![]() Or pull an Action Block, and make the next player follow that Action! But don't make the tower fall, or you lose. I would tend to be lenient and let somebody have another character or something like that if they died before the halfway point, but the longer the game goes on the less likely it is.Don't make the tower fall! Pull blocks that match the color or number of the last one pulled and re-stack them on the top. It's not as bad as it sounds because Dread is made for shorter one-shot scenarios, so they don't have to sit out a giant adventure. (To keep them involved, other players could allow them to make pulls for them or something like that.) ![]() They get to sit and watch the rest of the game. Or better yet, have some restriction on how they're allowed to communicate. In some settings they could LITERALLY continue as a ghost, able to comment on the action / communicate with the other players but not affect anything. This is a good option if somebody accidentally knocks over the tower on the very first pull before anything really dramatic has happened. ![]() They could take over an NPC or get a new character in if the format permits that. This is a good option if the character died at a non-dramatic point or doing an action where the GM can't think of a way for failure to cause death that doesn't sound stupid. They can continue playing as a "ghost" - they get to keep acting for a while, but their character is doomed and will die soon, probably at the least expected moment. (I haven't read the full book, only the preview/quickstart, so there might be more.) I think the book cautions to only use the "ghosting" rules rarely as the whole point of the Dread mechanics is fear at the thought of having to make a pull and the knowledge that in pulling your character could die at any time. Basically at a cinematic moment appropriate to the story. And the GM gets to decide when that player's character dies. Though they could still attempt tasks as governed by their questionnaire that would not require a pull. ![]() So any task for which they would have to make a pull they cannot attempt and if they are called upon to make a pull then they automatically fail at that task. What this means is that they can continue to play their character but they cannot make any pulls from the tower. The player who knocked the tower over very early (at the GM's discretion) can "ghost" their character. However, there is also an option that the GM can exercise (recommended only if the player knocks the tower over very early in the session) called "ghosting". And.Ģ) If you're at the point in a Dread game where enough pulls have been made that the tower is falling then, the way the rules work with regard to rebuilding the tower, other players will be likely joining the first fallen player soon enough. Now this shouldn't really be to much of an issue because:ġ) Dread games tend to be shorter and faster than other games in general. Regardless of if the character was killed or not they are still removed from play. I was listening to an Actual Play where this was asked and to the best of my knowledge, if a player knocks over the tower while making a pull their character is removed from play and they will have to just observe for the rest of the session. ![]()
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