above, but use a foreign language instead of math. Go from simple words and phrases to complex conjugations and sentences, and make people translate on the fly.</p><p></p><p><strong>Ball 'n Basket option</strong> (for players who have shaky hands but still have otherwise good motor function):</p><p></p><p>Place a basket in the middle of the floor. Have a bag with a large number of balls. Ideally they would have slight variation to the hardness and size, but it's not critical. Each time a person would normally have to draw a Jenga block, they instead have to toss a ball into the basket from a short distance away. If you miss the basket, or if the ball falls out, you fail as if the tower had fallen. The difficulty is that the basket is never emptied, so the odds of a ball staying in goes from very easy to very difficult as the basket gets filled.</p><p></p><p><strong>Ball 'n Bucket option </strong></p><p></p><p>Fill a 5 gallon bucket with ping pong balls. But mark x ping pong balls with a black sharpie. When they would normally have to draw a Jenga block, a player has x seconds to reach one hand into the bucket and withdraw a marked ping pong ball. Failure to find one, or knocking any balls out of the bucket, results in a failure. If you want to be sneaky, you can vary the marks that you put on the balls; some will be almost entirely black, some will have circles, and some with have only a couple of dots.</p><p></p><p><strong>Metronome option</strong> (for the musically inclined)</p><p></p><p>Every time you would have to pull a Jenga block, roll a six sided die. Keep a cumulative total of the number. After rolling, the GM plays a click and starts timing. The player must mentally (silently) count off the cumulative number, in seconds, and signal back when the time is up. If the player is off by more than x seconds, it is treated as if the tower toppled, and the cumulative number is reset. This task will get harder and harder as the players get more excited, and the length of time gets longer.</p><p></p><p>This option can be even more fun if you have a digital metronome (like Dr. Beat) and can require various tempos instead of just seconds. Play 4 beats at a random speed, and require the player to count off the cumulative number of beats.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 5658952, member: 7808"] Some ideas for replacing the Jenga mechanic: [B]Math option [B](for nerds)[/B]:[/B] Make a large stack of 3x5 cards, and write increasingly difficult equations on them, like you were making flash cards. Start with simple arithmetic and work your way to more difficult stuff (what is considered difficult would depend on the group). The most difficult cards should be math that is still possible to do mentally, but would take a player a bit of time to think about. There should be a few cards that are very difficult (but may have a simple trick to solve them is you can recognize it). If desired, put one impossible question in stack. Shuffle the deck. Each time you would normally have to pull a Jenga block, draw them a flash card. They then have x seconds to give the correct answer. Failure is the same as if the tower toppled. Don't replace cards, and allow the fear of getting a really difficult one to rise as time goes on. For multiple pulls, you can either draw cards in rapid succession, or cut down on the length of time allowed to answer. [B]Language option:[/B] Same as above, but use a foreign language instead of math. Go from simple words and phrases to complex conjugations and sentences, and make people translate on the fly. [B]Ball 'n Basket option[/B] (for players who have shaky hands but still have otherwise good motor function): Place a basket in the middle of the floor. Have a bag with a large number of balls. Ideally they would have slight variation to the hardness and size, but it's not critical. Each time a person would normally have to draw a Jenga block, they instead have to toss a ball into the basket from a short distance away. If you miss the basket, or if the ball falls out, you fail as if the tower had fallen. The difficulty is that the basket is never emptied, so the odds of a ball staying in goes from very easy to very difficult as the basket gets filled. [B]Ball 'n Bucket option [/B] Fill a 5 gallon bucket with ping pong balls. But mark x ping pong balls with a black sharpie. When they would normally have to draw a Jenga block, a player has x seconds to reach one hand into the bucket and withdraw a marked ping pong ball. Failure to find one, or knocking any balls out of the bucket, results in a failure. If you want to be sneaky, you can vary the marks that you put on the balls; some will be almost entirely black, some will have circles, and some with have only a couple of dots. [B]Metronome option[/B] (for the musically inclined) Every time you would have to pull a Jenga block, roll a six sided die. Keep a cumulative total of the number. After rolling, the GM plays a click and starts timing. The player must mentally (silently) count off the cumulative number, in seconds, and signal back when the time is up. If the player is off by more than x seconds, it is treated as if the tower toppled, and the cumulative number is reset. This task will get harder and harder as the players get more excited, and the length of time gets longer. This option can be even more fun if you have a digital metronome (like Dr. Beat) and can require various tempos instead of just seconds. Play 4 beats at a random speed, and require the player to count off the cumulative number of beats. [/QUOTE]
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