posted on Aug 29, 2011, 11 pm

My Comments:

psudonym, Aug 29, 2011, 11 pm

"Generic Universal Role Playing System. A bit advanced for you guys, I'm gonna start you on Dread instead. You'll like it. It's like survival horror Jenga."

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Your Comments:

Fu!, Aug 29, 2011, 11 pm

Are you scared? You should be. This isn't a game, you know.

Crystalbear, Aug 29, 2011, 11 pm

Do I see some guidelines still on Question Duck?

Kinda neat actually, it sorta shows how you draw 'em.

Gunwild (Guest), Aug 30, 2011, 12 am

Remember that commercial where the kids are poking the stack of blocks and saying "Jenga... Jenga... Jennnn-gaaa..." and then when they tip it over they're freaking out and going "JENGA! JENGA!"

Wouldn't it be unbelievably annoying to actually play the game like that?

The_Hankerchief, Aug 30, 2011, 03 am

@Gunwild: I thought that's how it was supposed to be played....haha

RandomNinjaGuy, Aug 30, 2011, 09 am

You can do it QD! We believe in you!

Gunwild (Guest), Aug 30, 2011, 11 am

Nah, man, Jenga has to be played in silence.

No matter how scary this game is supposed to be, Guy just looks angry. He's either really focused or about to give up and push the tower over on Kobe's smug head.

ExSxT (Guest), Aug 30, 2011, 02 pm

Payback for the cockblocking?
We may never know...

Kot (Guest), Aug 30, 2011, 03 pm

Apple takes 45% of track price. If artist is independent, he takes about 55 cents for a track and if he has a label, he gets only 10% which is 9 cents.

Phantom (Guest), Aug 31, 2011, 02 am

Man, I LOVE Dread!

psudonym, Aug 31, 2011, 05 pm

Dread is a pretty unique game in that it allows for that sort of behavior. When I describe it as Survival Horror Jenga, the game is exactly that. Unlike most other table top RPGs, Dread eschews dice for Jenga tower pulls. For every complicated action, a pull. For more complicated actions, multiple pulls. Every player shares the same Jenga tower, and when the tower falls the player who dropped it dies.

So it becomes a game about using your resources sparingly. As the game goes on, the tower becomes increasingly unstable, making even small decisions fraught with peril.

That said, when it comes to the decision to just push the tower over in frustration, the game allows for that. The player, instead of attempting a pull, can opt for a heroic death. You push the tower over, and your character still dies, but the end result is whatever your sacrifice was it was not in vain and the surviving players situation is improved.

RandomNinjaGuy, Sep 05, 2011, 08 pm

I googled gurps...
I'm so confused now... ;-;

Thrudd, Sep 07, 2011, 01 pm


The child of the FASA MARS system ^_^ is my geek showing?
A role play system where you can spend a couple of hours designing a character and have them die on the first die roll of the first encounter.... or is that the HERO system that I'm thinking of?

Free Glass (Guest), Sep 12, 2011, 08 pm

"...and when the tower falls the player who dropped it dies."

Stack the tower high enough and the game might get its realism on.

(Hi, btw. Haven't been able to keep up with internet stuffs, yknow?)

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