Friday, August 16, 2019

RPGaDay 2019: 16 Dream

I use dreams a lot in my game, especially since now I have a sorcerer, a warlock, and a cleric in my group. It’s the best way to give my players an info-dump’s worth of information without grinding table play to a halt. The way I do it is simple: I make it a handout. Specifically, I write a letter.

Giving players something that’s folded up and printed out so that it looks fancy is like free topping day at the yogurt place. Yeah, it’s maybe not as good as gelato, but everyone changes their tune when the chocolate sprinkles come out, don’t they?

I have some skill at prose writing, so I always take this opportunity to put a little literature on what I want them to know. Mostly this is tied to the player and how he or she would process a block of information. But the nice things about making a dream a letter is that the player can keep it and refer back to it. No missing a clue because they took the wrong notes; the dream is the diary entry that stays with them forever. And my players certainly look back on old dreams to see if they have missed anything.

I also use a different tone with them, mostly in an effort to get and keep that player’s attention. This is fun for them and also fun for me. I write each dream up with a fun font, and use my meager photoshop skills to add artwork if necessary. These letters are delivered at the start of each session, and they read them before we get going, as I am setting up my screen, papers, etc.

Below are a few examples of dreams I have given to the players in my Eldritch Piracy game.





Each of these dreams or visions is very pointedly specific as to what needs to happen. There should not be a dream interpretation portion of the table play, unless you do something like this:

“That night, you all dream that you are flying, on your backs, whizzing along with the breeze stinging your face. But when you look up, you can’t see the sky, or the moon, or even the clouds. You’re not worried about that; merely curious. The last thing you remember is something shiny and metallic, glinting in the moonlight, and then…”

“You wake up. All of you are on an embankment on the side of one of the mountains, looking down at the keep.”

I did this in a game where the players were trying to run down who was stealing building supplies from the keep. Spoiler: It was a Copper dragon, who was actively opposed to expansion and was playing jokes on the soldiers to make them think the keep was haunted. When the players started to get too close, the dragon clocked them with a sleep spell and flew them up to the top of the embankment.

No one has yet figured out what happened that night. They all come charging down from the mountain, asking questions, looking for footprints, etc.

But my point is, that dream happens at the table because everyone is involved and it’s a group-wide event. For everyone else, their dreams are secret, and usually private. This keeps the plots interesting as well, since it helps them pick a direction to pursue and that will always lead to dramatic conflict where someone will have to make a difficult choice. And that's how you get to those epic moments that (hopefully) the players will remember for the rest of their gaming days. All you have to do...is dream...

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