Dread: Part Two
Chapter: Season Three
Characters: Brett Kringle, Charlie
Sorry for the delay today, guys. The site was giving me issues this morning and I had to make it home from work this evening to get things straightened out and posted.
There are still a few nagging bugs but I’ll work those out over the week.
Thanks so much for your patience and I hope you enjoy today’s offering of the Dread arc.
What was that Brett? Stupid toy? Sorry, couldn’t quite hear you over the sound of you crying inside.
Can’t wait to see his reactions later into the game >:P
Oh you have no idea… trust me. π
Maybe he will realize that he can just refuse to pull from the tower and castrate the host?
That’s not really any different than any other RPG. In pretty much every RPG, if you refuse to take the basic premise of the game to heart, it won’t work. Try playing Toon while insisting on being reasonable and realistic. Or V:tM while constantly cracking jokes and doing silly things. Or D&D with absolutely zero self-preservation instinct. If you’re not interested in getting into a horror RPG–and that includes behaving like a protagonist in a horror story (i.e., continuing to strive in the face of terrible things, perhaps doing less-than-wise things at times), you probably won’t enjoy playing Dread–or CoC, Unknown Armies, Don’t Rest Your Head, Chill, Conspiracy X, etc.
That said, I’ve run games with players who refused to pull. The game went just fine. In fact, in one instance, nobody else even realized that one of the players had made it through the whole game without pulling, until he announced it. He had just as much fun as those who were at the tower all the time, and the others had just as much fun as if he’d been more daring.
Except Dread is not an RPG. The game itself claims to be about hope and horror acted out in what could only be a single shot session.
And Call of Cthulhu is actually fun. Players aren’t punished with instant death for attempting non-life threatening actions, and you can carry a game past a single session. The differences between CoC and Dread is that CoC is actually good and the book is worth the price you pay for it.
That is exactly the feeling the twoer gives when you make your first ever pull. Good illustration of a largely internal feeling.
Not sure how well that tower will do, since the blocks seem to be multispatial. (Layer 1 has block ends in both directions, layer 2 has block ends in neither direction, layer 3 has three block ends on both sides, and so on for every row.) π
No big deal. Just my overly-spatial brain being nitpicky.
Why do you hate me? Now I have to redraw that now. I cannot unsee it.
π
MUAAAAHAhahahahaha!!!!
You are a bastard dear. π
*Brett accidentally knocks the tower over trying to pull on his chains. His character…I dunno…suffers cardiac arrest and dies. Or maybe he spontaneously goes into a coma? Brett spends the next 30 drinking soda and sitting on his hands.*
Pulls the wall over and crushes himself.
Yup. What a fun game.
Actually, knocking the tower over doesn’t mandate instant death. It just means your character is now open to being killed or driven insane without warning by the GM. It would be perfectly appropriate to hold that over him for the next few minutes, then take him out as soon as it would have any dramatic impact.
I have played the game. I am familiar with the “rules”…if you felt compelled to call them that.
Heh… this seems like it would be fun.
Hmmm. This world does seem to function on some RPG and Myth’s existing, For example: The DM Guild, The Narrative, Santa, Bigfoot, Boner fairy. Emma, the talking cat. What if Brett isn’t just imagining this.
Great job on the bottom half of the comic. I really got a sense of fear for that pull.
Ok, where was that tower made, Silent Hill?