Dread A game of horror and hope PDF/EPUB ´ game of

Dread A game of horror and hope Dread is a game of horror and hope Those who play will participate in a mutual telling of an original macabre tale The goal of Dread is to sustain the delicate atmosphere that invokes the hand uivering emotion that lends its name to the game The thrill of a Dread game lies within the tension between desire and loss You will take on the role of someone trapped in a story that is only as compelling as it is hostile someone who will find themselves making decisions we hope never to face in real life During a Dread game you and your friends will create characters to populate your own brand of horror story This character creation is done through a uestionnaire that is created by the player who is hosting the game Each uestionnaire provides a skeleton of a character for one of the players to flesh out with their answers creating the character they want to play In this way characters are molded to the story by the host and shaped to the players' fancy As the game begins the host sets the first scene for the horror tale everyone is about to participate in The other players interject with uestions and explanations of what their characters are doing When a character attempts a task beyond their capabilities it's time to turn to the Tower a stack of blocks such as the Jenga® game placed within reach of everyone at the table Players allow their characters to succeed by pulling a block or choose to let them fail by not pulling If at any time in the game the tower falls the character of the player responsible is removed from the game never to return Their fate might be death insanity cowardice imprisonment possession or something else as the story dictates Players prone to martyrdom can mollify this somewhat by deliberately knocking over the tower resulting in a heroic or dramatic success which ultimately consumes the character This is a really uniue game system Despite the simple premise the book goes to great depth instructing the GM how to best run games of various styles I appreciated all the tips and advice The game is amazing Epidiah Ravachol does a fantastic job explaining the rules and giving advice to both the players and the host The layout of the book is a little off putting but the material is golden I'm dying to run a game of this I especially love the character creation process Definitely hosting a game or two soon I'm really excited to try it Great game mechanics I am excited to see how I can incorporate them into my games Sounds awesome though I doubt I would be able to play it If you're reading a review for this then you're probably pretty well immersed in tabletop gaming Just in case a brief digressionThere are two broad schools of gaming The boundaries are permeable and one school isn't better than the other For want of better terminology let's go with crunchgaming and storygamingCrunchgaming is what you think of when you think of Dungeons and Dragons Lots of rules lots of numbers lots of dice rolling lots of action A game master that greatly controls the plotStorygaming tends towards the introspective with the goal being character development difficult moral choices and the collaborative development of a storyGranted these are broad generalizations there's overlap it's a continuum etcDread is firmly a storygame Perhaps the best designed storygameDesign is actually a central theme to this review actuallyLet's start with the cover White with the word D r e a d printed top center in a corrupted serif typeface A bloody thumbprint lies below the title continuing across the spine to form a left handed bloodprint that fits as if you were holding the book and trying to piece together what just happenedDread's tagline is A Game of Horror and Hope and the book works hard to develop those twin themes as motivators for character action game design and the playing of the game itselfThe design of the gameplay is stunningly beautiful in its simplicity When a character attempts something that may not succeed they must pull a block from a Jenga tower If they successfully pull they succeed If they refuse to pull they fail and suffer the conseuences If the tower falls? Deadinsanevanished from the game The game's only rule enforces high stakes considered action and rising tensionThe design of the character generation process is similarly simple and deeeeeeply introspective This is potentially the most ideal storygame character creation mechanic and larding it up with pretension or further mechanics would totally ruin it So don't try Basically the host passes out a uestionnaire for each player The uestionnaires give the very roughest outline of the character and perhaps sketches relationships between characters or between characters and the plot It's up to the players to flesh out the characters to their liking and then play those characters to the hiltThe game is specifically horror themed but incredibly adaptable across different types of suspense The gameplay mechanic reinforces this perfectly and the character creation process gives players flawed believable characters that they own from a narrative standpointActually playing the game is beautifully structureless Host provides scene setting or sets up an event and then players interact with each other and the environment in character Pulls occur when reuested by the host and characters are removed from the game if the tower falls Characters can also sacrifice themselves by knocking over the tower to ensure a dramatic and overwhelming success for a specific action This type of action is the stuff truly great horrorsuspense are made ofThe layout of the book is minimal with vague unrelated artwork The microfiction at the beginning of each chapter elegantly maintains the tone of the book The uestions that run along the bottom of every page are somewhat unsettling in that they force you to read outside the narrative flow of the document and they're great for adding to character creation uestionnaires The occasionally disturbing or off beat one among the mundane uestions jumps at you reminding you again of the tone and tension the game should maintainThe structure of the rulebook is perfect overview things for players and host to read host preferred material about maintaining tension when to reuire pulls etc then optional material about developing specific types of tension and how that works for character creation pacing pulling from the tower and eliminating charactersThe final third of the book lays out three adventures each illustrating a different aspect of the game from a theme based adventure something Dread deals with in a way that few if any other games really have to a standard three act thriller designed to showcase how an action heavy game can play out to a complex psychological mystery engineered to generate player conflict and internal unease These are laid out by ease of gameplay the first being easiest for a group to successfully run and the third being the hardest but possibly the most rewarding I will certainly run a Dread game probably many on dark nights this fall and winter as a way to break up the crunchiness and non introspective nature of my standard gaming groupIn terms of concept execution and style it's hard to find any way in which The Impossible Dream did not completely excel with Dread

Leave a Reply

Your email address will not be published. Required fields are marked *