You got me on that one!
In, say, D&D, plot revelation happens relatively slowly, due to the nature of its action-resolution framework. It gives you a lot more time to come up with things while, say, doing the nigh-automatic work of checking die results against DCs. You can start with a loose...
I rather agree. You make a very good point about managing flow. The tower is a metaphor for (and in many ways, a chart of) the rising and falling action of the plotline. Keeping the story in sync with that is the beauty and challenge of Dread.
I think the main issue I ran into was that of...
I'm running a pre-Halloween game of Dread tonight. This is going to be the second game of Dread I've run (though I am a fairly experienced GM for other systems).
My first game... did not go so well. I ran the "Beneath a Metal Sky" adventure from the book, and, bolstered by the constant...