Dreamscape.pdf

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dreamscape
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This is a 24 hour role-playing game, a competition that started at The Forge, but has
now spread further afield.
www.indie-rpgs.com
www.24hourrpg.com
My previous entry was 1940 - England Invaded.
www.geocities.com/simonwashbourne/1940.html
It didn’t win.
This entry was started on 14 July 2004 at 6 pm. I had two short breaks and stopped
writing at 3.30 am on 15 July 2004. I had about 4 hours sleep and went in to work for 5
hours. I then recommenced writing at about 2.30 pm and finished in a rush at 6 pm on
Thursday 15 July 2004.
This game was heavily influenced by the Nightwarrior novels of Graham Masterton
and several horror films, one of which shares the same name as this game.
I had a thought about writing this game about 12 years ago, but just never got around to
it. This seemed a good opportunity. I wanted to include a scenario, but didn’t find the
time.
Simon Washbourne 15 July 2004
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The Beginnings
their past exploits and all it needs is some-
body who knows how to bring that sub-
conscious memory to the conscious thought.
In the late 15th Century, Gideon Crane a
scholar, philosopher, mathematician, as-
trologer and poet (and some say sorceror)
found, by experimentation that he could en-
ter the dreams of his subjects, if certain con-
ditions held.
Demons are beginning to creep insidiously
back into the dreams of 20th Century man.
A strange, enigmatic man called Gideon
Crane starts to track down descendants of
the Dreamscapers ..........…
After further experimentation he perfected
the method, and began to use it to expel de-
mons which possessed many people in those
dark times, and become an exorcist (to add
to his many other qualifications).
What is this?
Dreamscape is a fantasy-horror role-playing
game, set in the real world and in the world of
dreams.
In his travels, both in the realworld and in
Dreamscape he encountered others who had
the ability to enter another person’s dream,
either themselves or more often, with help
from him.
Players take the role of characters in the game,
much like characters in a book, only in this game
the players make the decisions, not the author.
One of the players has a different role in the
game. Her role is to help create situations and
events, describe places and people that the char-
acters meet along the way. In a way, she is an au-
thor or director but one who shares the story with
the other players rather than having total control
of the narrative. In this game, she is called the
Dream Master (DM).
He set up the order of Dreamscapers, whose
sworn duty was to rid the world of the de-
mons of the night. It was found that the peo-
ple who had this ability to venture into the
dreams of others, most often came from or-
dinary walks of life, but in the Dreamscape ,
they became warriors of extraordinary capa-
bility.
The characters in this game have two identities,
with very different abilities. The first is the real-
world character, who will be a normal everyday
person, with few special skills and little that
could be considered remarkable.
It was also found that there was a tendency
for Dreamscapers to fall into one of 4 main
classes, which became named, by Crane as
follows:- Chargemaster, Dreamshaper,
Dreamwarrior, and Gadgeteer. With this
specialization, the Dreamscapers began to
hone their abilities and found their powers to
be seemingly limitless.
However, the character has one thing that does
set him apart - the ability to enter Dreamscape ,
where he becomes a super-human with fantastic
powers and is able to fight the demons and night-
mares that invade mankind’s dreams.
Throughout the ages descendants of the
original Dreamscapers continued their bat-
tles against demons of sleep. The period of
the thirty years war across Europe and the
English Civil War were particularly busy for
them as indeed was the time of the Salem
Witch Trials across in New England.
Much of the story develops as a discussion be-
tween the players and the DM, and as the charac-
ters do things these will either succeed as de-
scribed or the DM might call for a dice roll to be
made. Dice used in this game are mainly ten-
sided (d10) and six-sided (d6). Dice are rolled
when the outcome of an event is uncertain or
when the DM (or player) feels that it would be
appropriate and/or interesting.
After this time, however, apart from one or
two minor surges of demon plagues’ the call
upon the Dreamscapers diminished, until at
present there are no Dreamscapers . How-
ever, the descendants of the original Dream-
scapers still have a sub-concious memory of
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Realworld Character Creation
find high Action scores useful.
Characters in the game are defined by sets of at-
tributes and skills. These characteristics are rated
as numerical values that will help a player see his
or her characters strengths and weaknesses easily
and role play the character accordingly. In the
game Dreamscape there are 4 attributes. Body,
Action, Mind and Appeal. Each of these attrib-
utes has a realworld value of between 1 and 6. A
value of 1 in any attribute is deemed to be poor,
2 is below average 3 is about average. Anything
over 4 is deemed to be correspondingly better
than a normal person.
Mind
This provides a good indication of the characters
IQ, initiative, wits, logic, reasoning, memory and
knowledge. It is useful for anyone whose job re-
quires constructive thinking, a clear head or gen-
eral astuteness. A good Mind score is important
to many characters including scientists, business-
men, teachers and stage magicians.
Appeal
Charm, eloquence, attractiveness, sociability and
presence are all aspects of a characters Appeal.
Politicians, entertainers, salesmen and con men
would all find a high score in this attribute use-
ful.
Once your attributes have been generated, you
get to decide the skills that your characters real-
world persona has. You have 12 points to ‘buy’
skills with. The highest level of skill is 6, repre-
senting a highly skilled individual, near the top
of the tree but not enough to make her remark-
able. Each point spent is one level of skill.
A value of 6 is not the highest that a human be-
ing can attain. It is however the highest that a
character can have in the realworld, because
Dreamscape characters are not Olympic athletes
or remarkable in any particular field. A 7 in an
attribute would represent a superb talent say a
world superstar, renowned scientist or similar. In
Dreamscape however, things are different.
To generate values for attributes, simply roll 1d6
for each one and record the resulting number
alongside the attribute on your character sheet.
Do not despair if you roll really badly as this
represents your realworld persona. In Dream-
scape y our character will be one of the best.
Even then, if you prefer and with the agreement
of the DM, you can roll again if the combined
total of your rolls does not equal 8 or more.
Skill Descriptions
Body Skills
Climbing
The skill of getting up walls, cliff faces, trees or
similar surfaces. Can be aided (using ropes etc)
or unaided, simply finding and using foot and
hand holds etc.
Attribute descriptions
Body
This represents the general toughness, strength,
health and physique of the individual. It is
mostly used in physical pursuits such as climb-
ing, fighting hand to hand, as well as surviving
blows and other physical harm. Useful to boxers,
athletes, soldiers and jobs requiring heavy lifting.
Melee Combat
Fighting up close and personal. This represents
the skills of boxing, martial arts, wrestling or just
plain brawling. Whatever it is, if your character
has the skill, he has some ability to hurt people
with his feet, fists, head, elbows and so on.
Swimming
At its basic level, this is the skill of not drowning
in water. At higher levels, it is moving at sped
through water and swimming underwater and be-
ing generally very adept at manoeuvring in a wa-
tery environment.
Action
This is a measure of the characters overall skill,
precision, co-ordination, reflexes, speed and agil-
ity. It is a useful attribute for characters who re-
quire steadiness of hand, for example for firing a
gun or a degree of quickness for things like driv-
ing and dodging out of the way of things. Racing
drivers, fencers, circus acrobats and footballers
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Action Skills
Appeal Skills
Driving
The ability to handle a motor vehicle skilfully
and at high speeds.
Contacts
Although classed as a skill, this is really a
broader term for the ability of the character to
make friends and acquaintances all over the
place and be able to get in touch with them for
help often at a moments notice.
Fire Combat
This is the skill of shooting guns in combat or
simply target shooting. The guns concerned may
be handguns like revolvers or automtics, subma-
chineguns , rifles or shotguns. Usually denotes
some military or police training but not necessar-
ily.
Persuasion
The skill of making somebody do something that
he probably was not intending to do. Often this
persuasiveness is in a friendly way but it can also
be with threats and/or bribes if that is what it
takes.
Stealth
The skill of being able to move around quietly
and without being noticed.
Streetwise
The knowledge of the people on the streets and
ways of dealing with them, without attracting un-
wanted attention.
Mind Skills
Computers
Everything to do with computers, from finding
stuff on the web, to hacking and adding hardware
or software etc.
The skills lists are by no means exhaustive, how-
ever they are representative of the sorts of skills
that characters in Dreamscape might need in
their realworld adventures. If you want a particu-
lar skill for your character that isn’t listed, sim-
ply add it. Make sure though that another skill
cannot be used, especially if the skill is very spe-
cific, say ‘hacking’, which would be adequately
covered under the computers skill.
Electronics
Knowledge of how electronic equipment works
to repairing and using such stuff.
Languages
Knowledge of a broad language base and how to
make oneself understood even if the specific lan-
guage is not really known that well. Includes a
broad literacy base of most common languages.
Using skills
When a player wants her character to do some-
thing for which she has the appropriate skill, she
can usually do it without difficulty, especially
where her attribute and/or skill level are better
than average, she can spend a bit of time doing it
or she is otherwise not under any pressure.
Mechanics
A good knowledge of how most types of ma-
chinery works and how to repair common me-
chanical equipment, cars in particular.
Medicine
Knowledge of first aid, pharmaceuticals and per-
haps even surgical procedures. Usually denotes
training in the medical profession.
However, occasionally there will be added pres-
sure or the possibility of complications. This is
where the dice come in.
Observation
This is the ability to notice things, spot some-
thing out of place and a general awareness of
ones surroundings.
All skills are listed under an attribute - called the
‘governing’ attribute. Add the score in the gov-
erning attribute for the skill being used and add
the character’s score in the skill. This will result
in a total from 1 (where the character has no skill
and the attribute is only 1) to 12 (where the char-
acter’s attribute and skill scores are both 6).
More likely it will be in the region 4-6 or so.
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