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Zacman2695 Novice
Joined: 26 Jul 2010 Posts: 15
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Posted: Fri May 25, 2012 10:12 pm Post subject: Savage Horror & The Jenga Tower |
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I've been toying around with using Savage Worlds to run a horror game, which I am thoroughly convinced can be done (regardless of the SW detractors who think the system is too pulpy).
I was drawn to a very rules-light system called Dread, which features a Jenga Tower to physically manifest the creeping tension of a horror game.
I believe that this addition (& really only this addition) is required to make Savage Worlds perfect for horror. I think that horror as a genre requires the rules & mechanics of the game to sink mostly into the background & SW is good for that.
My question for you is: Under what circumstances should the PCs be required to make a pull? (To make a pull is to remove a block from the tower & place it on top.) I've thought of several situations where it could be appropriate, for example: failing any Guts check, discovering eldritch secrets, spending a Bennie to Soak damage, etc.
However, I don't know if these situations will come up often enough in the game to make the tower situation seem ominous, or if they will come up so often as to have character death every single adventure (not a bad thing in all horror campaigns, but in my current baby it would be).
Any & all advice is very much appreciated! |
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Snate56 Legendary

Joined: 11 Jun 2006 Posts: 3708 Location: Monroe, Washington
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Posted: Fri May 25, 2012 11:18 pm Post subject: |
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Try Realms of Cthulhu.
http://realityblurs.com/wordpress/?page_id=911
One of many...
And what's supposed to happen when the tower falls?
SteveN _________________ "We've got a blind date with destiny... and it looks like she's ordered the lobster." <The Shoveller> |
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farik Seasoned
Joined: 12 Mar 2008 Posts: 324
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Posted: Sat May 26, 2012 1:42 am Post subject: |
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I would have to agree that what happens when the tower falls would be an important factor in how frequently pulls occur.
Is it something tide turning like the GM collects all of the player's unspent bennies and is able to use them for NPCs; something more direct like everyone loses some sanity with no trait roll to defend; or is it something cataclysmic like Wildcards become extras? |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Sat May 26, 2012 6:49 am Post subject: Re: Savage Horror & The Jenga Tower |
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| Zacman2695 wrote: | | I've been toying around with using Savage Worlds to run a horror game, which I am thoroughly convinced can be done (regardless of the SW detractors who think the system is too pulpy). |
As one who has used Savage Worlds to run horror games, I say that you are correct that it can be done. Further, I had great success without changing a single rule. So, if you get frustrated with your Jenga tower, you can just run it out of the box and get the appropriate feel.
Horror is mostly a matter of style and tone (both provided by the GM and the players). It is only a matter of rules when it comes to things like the monster stepping out of the shadows and cleaving someone in half. Savage Worlds approves of cleaving characters in half with a single blow - so unlike D&D you don't have to change anything to get a great horror vibe (though there's nothing stopping you from changing things).
Best of luck! _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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farik Seasoned
Joined: 12 Mar 2008 Posts: 324
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Posted: Sat May 26, 2012 8:23 am Post subject: Re: Savage Horror & The Jenga Tower |
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| ValhallaGH wrote: | | Zacman2695 wrote: | | I've been toying around with using Savage Worlds to run a horror game, which I am thoroughly convinced can be done (regardless of the SW detractors who think the system is too pulpy). |
As one who has used Savage Worlds to run horror games, I say that you are correct that it can be done. Further, I had great success without changing a single rule. So, if you get frustrated with your Jenga tower, you can just run it out of the box and get the appropriate feel.
Horror is mostly a matter of style and tone (both provided by the GM and the players). It is only a matter of rules when it comes to things like the monster stepping out of the shadows and cleaving someone in half. Savage Worlds approves of cleaving characters in half with a single blow - so unlike D&D you don't have to change anything to get a great horror vibe (though there's nothing stopping you from changing things).
Best of luck! |
I concur a good horror game hinges more on mood and atmosphere than mechanics. Mechanics can hurt or help but atmosphere makes a much bigger impact.
Last edited by farik on Sat May 26, 2012 12:06 pm; edited 1 time in total |
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Pfr_Fate Seasoned

Joined: 28 Oct 2008 Posts: 405
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Posted: Sat May 26, 2012 11:29 am Post subject: |
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the only thing you need to know to run horror is Hitchcock's Rule: There is no terror in the >Bang<, only in the antcipation of the >Bang<. _________________ The eternal struggle takes time, Max. |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4564
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Posted: Sat May 26, 2012 12:41 pm Post subject: |
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| Pfr_Fate wrote: | | the only thing you need to know to run horror is Hitchcock's Rule: There is no terror in the >Bang<, only in the antcipation of the >Bang<. |
Damn straight. |
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kronovan Veteran
Joined: 01 Mar 2011 Posts: 683
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Posted: Sat May 26, 2012 1:09 pm Post subject: |
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| Zacman2695 wrote: | | I've been toying around with using Savage Worlds to run a horror game, which I am thoroughly convinced can be done (regardless of the SW detractors who think the system is too pulpy). |
Hmm...maybe its just me, but saying a RPG system is too pulpy to run horror seems to be a contradition. Pulp was a medium before it was a flashy adjective and of all genres, horror was one of the most prominiently featured in the pulp publications. I did a 4 chapter horror adventure with just the core SW rules and IMO there's nothing in the systen that detracts from a good horror experience.
From your comments I'm taking it that you're fairly new to SW and probably don't have the Horror Companion. HC does in a sense present a personal Jenga Tower for every PC by way of its Sanity index. With that system Sanity begins at 2 + 1/2 a PC's Spirit and as the companion states: "It is worn down by scenes of carnage, contact with terrible beasts, or learning forbidden knowledge." When a PC reaches 0 on their sanity index their Jenga Tower could potentially come tumbling down via a poor roll on the Psychosis Table. Of course there`s nothing to say a GM can`t make the consequences of a 0 much more severe.
It's been some time since I've played a Jenga Tower game, but IIRC it has about 50 blocks. If there's a way to reduce the number of block you could use the PCs' collective sanity index and whenever a PC loses a sanity point pull 1 block. To put it into numbers, the average novice PC usually begins with d6 spirit, so for a team of say 4 that collectively would amount to a score of 20. As well, if Jenga Towers are prone to fall well before their last block is pulled -been so long I can`t remember- then you may not have to reducde the number of blocks at all.
BTW I strongly recommend the Horror Companion if you're planning on running a lengthy horror campaign. |
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farik Seasoned
Joined: 12 Mar 2008 Posts: 324
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Posted: Sat May 26, 2012 2:02 pm Post subject: |
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| kronovan wrote: |
BTW I strongly recommend the Horror Companion if you're planning on running a lengthy horror campaign. |
Heck, I'd recommend it if you're planning on running horror one shots. It's a pretty solid value for it's price tag. |
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Zacman2695 Novice
Joined: 26 Jul 2010 Posts: 15
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Posted: Sat May 26, 2012 3:26 pm Post subject: |
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According to the rules of Dread, whenever a player takes an action that isn't immediately possible (such as grabbing the knife out of the hand of an angry serial killer) they have to make a pull. If the tower falls, their action fails & they die or go somehow cripplingly insane in the process.
This is a very serious repercussion, but I think it is very appropriate for the genre. I don't really want a player to die every session, but I wouldn't mind that being a possibility if there are bad rolls or bad strategy. Basically, I need to know how to make the tower shakey but not always to fall down.
I've been studying a couple books & have talked with my local shopkeep about getting copies of a few. I have a good feel for atmosphere & plot development, I think.
This isn't quite my first rodeo with Savage Worlds, as I've been playing regularly for about a year & a half. It is however the first time I've done GMing. I've got a great mentor though, & am pretty excited.
Is the Horror Companion out in physical print? I'm willing to buy a pdf, but I really do prefer physical books. |
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kronovan Veteran
Joined: 01 Mar 2011 Posts: 683
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Posted: Sat May 26, 2012 3:37 pm Post subject: |
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| Zacman2695 wrote: | | Is the Horror Companion out in physical print? I'm willing to buy a pdf, but I really do prefer physical books. |
Yes. My copy arrived earlier this month and I'm in a NA market that typically gets such books a bit later than most. |
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farik Seasoned
Joined: 12 Mar 2008 Posts: 324
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Posted: Sat May 26, 2012 4:49 pm Post subject: |
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| Zacman2695 wrote: | According to the rules of Dread, whenever a player takes an action that isn't immediately possible (such as grabbing the knife out of the hand of an angry serial killer) they have to make a pull. If the tower falls, their action fails & they die or go somehow cripplingly insane in the process.
This is a very serious repercussion, but I think it is very appropriate for the genre. I don't really want a player to die every session, but I wouldn't mind that being a possibility if there are bad rolls or bad strategy. Basically, I need to know how to make the tower shakey but not always to fall down.
I've been studying a couple books & have talked with my local shopkeep about getting copies of a few. I have a good feel for atmosphere & plot development, I think.
This isn't quite my first rodeo with Savage Worlds, as I've been playing regularly for about a year & a half. It is however the first time I've done GMing. I've got a great mentor though, & am pretty excited.
Is the Horror Companion out in physical print? I'm willing to buy a pdf, but I really do prefer physical books. |
Actually that mechanic sounds like it could be imported directly. If you pull from the tower then you get a success without having to roll; pull a second (or more) time(s) for a raise. Fail and you take 4 wounds or lose X sanity depending on how difficult what you were dong was. |
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Zacman2695 Novice
Joined: 26 Jul 2010 Posts: 15
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Posted: Sat May 26, 2012 7:13 pm Post subject: |
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farik wrote:
Actually that mechanic sounds like it could be imported directly. If you pull from the tower then you get a success without having to roll; pull a second (or more) time(s) for a raise. Fail and you take 4 wounds or lose X sanity depending on how difficult what you were dong was.
I think that if I were going to play that way I would rather just play Dread, because I think it would result in either:
A) None of the players rolling for anything & just making pulls constantly, or
B) My players ignoring the tower altogether.
Dread is a fantastic game, but I don't think that my group would be ready for such a huge divergence from more conventional methods of gaming... scratch that. I'm sure my group is ready, I don't want to tangle with that lemon shark on my first GMing experience.
I think I'm going to take notes at our next few game sessions about how often certain things happen (bennies spent, wounds received, guts checks failed, etc.). I'm also going to play a bunch of Jenga & see how many blocks you can pull before it falls. From there I'll do some balancing & numbers work to figure what exactly should count for a pull.
My ideas backboard (I call him dad) suggested that different events cause you to pull different amounts of blocks & that seemed like a good idea (& very similar to what farik wrote).
I'll keep you all posted. |
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PurdueBrad Novice
Joined: 23 Jan 2011 Posts: 45
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Posted: Sat May 26, 2012 7:42 pm Post subject: |
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I do like the idea of the tower. Something I may consider doing.
In my head, I'm picturing something like this:
Everytime they fail a roll, use a benny, or spring a trap, they also have a to make a pull.
When the tower falls, the forces that have been attempting to maintain some sort of order in the setting will now fail and monsters may wander, it may unleash some boss-level style wild card, or trigger some other great change (think like the Simpsons haunted house episode, the house is suddenly transported to some other dimension). I'm thinking that completing the task should be done without the tower falling and that causing the tower to fall completely derails the adventure in a new direction OR significantly ups the challenge to a point where it will be very, very difficult to accomplish.
OR, frankly, the tower falling has sprung some magic trap and it has sucked the life blood out of each character and they need to sacrifice their bennies. |
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SteelDraco Novice
Joined: 09 May 2011 Posts: 61
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Posted: Sat May 26, 2012 8:53 pm Post subject: |
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| What about "To spend a benny, you must pull from the tower." You don't have physical bennies, and can spend as many as you want... but each one is a pull. It's easy at first, but as the game goes on, the PCs are more and more reluctant to use a benny. When the tower falls, maybe the opponents get the benefits of a Joker, or the GM gets to draw a plot twist card, or the GM draws three bennies, or design the scenario so that something catastrophic happens in-story when the tower falls - the zombies break through the barricade, the full moon rises and a werewolf's howl rips through the forest, something like that. I'd be better for a one-shot then a long-term game if something climactic happened every time the tower fell, though. |
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PurdueBrad Novice
Joined: 23 Jan 2011 Posts: 45
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Posted: Sat May 26, 2012 9:09 pm Post subject: |
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You could also, if you're going long-term, put together a penalty chart of varying effects if the tower falls. This gives you the opportunity to have different penalties pop up as the campaign progresses. Here is a quick, simple D10 one:
1- Everyone takes one wound in a magical blast
2- An extra wild card is unleashed on the scene
3- The next wild card faced starts with a joker for the first initiative
4- Everyone surrenders 1 benny
5- GM gets an extra benny for every player
6- Monsters wander/roam
7- A fog (physical or mental) forms and everyone is at -2 for notice
8- Spooky sounds fill the environment, -2 for guts rolls
9- Players lose all bennies
10- Scenario specific catastrophe occurs |
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Snate56 Legendary

Joined: 11 Jun 2006 Posts: 3708 Location: Monroe, Washington
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Posted: Sun May 27, 2012 1:20 am Post subject: |
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As SteelDraco said but when the tower falls, they automatically critically fail the task they were attempting.
SteveN _________________ "We've got a blind date with destiny... and it looks like she's ordered the lobster." <The Shoveller> |
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farik Seasoned
Joined: 12 Mar 2008 Posts: 324
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Posted: Sun May 27, 2012 9:16 am Post subject: |
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| As I think about the jena tower mechanic I am concerned about one element. This brings a new skill set to the table. Namely people who have the dexterity and propreoceptive skills to be better at Jenga. Despite being played on a table Jenga is still a game of physical skills primarily like shooting hoops or playing bloody knuckles. You should ask yourself if any of your payers will be intimidated by this new challenge or even find it impossible. For instance in our group one f the players has extreme arthritis he can barely bend his fingers let alone play Jenga. |
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kronovan Veteran
Joined: 01 Mar 2011 Posts: 683
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Posted: Sun May 27, 2012 10:35 am Post subject: |
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| farik wrote: | | As I think about the jena tower mechanic I am concerned about one element. This brings a new skill set to the table. Namely people who have the dexterity and propreoceptive skills to be better at Jenga. Despite being played on a table Jenga is still a game of physical skills primarily like shooting hoops or playing bloody knuckles. |
That's actually the reason I wouldn't use such an element in a campaign. I think this is an idea that would appeal to PnP players that also like Jenga or similar games, but to others it would just be an annoyance. To each their own, but I'd want steady hands to an aspect of a PC and not the player controlling them. |
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Zacman2695 Novice
Joined: 26 Jul 2010 Posts: 15
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Posted: Mon May 28, 2012 9:47 pm Post subject: |
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I'm very confident in the ability of my players to operate a Jenga tower, but I do understand that in some groups the issue of physical disabilities or a lack of visual-spacial skills is a serious one.
That said, I've crunched some numbers & it seems that I you can pull about 13 blocks from the Jenga tower reliably before you are in real danger of it falling. 10 was the fewest pulls that caused the tower to fall. At our last gaming session we used 8 bennies & took 2 wounds as a party.
If I were to use the tower in play, I don't think the characters would be killed right off. That is very harsh & isn't conducive to long or developing campaigns. Being incapacitated via wounds, insanity, or fatigue.
The option of not incapacitating a character but instead making the player's situation more dire also seems very interesting. PurdueBrad & SteelDraco's ideas were very thought provoking. If the tower crumbles I dump more monsters on you, the ship hits an asteroid, the lights go out, etc.
Anyway, I'm really glad the Horror Companion is out! That should be super helpful no matter what. |
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