One wrinkle on Dread is that if you don't succeed, you're going to die. Like Traveler.
Freeform and story-driven tend to work well with this. The trick is that you start getting away from "character creation" beyond what's needed in narrative, and likely not evolve past the story.
I can think of another sort-of example: Munchkin. Race and Class may come (and go) over the course of play. If only there were a way to harness that system for good...
Oh dear I've gone crosseyed.
You only wish your game's title was this long and descriptive.