00 - I want… … enemy encounters … crissy / pumpkin man encounter p65 … crissy fetch quest 1 p67 (maybe just end with this!)

0 - stats and new rolls

brawn, finesse, brains, spirit strength, agility, smarts, guts tough, grace, smarts, guts tough, nimble, smarts, guts

the guts die substitutes genre points

d4 d6 d8 d10 d12 2d8 2d10 2d12 3d10 3d12

the number of dice you roll is based on your guts die rank... d4 = 2, d6 = 3, d8 = 4, d10+ = 5 and the slasher flick poor d10, normal d8, good d6 a match of two or more means success matching 1s are a failure - maybe leave that out (only if I cap the dice at [d10+ = 5], if I add [d12 = 6] back in then, yes, matching 1s fail you know, we should probably keep it regardless - it sounds like the sort of thing you add to a system because it's unbalanced without it

so why not just use eleck??? ... BECAUSE ELECK ROLLS AREN'T SUCCEED OR FAIL!!!!!!! so why not opposed rolls? ... because I want modifiers without setting them per-roll as with D&D's DC - I want a predictable system, good/normal/poor, guts die-based,

1 - the crissy scene to highlight the entrance of the Slasher Flick rules into this Dread House campaign, we're gonna do something very Slasher Flicky and have an alternate version of the Crissy scene. It was an extra on the DVD, maybe. Never before seen until the DVD release many years later.

”Appearance: A sweet and innocent ghost girl of five years, dressed for a formal occasion. She has long blond hair expertly tied into curls with two purple ribbons. Her face is broad and cute, but her eyes are wary. Her dress is red and made of very expensive material. She wears black shoes with white hose. If anyone examines her closely they will notice that her dress and shoes appear a bit dirty.”

2 - the southern double doors are locked and appear to open inward

3 - Room 9 (northern double doors also open inward) she will get impressions of great party feasts and we move along - the rest will only be after midnight, which is what the friggin book says

4 - stairs, wc again, like on the other end of the hall two privies and this stairwell access has two doors, one to the the hallway and another going into 22

5 - 25a and 25b are locked maybe after she tries the knob and removes her hand, it rattles back, like someone then tried to open it after she did