alhoon wrote:That sounds too much WoD and like tables, doesn't seem to be in the spirit of the game.
It'll be presented as an option.
Just a little something to try or employ if it fits the mood or adventure.
alhoon wrote:I believe an increasing chance "1 in 1d20" then "1-2 in 1d20" etc would have the same effect, but easier and more effectively.
Do you have any effects in mind?
There's a psychological element. It's one thing to know that the odds are increasing, it's another to see the number of dice grow and grow.
The effects could be any of the standard horror shocks or reversals. The idea is that instead of the DM planning events for certain times, the events are triggered by dice rolls. This is a little like having random encounters, but instead of a static percentage rolled again and again, the odds steadily increase.
But there's the added chance of dramatic failure at a seemingly mundane task, which adds continual tension. Situations where die rolls for success or failure of skills are inappropriate, such as simple tasks that heroes should not personally fail to accomplish, or adventures with a heavy element of role-playing.
For example, the party sneaked into a masquerade ball in Misericordia held by Ivana Boristi. First they're socializing, then dancing, then having dinner. Most of the time there should be few skill checks, save a few for Deception or Persuade. Maybe some stealth as the stealthy PC slips off to search the manor.
Which means there's little tension: the party's Face should have no problems lying (as it feels like a dodge if the DM targets PCs with low social skills as it's circumventing the person who focused their character on that task). There's low chances of failure as the specialized PCs are attempting the tasks.
But instead, the Dread Pool grows over time. The little pool of dice builds and builds, and the players can see it and know that their chances of complications are steadily increasing. They might have troubles not out of bad skill checks or personal failure, but because fate conspired against them. And whom it occurs to is random and the chance of an incident increases over time at a somewhat steady rate.
The DM can just improvise events, or they can have certain planned events sent to trigger at the roll of a "1". Something that will trigger a series of other skill checks and complications. Or it could just be a terrifying moment that sets the mood and reminds people that it's a horror game.
In the above example, the PCs might meet someone who knows the noble a party member is impersonating. A costume might be damaged, such as a mask being knocked off by a servant. An enemy of the PCs might show up.
Or a noble who is out of favour might "choke" on his food and die, while Ivana coolly says "Oh my. What a horrific tragedy. But let it not ruin our evenings and instead be a reminder to be cautious with our mouths."
The Doom Pool could also be used in other ways. I'm still brainstorming that, as the whole idea is very much in beta.
For example, the DM could use the Pool as a source of villainous inspiration: taking a dice out of the pool to give an enemy advantage.