2025-10-29
· Dread
The tower: philosophy and fundamentals
The tower: a psychological tool, not a mechanical one
- The tower does not determine whether you "succeed" or "fail" an action. It serves to materialize tension. It's a psychological tool, not a statistical one.
- Dread is not a Jenga game "with a horror scenario"; it's a horror game that uses Jenga to make you feel the stress, the fear, and the helplessness of your character.
- The real stakes: not "succeeding at an action," but how far you're willing to go before everything collapses.
- A fundamental difference: randomness mechanic (dice) vs tension mechanic (tower). Dice don't stare you down. Dice don't make your fingers tremble. Dice don't make the other players' fear rise. The tower does.
- The tower is the players' fate, nothing else. The GM merely observes, fans the flames, and chooses when to call for a pull.
The Dread triptych
Three fundamental levers, to be combined and recycled:
- Isolate -- separate the group, cut off resources, create loneliness
- Threaten (suspense) -- set a trap, build up pressure
- Punish (consequence/loss) -- inflict losses, injuries, ambiguity
This triptych applies both on the narrative level (characters) AND the meta level (players/GM).
Core principles
- Trust your players: in Dread, they do 80% of the psychological heavy lifting on their own. Your role is simply to guide them toward the dark corners of their minds and the scenario.
- The rules are breathtakingly simple. Everything rests on atmosphere.
- Nurture tension and ambiance. You have no rolls to make, so you give players "freedom" -- as if they were truly free.
- Character creation is diabolically effective: it bonds the player to the character as tightly as possible and steers their thinking.
- It's pure tension theater: everyone around the table is in the scene, body and soul... and especially body. The tension is made physical.