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2025-11-01 · Dread

The GM's stance

Atmosphere and staging

Setup

GM positioning

Position yourself so you're not directly visible (in a circle around the table with the tower, GM set back). It freaks the players out. Take notes on a notepad of everything the players say -- it writes bits of scenario for you.

Half-descriptions

Never tell everything. Let the imagination do the work.

"You see a silhouette. It seems to be walking toward you." "What does it look like?" "What does?" "The silhouette!" "You don't see it anymore..."


When players resist

If the players don't want X, several solutions:

Concrete examples:

Golden rule: don't say anything that could help or guide them. The players hand you everything on a silver platter. They'll give you scenario ideas far better than your own.


The GM's right to lie

In Dread, the usual rule of "don't lie to the detriment of the players" transforms:

"I have the right to lie and to pull ad hoc solutions out of thin air with no explanation other than one the players will accept in their panic, AS LONG AS it serves the atmosphere, the fiction, and brings tension and the smooth flow of the scenario."

Example: "You hear a click. You have the impression the lock is sliding back into place." You don't care why the lock works that way. In the players' minds: "Kraus has a remote-controlled lock?!" "The Dollface is picking the door?!" They hand you everything on a silver platter.