talien
Community Supporter
It occurs to me that action points replaced with Jenga pulls is going to significantly slow down a game, not to mention a game that's going to involve dice rolling as well as pulls. So I think I'd have to rule that the pulls come at the end of the combat (and thus could have bad effects later, not during the actual combat itself) or not use it for action points. Especially someone wanting to give themselves a +6 bonus could crawl the game to a halt.GreatLemur said:You know, I've actually had thoughts on the same subject. I like the idea of completely replacing d20 action points with Jenga pulls: There's no need to keep track of points when each pull brings you (or another player) closer to a fumble or other consequence. You could also complicate it further by making pulls from lower on the tower more valuable than higher pulls, since (I'm almost certain) they're riskier. Or maybe later pulls should be more valuable, since risk definitely goes up as the tower loses bricks.
It's a good point about pulls from higher or lower in the tower, or duration of the pulls, but I kind of like that as a holistic bonus/penalty than something I have to figure out. If I'm figuring things out with Jenga, I'm back to figuring in modifiers for dice rolls which I could just do with dice.
I think I'm okay with the idea of rebuilding the tower after it's toppled, but the big risk there would be that players might deliberately wreck a shaky tower on an inconsequential roll so that it'll be rebuilt and sturdy when they need to pull for something important. ...But I guess making the consequences for tumbling the tower harsh even when the "action point" is being used for something minor could fix that.
Yep, that's a real problem. Like I said, making whatever the roll is automatically turn into a fumble might be a good start, but even then, if the tower gets rebuilt, I can think of at least one player who would rather wreck the tower and start over (risking that I wouldn't just outright kill him). That's where Dread gets it right -- the tower falling is truly disastrous. I like the idea of something bad happening (fumble) and not being able to use it again...if you're only using it for Action Points.
With Sanity, it's entirely different. The consequences of the tower failing are even worse (temporary insanity, as I see fit, MUAHAHAH) and rebuilding also makes sense. With one insane PC, I don't want multiple insane PCs and like the idea of a "buffer" after the insanity disaster before another one happens.
Combining the two creates an interesting give and take, with risks on one side for proactive actions and penalties on the other side for those same risks. Do you take chances by being gung-ho, thereby ensuring that you'll go completely bonkers later? Or do you play it safe and act less heroic, in the hopes that this will ave your sanity in the long-term?
Still a problem with using Jenga pulls during a d20 combat though.

I think that, basically, nobody does that stuff at a Dread game. Certainly, there's no dice-rolling, since the tower replaces all of that. And the whole nature of the mechanic (and the intended atmosphere of the game) is probably enough to get most players to settle down and be careful. (I wonder if there's a rule about knocking over the tower when it's not even your turn to make a pull. I bet there is.)
Okay let me just come out and say it -- the PC I worry about most is Kham's player (for those of you who read my story hour). He's a hyperactive ball of energy and the odds of him knocking the tower over accidentally are high. I would put the Jenga tower on a different table or counter -- somewhere flat and stable, and most importantly away from dice rolling.
I think if he knocked it over, I'd inflict him with temporary insanity at my own choosing. His character's background lends itself to this quite nicely--you'll see when I launch my modern story hour.
