Showing posts with label Dread. Show all posts
Showing posts with label Dread. Show all posts

Monday, October 19, 2015

Ghoulish Games - Dread

Dread is a horror roleplaying game designed by Epidiah Ravachol and Nathaniel Barmore. Although the game can be used for ongoing campaigns, Dread is at its strongest when used for one-shot scenarios.

There are two things that make Dread a truly unique game within the horror genre: how it handles characters and the game's system.

Unlike the majority of games within the hobby, Dread doesn't use specific mechanics to represent characters. Instead, characters are created and modeled by answering a questionnaire based upon the scenario being played out. Each questionnaire is different and helps players flesh out the different aspects of each character, giving the Game Master things to play with during the session. The only rule players must follow when answering these questions is they cannot contradict a question. For example, when asked a question about why did you break your mother's heart, you can't answer that you didn't do that.

The second unique element is the task resolution system that Dread uses. The game doesn't use dice to determine a character's success, but a simple Jenga tower. When a player attempts something particularly challenging, one with serious consequences that could possibly end with his demise, they must pull one or more blocks from the tower (at the GM's digression). The action succeeds if the player manages to pull the aforementioned blocks and place them atop the tower without knocking it over. However, failing to do so means your character has met his fate and is removed from the game. With that being said, the GM can bring you back in to torment your fellow players if she wishes to do so.

The reason why I love this mechanic is because it does an amazing job at build a sense of tension at the table. Each time a block is removed from the tower, its structure becomes more and more unstable. You know the tower will eventually fall, but you don't know when and you don't know if you'll be the one two do it. That makes every pull tense, since it could be your last, helping build the necessary tension that you need in a great horror game.

While I love Dread, I admit its not a perfect game. This game, like others in the horror genre, require you to have a group of players willing to buy into the scenario and allow themselves to feel scared. Furthermore, the nature of the mechanic requires players to forego some control of the actions of their characters due to the strict results of a block pull and what happens to the character if they fail. Because of this, Dread will not be for everyone.

With that being said, I still think everyone should give Dread a chance. I believe it's one of the best games for short-form horror scenarios and incredibly fun. Check out the game's website if you're interested.

Tuesday, August 25, 2015

#RPGaDay Challenge - Day 25: What's Your Favorite Revolutionary Game Mechanic?


I had very little trouble figuring out what my answer would be for this one. As soon as I looked at the question, I knew what it would be. My choice for my favorite game mechanic that I feel is pretty revolutionary is Dread's action resolution system. 

Dread is an horror roleplaying game published by The Impossible Dream. The players are handed sheets possessing nearly a dozen questions they must answer to create their characters. Most of these questions are loaded ones, and the only rule you must follow when answering them is to not contradict the question with your answer. There are no skills or talents within the game, so characters are represented purely through roleplay. 

With that in mind, you might be asking yourself, "How do you resolve actions within the game?" That's pretty simple: You use a Jenga tower.

Whenever a player attempts an action where failure has dire consequences associated with it, they must pull a block from the tower. They can only use one hand and the pulled block must be placed atop the tower. The action succeeds if the tower remains standing after the block has been placed. However, the action fails if the tower collapses and the character is removed from the story. 

The reason why I love this mechanic so much is that it models the suspense and tension of a horror tale perfectly. Each time a block is removed from the tower, it gets less and less stable. You know the tower will eventually collapse, but you don't know when. This makes each pull incredibly tense, wondering if you will be the one to knock it over, or will you succeed and live to make another pull. 

When the tower falls, it represents that drop in tension that happens within a good horror tale, giving you a moment of relief before it is rebuilt and the game continues, the tension building once again. This is the reason why Dread is one of my favorite horror games and my go to game for one shot sessions. 

Thursday, August 20, 2015

#RPGaDay - Day 20: What's Your Favorite Horror RPG?


Honestly, I think it would be disingenuous to only name one game for this entry. I feel like I should name a game meant for longer campaigns and a game meant for only a session or two of play. One might believe I'm giving this specific genre of games special treatment due to my love of horror media, but I feel the exact nature of the genre deserves to have this distinction made.

I mentioned my choice for long-term games yesterday when discussing my upcoming micro-campaign. Call of Cthulhu is one of the oldest horror roleplaying games on the market, mostly due to it being one of the best as well. I know some people view the d% system that it uses as old fashioned and outdated, I believe it does a great job at modeling the investigative style that really shines with horror games while keeping things relatively simple. Call of Cthulhu is the game I reach for when I want to run this kind of game and it will have a place upon my shelf for years to come.

My choice for a shorter-form horror roleplaying game has got to be Dread. This is the game that uses a Jenga tower instead of dice to resolve actions and characters are created by answering a series of leading questions. Dread does a great job at build the tension that's necessary in a horror game due to the uncertain nature of the tower. Each time a player pulls a block, the tower becomes less stable, meaning the next pull could be your last. The freeform and improve nature of the game also allows you to really play any kind of horror story you want. Dread is a game I believe everyone should play at least once.