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Dream-Quest: An Example

🕑 Added 2025-11-06 05:00:08 +0000 UTC

Comments

James Maliszewski

Believe it or not, this is helpful and I do appreciate your taking the time to comment. As I said above, the big problem I'm dealing with is that this project has become a lot "slipperier" than I'd originally expected. All I wanted to do was create a fantasy game inspired by HPL's Dreamlands stories and now I find myself heading in strange directions I never anticipated. I still don't know where all this is headed and whether I'll ever reach my destination (whatever that might be), but I'm very grateful for everyone who's coming along for the ride.

Joshua

I’ve rereading your last post & this one over the past day or so attempting to put my thoughts in constructive order. I think the idea of keeping the dreamlands mutable is strong. Having the players be able help shape it is also a strong hook. & here I can see where things get more complicated in execution at the table. It would seem what might be missing is a mechanic which would engender player agency in manifesting dreams (the old Call of Cthulhu Dreamlands rules added a ‘Dreaming’ skill to simulate what Kuranes managed & what a player might; need a sword? dream one. &c). Black Sword Hack offers a Dream Die in their dreamlands expansion. But also the intimacy of questing through mood, nostalgia & emotive landscapes begs some of the aspects to be generated with the character. A backstory & the usual baggage could be trite quite quickly, but perhaps a ‘lens’ or ‘approach’ a player might choose an action through could get at the desired effect? That’s a muddy notion I’m not sure how to articulate very well at the moment. I’m thinking, ultimately, there should be a non-mechanical invitation to engage with the tone of the game; maybe similar to something like the special abilities we see in the Knights of Mythic Bastionland? This as opposed to writing ‘I miss my hometown’ written on the character sheet. I’m not sure if this is actually helpful but I remain interested to see where you take the ideas you’ve been playing with.


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