What is Dread?
A horror roleplaying game with no dice. One person hosts, everybody else plays somebody who may not see the morning, and a tower of wooden blocks decides how it goes.
The short version
Dread is a tabletop roleplaying game of horror, published in 2005 by The Impossible Dream. A group sits around a table and tells a frightening story together. One of them is the host: they have written the story in advance, and during the evening they play everyone in it the players do not. Everybody else plays one of the people it is happening to.
All of that is ordinary enough. What makes it Dread is the thing standing in the middle of the table where the dice would otherwise be.
The tower decides
When a character tries something that might not work, the host asks for a pull. The player takes a block out of the tower, sets it on top, and lets go. Still standing? Then it worked, and the story moves on. A player who would rather not take the risk can decline instead: whatever their character was reaching for does not happen, and how much that costs them is the host's to decide.
And if the tower comes down, that character is out of the story. The blocks are gathered up and stacked again so the evening can carry on without them — shorter one person, and with everyone who is left knowing exactly how that felt.
This is why the fear in the room is not entirely pretend. Nobody has to imagine the danger or trust a die to represent it: it is sitting on the table in plain sight, leaning further every hour, and it counts even when the knock is an accident. By the end of a long night, reaching for it is genuinely difficult, and everybody watching knows it.
Characters come from questions
There is no character sheet in the usual sense — no scores, no skills, no list of what a person can and cannot do. Instead each player is handed a questionnaire the host wrote for them: a page of pointed, personal questions. The answers are the character. Who they are, what they are afraid of, what they are not saying, and how they already know the stranger sitting opposite all arrive that way.
It is a neat trick, because the players write the material the host will spend the evening using. By the time the first scene starts, everybody at the table has told the host precisely where to press.
Writing those questions is the real work of hosting Dread, and it is the part this tool is built around.
What a game needs
A story is usually self-contained: the host prepares one, the group plays it over an evening or a few, and by the end most of what the players wrote about themselves has been turned around on them. The book comes with stories ready to run and a chapter on writing your own.
- A host, who has done the reading and the writing.
- A few players, with a page of questions each.
- A tower of wooden blocks, and a table nobody kicks.
- A room quiet enough and dark enough that the story is the only thing in it.
Notably absent from that list: a screen. Dread does not need one, and this tool is careful to stay out of the way of a game that is played with hands and nerve. What it needs is the book — the rules, the questions and the stories are all in there, and none of them are here.
Credits
Dread was created by Epidiah Ravachol and woodelf, written by Epidiah Ravachol, and developed, edited and published by The Impossible Dream. Every good idea in the game is theirs. This tool only carries the paperwork.
- Original concept
- Epidiah Ravachol and woodelf
- Writing
- Epidiah Ravachol
- Development, editing and additional writing
- The Impossible Dream
- Copy editing
- Jere Foley
- Layout and cover design
- woodelf
- Illustrations
- Christy Schaefer, Taylor Winder and Jill Krynicki
The Impossible Dream is Nat "woodelf" Barmore, Akira Barnes, Dan Bongert, Rebecca Kinraide and Epidiah Ravachol.
Dread text copyright 2005 The Impossible Dream, licensed under Creative Commons Attribution-NonCommercial-ShareAlike 2.5.
Dread Host is an unofficial tool. It is not affiliated with, endorsed by, or connected to The Impossible Dream, and it contains none of the book's text. If you are going to run this game, buy it from the people who made it.