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<blockquote data-quote="PoeticJustice" data-source="post: 4927244" data-attributes="member: 51788"><p>Dread.</p><p></p><p>Dread's mechanic is a Jenga Tower. That's an awesome hook that can convince people who'd otherwise never play an RPG to play.</p><p></p><p>It's also an awesome mechanic that does most of the heavy lifting for the Host. Once you're in hour 3 of a game and 30 pulls have sucked out of the now-rickety tower, and everyone is sitting 5 feet off the table for fear that an errant breath might topple the thing, and every pull causes even the people watching to hold their breath in anticipation, you'll understand. All the host has to do is put some scary paint on that tension, and you've got the best horror RPG ever made.</p><p></p><p>Dread adventures can be prepared in 10 minutes.</p><p></p><p>Dread adventures only need to track one mechanic--how many pulls does it take to succeed here?--and that's usually something even a new GM can do.</p><p></p><p>Dread is cheap, cheap, cheap! 20 bucks for a pretty little softcover and off you go!</p><p></p><p>Dread's flaws are as follows: One can't really run a long-term campaign with it, because the fatality rate is just to high. It's great for people who want to run a twilight zone type of game, where every week someone runs a weird, scary adventure. Dread has no advancement system, and thus can't rely on that most easiest of motivations: reward. Dread is just weird enough to alienate some close-minded RPG'ers. Dread relies on a dexterity-based system to resolve challenges. Dread's PvP is enormously destructive.</p><p></p><p>Despite all that, I still think it's the best RPG ever.</p></blockquote><p></p>
[QUOTE="PoeticJustice, post: 4927244, member: 51788"] Dread. Dread's mechanic is a Jenga Tower. That's an awesome hook that can convince people who'd otherwise never play an RPG to play. It's also an awesome mechanic that does most of the heavy lifting for the Host. Once you're in hour 3 of a game and 30 pulls have sucked out of the now-rickety tower, and everyone is sitting 5 feet off the table for fear that an errant breath might topple the thing, and every pull causes even the people watching to hold their breath in anticipation, you'll understand. All the host has to do is put some scary paint on that tension, and you've got the best horror RPG ever made. Dread adventures can be prepared in 10 minutes. Dread adventures only need to track one mechanic--how many pulls does it take to succeed here?--and that's usually something even a new GM can do. Dread is cheap, cheap, cheap! 20 bucks for a pretty little softcover and off you go! Dread's flaws are as follows: One can't really run a long-term campaign with it, because the fatality rate is just to high. It's great for people who want to run a twilight zone type of game, where every week someone runs a weird, scary adventure. Dread has no advancement system, and thus can't rely on that most easiest of motivations: reward. Dread is just weird enough to alienate some close-minded RPG'ers. Dread relies on a dexterity-based system to resolve challenges. Dread's PvP is enormously destructive. Despite all that, I still think it's the best RPG ever. [/QUOTE]
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