oooh, nice!! you're in today's Lucky 10,000! Dread is horror movies done with Jenga. Rack up the tension with each block drawn. Star-Crossed is even better - it's first dates done with Jenga.
oooh, nice!! you're in today's Lucky 10,000! Dread is horror movies done with Jenga. Rack up the tension with each block drawn. Star-Crossed is even better - it's first dates done with Jenga.
OK... neither sounds an instant fit for a tabletop role-playing game.
In that, yes, horror TTRPGS, yes even romance TTRPGs, but do the board games have unique enough settings that they'd make a distinct rather than a generic RPG, given the mechanics won't really translate over.
Dread is a TTRPG - it uses a Jenga tower instead of dice for action resolution i.e. you pull a block to succeed in a feat, with the tension cranking up as the tower becomes more precarious. If it collapses, you fail - and probably die
Ah, ok.
This. Sorry, I was unclear. Both are published TTRPGs, and reasonably successful. (tone note: in case my typing doesn't come across how I intend- I'm delighted with this discussion, here to learn and share) I ask about these precisely because they are generic RPGs, that use their boargame
mechanics (Jenga, in this case) to drive that tension and escalating risk their RPG genres want, and expect any play group will know and share the tropes of horror and rom-com enough to easily make it up and be on the same page. and I ask cos your post seemed to assume that substantial
worldbuilding is fundamental to rpgs. And I wondered how much that was your assumption, or preference, and where this kind of thing (rpg taking boardgame mechanics not setting) would fit for you.
Whilst imho world building is needed for a ttrpg, that’s a personal pref. but for a board game being converted to a ttrpg I think it’s essential or what are you converting exactly. For Dread et al the jenga mechanic is fascinating, though I’d worry it would
Take over from immersion in the game/characters a bit.