Yesterday, part two of DREAD on Tabletop was released.
I’m so happy with the way this whole thing came together, and it was fantastic practice for me when it was time to start running Titansgrave. I thought the players did a wonderful job exploring their characters — Ivan has a surprising and powerful moment in this episode — and I hope that their commitment to storytelling inspires players everywhere to keep the ROLE in Roleplaying.
A lot of you have asked to see the player questionnaires, and I’m working on that. I know that we have them somewhere at the office, but I don’t know precisely where they are. As soon as we find and scan them, I’ll share them.
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i commented and liked in Utube lol lol hehe .. 🙂
I’ve always been a fan of the Ravenloft D&D setting. I’ve been inspired to try using the Dread system to run a Ravenloft game. I think it could be a fun experiment.
That was the best scenario – best played with Bach’s Toccata and fugue in D minors as back ground music 🙂
Brilliant couple of episodes – and like I said in my tweet this one, especially, was so funny and intense I couldn’t watch it all in one sitting.
Watching this episode right now. Would love to see Graham Walmsey’s “A Taste For Murder” played. Another rules-lite RPG, I describe it as “The Agatha Christie RPG.”
Way to go Molly Lewis. I think she made an excellent choice there, took a slightly dull character and had a glowing moment that enhanced the whole game.
&&vry(qt)
These two episodes were absolutely fantastic. Probably my favorite Tabletop episode(s) ever. It made me incredibly excited for Titansgrave. I’d love to see this game revisited again in the future (I know many people commented on the Youtube video that they’d gladly fund a full season of just Dread…and I might be inclined to agree!).
Fantastic job Wil, and fantastic job Molly, Ivan, and Laura!
These episodes were so much fun to watch! I loved all of it, but especially your ended…”I survived…”
Great job to you, Wil, and to your friends and cohorts.
If you’d be willing, I’d be interested interested in knowing more about the stuff you prepared. Watching, it felt like the players were mostly along for the ride rather than truly telling the story with you in a collaborative way (with some obvious exceptions — I doubt you planned for a character to sacrifice herself). But that may just be a false impression due to nimble GMing on your part and good editing. Would the story have been drastically different if the players had made different decisions (not taking the pendant, avoiding the cave, etc.)?
Oh yes, definitely. I had lots of different things prepared, and while I don’t recall specifically how things played out on the day, I do remember being surprised by some of their choices, and having to adjust my expectations on the fly.
The GM’s planned plot never survives contact with the players. 🙂
I enjoyed this episode a lot more than I thought I would! Honestly, I found the first part a little exposition-heavy, but this was the episode where all that character work paid off. Terrific choices, compelling storytelling – and a neat teaser for Titansgrave!
By far Dread was my favorite of the RPG episodes love the concept of pulling blocks rather than dice rolls. Great show.
Loved it, but it did reinforce my aversion to camping. I had to go on a camping trip for extra credit in college, and I’m glad this wasn’t around then cause I’d have stayed home and flunked 🙂
Also I’m more convinced than ever that the block game (I won’t say the name) used is nothing but pure unadulterated evil incarnate! Nothing good ever comes from those lil wooden blocks 🙂
To me, it seemed like Molly gave up – not the actual sacrifice part, but hearing her talk about how the others had interesting characters and were more engaged, as a justification for the sacrifice – like she was getting out of the way of the people who were having more fun. This was sad to me, both cos Molly Lewis is awesome and because when running a game you always want everyone to feel a part of it.
Was this something others took away? Was it a result of the edit? Was it just in my head? (If so, I’ll get that looked at)
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I love the idea of using a cough tower of blocks to add actual tension to an RPG.
On a (slightly) unrelated note – were/are you a fan of Thunderbirds, and (on the assumption of a Season 4) is there any chance that Matt Leacock might get a 4th game onto the show with his upcoming co-op Thunderbirds game?
Thank you, Wil, for this fantastic episode! This has encouraged me to take my first real foray into DMing. My Play-By-eMail group has been stagnant lately, and I’m going to run one or two skype-based Dread sessions with them (trying out the “Beneath a Metal Sky” scenario). As we’re all geographically distant, everyone will have their own tower instead of the group tower… but I think it will work. I’ll just have everyone pre-pull a few to start.
I actually gasped at your ending! I would love to see how different choices would have changed the story – definitely the most fun I have had watching a game. Ever. Bravo, Mr Wheaton.
The thing that I really, deeply love about this ending is… (OK, I don’t want to spoil it, so I’m going to pretend we’re back on Usenet and ROT-13 this…)
V fgvyy qba’g xabj vs Ynhen’f cflpubgvp oernx jnf pnhfrq ol gur zbafgre nggnpx… be vs vg pnzr svefg, naq fur ernyyl qvq xvyy gurz nyy.
When that possibility struck me as plausible… mind = blown.
Poor Alice! At least her death helped her friends. I like that you can bring the dead back as ghosts and such. Nice to let them continue playing.
This was one of my favourite games (?)to watch this season. Thank you Wil for introducing the Internet and myself to so many amazing games.