While most tabletop role-playing games are focused on heroic adventure, many incorporate elements of horror to try to keep players on edge. Dungeons & Dragons and Pathfinder offer plenty of creepy monsters, horror-focused settings like Ravenloft and Ustalav, and rules for characters with unsettling powers. Call of Cthulhu and Delta Green make sanity a resource worn down by exposure to the unknown, until characters begin to crack under the stress. Ten Candles evokes fear by literally dimming the lights, while 13 Omens makes dice rolls increasingly perilous as the game goes on.
But no game combines mood and mechanics quite like Dread. Published by The Impossible Dream in 2006, the ENNIE Award-winning TTRPG from Epidiah Ravachol and Nathaniel Barmore is gloriously simple. Rather than using dice, all challenges are resolved by playing Jenga. Whenever a character wants to perform a difficult task, such as escaping from a burning building or translating an ancient text, they have to pull a block from the tower and gently put it on the top. Like in any game of Jenga, this starts out pretty easy. But as the game progresses, every draw threatens to bring the whole tower tumbling down.
Dread is meant to be played as a one-shot, and many of the characters won’t survive. If a player tries to pull out a block and the tower falls, they fail at whatever they were trying to do, and their character is removed from the game. If they were fighting back against an ax murderer or trying to escape from a death trap, toppling the tower can lead to their immediate demise. If their challenge was less obviously threatening, they might just flee in terror or even wind up switching sides and becoming an NPC. The tower is then reassembled, giving the other players a bit of a reprieve as pulls become easier for a while. A particularly heroic player might even do the rest of their friends a favor by knocking over the tower, sacrificing their own character in a dramatic fashion to give everyone else a better chance of survival.
The extreme simplicity of the mechanics means almost anyone can quickly learn to play Dread. The rulebook offers several horror story setups, like a college camping trip hunted by a werewolf or a spaceship crew encountering a hostile alien. Each scenario comes with a set of questionnaires used to create characters that fit the story. Rather than focusing on a character’s statistics, these questionnaires mostly create a list of complications that will come up over the course of the game. They let the player quickly develop a complex and highly flawed character by defining their fears, regrets, past traumas, and messy relationships with one another.
Because there’s no math or complicated abilities involved, anyone who has seen a horror movie can come up with a character in about 30 minutes. Hosts can design their own scenarios and questionnaires for a wide variety of wild horror adventures shaped by the creative answers their players come up with. The questionnaires offer a few opportunities for players to establish what their character is good at and give them gear that might prove useful, though the host has the right to veto anything if they don’t think it fits. If a character is meant to be good at what they’re trying to do, like a mechanic repairing an old car or an athlete leaping out of the way of falling debris, they might not need to make a pull from the tower at all. They can choose to pull anyway if they want to try for an especially impressive success, but that puts them at risk and makes the whole group’s situation worse going forward.
I’ve played Dread a few times, and it’s always a memorable experience. Everyone starts out eager to figure out what’s going on, flexing their skills to investigate their surroundings or find ways to fight back against whatever is after them. But as the game progresses and the tower becomes more precarious, players think twice about doing anything that would force them to pull. They’re more likely to just try to run and hide than take difficult actions, making the game feel more like a horror story than most TTRPGs, where players wind up going toe-to-toe with monsters.
Stranger Things makes it seem like every D&D battle is so tense that the table waits with bated breath for each d20 roll, but in reality it’s very rare for a single action to meaningfully change the tide of battle. Most of the time, a die roll is quickly resolved and the other players barely pay attention as they focus on planning their next action. But in Dread, all eyes are on the tower when someone is brave enough to make a hard pull. This is a game that legitimately tests your nerves as shaky hands can doom your character. I’ve seen cheers for a heroic sacrifice, groans as a pull didn’t quite work, and even hysterical laughter as a player deftly handled a pull and then accidentally knocked over the tower by jostling the table on the way back to their seat.
These are the cathartic moments that horror is made for, the tabletop equivalent of a movie theater audience holding its breath and then letting out a collective gasp or groan as something nasty happens on screen. The biggest TTRPGs have come up with complex rules to try to freak players out, but they don’t compare to the simple elegance of Dread. No die roll can replicate the stress of delicately pulling a block out of a wobbly tower while your friends hold their breath, wondering if you’ll succeed — or get your character killed.
