My Dread Experience

Celebrim

Legend
Ever since Dread came out I was excited by it and excited by the reports I was hearing about it. I even bought the rules shortly after the game came out and did my best to run a game of it that didn't really go over well.

So I have long wanted to be a player in a Dread game with an experienced GM that knew the game well in order to get the real experience so I could then run Dread and transmit that experience to others.

And after seemingly a decade of trying I finally succeeded in that.

And it was pretty much nothing what I expected. It was a lot of fun, don't get me wrong, but ultimately it turns out the experience of Dread is so basic and fundamental that it is too obvious for anyone to state. And that experience can be summed up in a single line:

Playing Jenga is fun.

And that's pretty much all there is to the game. The claims of immersive experience didn't stand up. The claims that it encouraged role-playing didn't really stand up. The claims of deep emotional connection didn't stand up except for the reasons that playing Jenga is in and of itself an emotional experience. What it turns out that Dread really is at heart is a vehicle for getting people to play Jenga in a manner that neatly mixes the competitive versus cooperative aspects of Jenga playing that are what makes Jenga fun. It's the Peanut Butter and Chocolate of RPG systems - two great tasting games that go well together. You match a rules light RPG that relies heavily on GM skill with Jenga, and tada.

It's not even that the Jenga dictates the pacing of the RPG, it's also that the RPG dictates the pacing of Jenga. If you are just playing Jenga there is a tendency to view any individual game of Jenga as not having any particular meaning. You often see prolonged sessions of Jenga with players getting careless especially in the early turns when things don't seem to matter. The RPG slows the pace down and forces each game of Jenga, and each pull to be meaningful.

So it's a lot of fun but not the revolutionary experience I had hoped for and it still does not solve the fundamental problem I have with horror RPGs - they almost never actually involve any fear or horror. Disgust, sure. Anxiety, maybe. But not fear or horror. You have a really hard time getting the jump scares of a good horror movie or the lingering horror of a good disturbing short fiction, and certainly not the existential horror that HPL was channeling when he wrote his famous short stories or the disturbing motifs of the best episodes of the Twilight Zone or the Outer Limits or their descendants.
 

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Surely the immersive experience is the story and the participants? Jenga is just the resolution mechanic. If you were hinging the whole immersive experience on the resolution mechanic, I can see why it didn't work for you.

It's a super-rules-lite game like many others. It leans heavily on the participants to create the story and atmosphere. What is does so is use a mechanic which lends itself towards tension.

I dunno. I think what you're saying here is that you aren't into rules-lite games. Which is fine. I personally don't prefer that type of game either. But i wouldn't blame the atmosphere on a rules-lite game, because by definition they rely on the players.
 


We played Dread at Origins. I thought it was a blast - really good for a one-shot. And yeah, it's basically just cooperative storytelling with Jenga. Can't imagine playing it more than 1-2 times a year, though.
 

We played Dread at Origins. I thought it was a blast - really good for a one-shot. And yeah, it's basically just cooperative storytelling with Jenga. Can't imagine playing it more than 1-2 times a year, though.
Thats how I feel too. It's always good to have a few games like this in the back pocket. I wouldn't play it in perpetuity though.
 

Thats how I feel too. It's always good to have a few games like this in the back pocket. I wouldn't play it in perpetuity though.
I bought the rulebook just because I was fascinated by what it could say beside "Play Jenga."
It's really something that could be written as a one-page sheet instead of needing 100+ pages.
 



So it's a lot of fun but not the revolutionary experience I had hoped for and it still does not solve the fundamental problem I have with horror RPGs - they almost never actually involve any fear or horror. Disgust, sure. Anxiety, maybe. But not fear or horror. You have a really hard time getting the jump scares of a good horror movie or the lingering horror of a good disturbing short fiction, and certainly not the existential horror that HPL was channeling when he wrote his famous short stories or the disturbing motifs of the best episodes of the Twilight Zone or the Outer Limits or their descendants.
So this is something I've struggled with since first attempting to run Call of Cthulhu 30 years ago.
I have a classic example of trying to run a version of Shadow Over Innsmouth, and one of the investigators just walks into the center of town, calling out "Come on out, Charlie Tuna!"
No horror. No dread. No sense of realism. Not even an appropriate cultural reference for the time period.
I thought I had the wrong players (well, in the case of "Charlie Tuna" that was probably right.) Or that I was a bad Keeper/GM/etc.
Then I came across something in the past week or so. I think it was a video about Call of Cthulhu or Mothership. Or it might have been in one of the books. (If I remember where I got it, I'll link it in this thread.) But it changed my whole outlook on horror roleplaying.
The basic point is that you will NEVER get a group of players to experience real horror. You can mechanicise it for the characters with sanity checks and things, but it will rarely be actually scary. And this designer for Cthulhu or Mothership or whatever went on to say you can't even replicate the fear of watching a horror film or reading a scary book. Players sitting around a table with Doritos and Mountain Dew, looking down at character sheets and dice, they just can't get that immersed.
And that's not a fault of the person running the game, the players, or the system.
 

I run Dread at conventions. I have run it for games of...

Dread the Orks! WAAAAGH!!
12 players, all Orks. Have to unite the tribes, create a warband, elect (fight) a Warboss, and start a WAAAGH!! then go attack the Imperium.
= It was so painfully fun and bonkers I still think about it to this day. To give give you an idea, at one point to fight over who got to keep the pet squig, eight players pulled tiles against each other = At the same time!!! It was nutters. (yeah the tower fell, that ork got eaten by the squig.)

Dread the Oregon Trail
8 players. Exactly as the original computer game. Tower falls, you get dysentery. Tower falls on you again, you die. Tower falls, Oxen die. Tower falls, river carries away your wagon. Pull to gather food. Pull to find trail. Pull for weather. etc etc. Every time I run this, all characters who die get to create their tombstone epitaph. Later players get to read the tombstones.
Note: here is link to a doc I am trying to make for this for anyone to run it... in progress (link)

Dread the 80s
8 players. Set as a 1980s thriller, serial killer at a snowed in ski lodge. Turns out Serial Killer is a werewolf, if tower falls you get bit and turn, now you need to kill others (and them to pull and tower fall and they get bit and so on). Gotta find relic that keeps the curse around before the "big snow" comes or everyone dies or everyone becomes a werewolf. Lots of 80s themes, rivals, popped collars, etc

........................................

I mention all of these because the themes, plots, and action in each overshadows the "jenga" part. And so they become roleplay and not jenga plus some narration. yrmv
 

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