Forum > Pen and Paper Roleplaying Games (RPGs) Discussion
So I ran Dread...
joewolz:
For my annual Halloween game I ran Dread. It's billed as a Forge game but isn't.
The game replaces numbered statistics with a character questionnaire and builds tension through a Jenga tower. Basically, instead of the GM calling for a roll, s/he calls for a "pull." The book itself is full of advice, but for a long time gamemaster such as myself there's a steeper learning curve than I thought.
Pacing was really an issue. The book says that in an average four hour game, there should be one pull every five minutes! I thought I could handle that, but I was wrong. I averaged one pull every 7-10 minutes, and the game was pretty slow. I guess I'm not really good at suspense type games. I'll have to work on it.
The players liked the game, or at least the story resulting from the game, but weren't particularly wowed by the system. They all said they'd play it again, and I'd like to run it again...but next time I'll probably use one of the premade adventures in the book.
I was kind of let down by this game as I was really excited about it, but it taught me a few things a GM. The best lesson it taught me was that in a suspenseful game, the tension has to be constantly added to...in Dread, the game relies on constant pressure being applied on the PCs, they can't stop for breath (unless they're pulling, that is). It also taught me that sometimes it's better to be really hard on players, especially when their are no dice on the table. I can't blame a bad roll on the PC getting hosed, they just have to trust me to hose them.
I cannot imagine liking this game if I played it at a con. I just can't.
Bagpuss:
--- Quote from: joewolz ---For my annual Halloween game I ran Dread. It's billed as a Forge game but isn't.
--- End quote ---
Where is it billed as a Forge game?
--- Quote ---It also taught me that sometimes it's better to be really hard on players, especially when their are no dice on the table. I can't blame a bad roll on the PC getting hosed, they just have to trust me to hose them.
--- End quote ---
This seems comment particularly relevant to my thread .
Also can you give us a brief summary of the adventure, if/when the tower fell, how the players were about pulling, etc.?
joewolz:
It is particularly relevant, I wish I had read it before.
I'm happy with Dread still, but my game was kinda flat to me.
Bagpuss:
You put that down to pacing mainly?
Is that one pull every five minutes (or one option to pull?) either seems pretty frantic really. I can see why it might have been a bit flat if the pressure isn't more constant.
Were your players willing to pull even when things were trivial or when the tower had a real wobble?
joewolz:
--- Quote from: Bagpuss ---You put that down to pacing mainly?
--- End quote ---
I think the number one problem I had was pacing.
--- Quote from: Bagpuss ---Is that one pull every five minutes (or one option to pull?) either seems pretty frantic really. I can see why it might have been a bit flat if the pressure isn't more constant.
--- End quote ---
It says in the text that you should have one pull every five minutes...I didn't think it was that frantic until I played it and realized that we don't roll that often in a normal game, so my pacing was off.
The option to not pull is implied, but you're supposed to really hose a player who refuses to pull. The book goes into that a lot. If the PC doesn't pull, you can do anything short of removing the PC from the story.
--- Quote from: Bagpuss ---Were your players willing to pull even when things were trivial or when the tower had a real wobble?
--- End quote ---
Actually yes, they were. I have really good players who understood that the game was about risking your life, so they were all good sports. It was also a one-off game, so they were much less apprehensive about that. Going to the tower to pull is kind of a rush, especially when it's wobbly. It makes everyone hold their breath...it's a really good mechanic for suspense.
Navigation
[0] Message Index
[#] Next page