UselessTriviaMan
Explorer
It was friggin' awesome. I ran two playtests for our upcoming convention over the weekend, and Dread went absolutely beautifully. My players were all veteran gamers (and some were veteran horror gamers), and everybody had a blast.
(I can't go into scenario details yet, but eventually I'll fill y'all in on the secrets.)
Things I learned:
1. Props are SO useful, especially for convention one-shot games. They really assist with the immersion if done right.
2. The Tower can turn jaded horror movie buffs into squeamishly terrified children. Seriously, one gamer curled herself into a ball as soon as there was the slightest wobble.
3. Be VERY clear about when players need to pull. The only hitch in the game was when a player intentionally knocked the tower over because he thought an NPC needed to pull; he wanted to pull for the NPC and intentionally fail so she'd die. He did it too quickly for me to stop him in time, but after explaining the actual rule we gave him a mulligan. (Although we did make him restart the tower afterwards.)
4. Players need hope. Don't take everything away from them. Or, at least don't take everything away too early in the game.
Thank you all for sharing the fantastic advice, tips and information about how to run a successful Dread game. I'm gonna be using this system for many, many years.
(I can't go into scenario details yet, but eventually I'll fill y'all in on the secrets.)
Things I learned:
1. Props are SO useful, especially for convention one-shot games. They really assist with the immersion if done right.
2. The Tower can turn jaded horror movie buffs into squeamishly terrified children. Seriously, one gamer curled herself into a ball as soon as there was the slightest wobble.
3. Be VERY clear about when players need to pull. The only hitch in the game was when a player intentionally knocked the tower over because he thought an NPC needed to pull; he wanted to pull for the NPC and intentionally fail so she'd die. He did it too quickly for me to stop him in time, but after explaining the actual rule we gave him a mulligan. (Although we did make him restart the tower afterwards.)
4. Players need hope. Don't take everything away from them. Or, at least don't take everything away too early in the game.

Thank you all for sharing the fantastic advice, tips and information about how to run a successful Dread game. I'm gonna be using this system for many, many years.
