Introducing the D.R.E.A.D. Cycle
A 5-step model to create nautical horror adventures and escalate tension at sea.
EDIT: DON’T WORRY. I’LL COME BACK TO THIS TOPIC TO EXPLORE THE D.R.E.A.D. “CYCLE” (DEPENDS ON THE VOTE!) IN MORE DETAILS IN FUTURE UPDATES. I JUST WANTED YOUR HELP IN FIGURING OUT THE NAME OF THE DREADED THING.
Ahoy, Sailor!
If you’re familiar with Mothership: Warden's Operations Manual — which just won a Gold ENnie for Best Supplement — you know it presents Wardens with the T.O.M.B.S. Cycle, a narrative structure to help GMs escalate cosmic horror in their games. Inspired by this approach, I’ve been developing a similar framework for Dreadnauts, focusing on nautical horror, currently called the D.R.E.A.D. Cycle.
What Does Your Game Need With a Framework?
Story frameworks exist far beyond RPGs. Writers, script doctors, and all kinds of narrative pros use them to structure tension, pacing, and character arcs.
In nautical horror - as in most subgenres of horror - structure matters more than ever. Tension must build methodically, or the scares may fall flat.
Here are some key examples of recognizabe story structuring frameworks:
Three-Act Structure – Aristotle’s Ars Poetica simplified the Greek Tragedy model into three steps: Setup, Development, and Resolution. A timeless way to organize stories.
The Hero’s Journey – Joseph Campbell’s Monomyth proposes that myths, legends, and modern epics like Star Wars all follow the same core arc of a hero’s call to adventure, transformation, and return (Think Luke Skywalker, Bilbo in The Hobbit or Frodo in The Lord of the Rings).
Freytag’s Pyramid – emphasizes rising tension, climax, and fallout. This is the framework most closely aligned with how I want the DREAD Cycle to escalate horror. You can read more about the Freytag’s Piramid HERE!
The D.R.E.A.D. Cycle
The D.R.E.A.D. Cycle is a five-step structure to create nautical horror adventures. Each stage is meant to raise tension, escalate terror and immerse players in the oppressive unknown vastness and unforgiveness of the sea. Each letter in the Acronym D.R.E.A.D. represents one step in their dooomed voyage:
D is for Departure
The voyage begins. Subtle unease creeps in. The crew is cut off from civilization and help. Example: In Dagon, the war prisoner escaping his german captors in a lifeboat sets the stage for his dread to begin.
R is for Revelation
Characters start noticing hints that something is wrong: omens, signals, foreshadowing. Example: In William Hope Hodgson’s The Voice in the Night, the crew hears a mysterious voice amidst the dense fog — a subtle sign of the looming horror.
E is for Emergence (or Emergency!)
The threat becomes tangible. Danger is real. Example: In The Rime of the Ancient Mariner, the crew is confronted directly by supernatural forces that gamble for their lives.
A is for Attack
Direct conflict. Survival is tested. Example: In Hodgson’s The Beast in the Cave, protagonists face the creature itself, forcing desperate action.
D is for Defeat
The story concludes, often with irreversible consequences, even in victory. Example: Poe’s The Narrative of Arthur Gordon Pym ends in catastrophe, leaving lingering fear and uncertainty.
The D.R.E.A.D. Cycle helps GMs structure suspense, pacing, and terror in a controlled, gradual sequence — guiding players through escalating horror while leaving room for creativity and emergent story moments.
The goal is to get GMs in the right frame of mind when creating new challenges for Dreadnauts players, ensuring these nautical horror stories hit all the essential beats. It doesn’t guarantee success — but it’s a encouraging start.
But It Doesn’t End Here:
These five steps are already set, but I’m still considering alternative names. For now, I’m using The D.R.E.A.D. Cycle — also as a nod to the inspirational work done by the Mothership team.
However, since my approach is grounded more in Freytag’s Pyramid than the T.O.M.B.S. Cycle, I also wanto to be crystal clear: Dreadnauts is NOT an official product. It is an independent endeavor, created solely out of of my deepest admiration and gratitude for what they built, both in terms of product and as a third-party creators ecossystem. This game is my tap on the hat to the TKG crew
☠️I… NEED… YOUR… HELP!!!☠️
If you want to help me “seal the deal” on the name, I’ve created a poll.
Click (or CTRL+C/CTRL+V) the link below and CAST YOUR VOTE!
Help me choose the perfect title!
💀Choose your D.R.E.A.D.💀
https://hexplorerpg.substack.com/p/choose-your-dread
Until next time,
Keep your eyes on the water!
Luiz.