Dreams in DREAMPUNK | World Anvil

Dreams

In Dreampunk, the average person does not dream. The players, however, are not average but instead the very "Dreamers" that shape and influence the world. Be it through technological invention, discovery of paths and secrets in the wild, or perhaps even a darker purpose, the Dreamers all have a special influence on the world around them due to The Wyrd . The Dreamers have the ability to control the Wyrd in a limited sense, using it in a wide variety of ways from increasing their own awareness, their physical capabilities, and even throw lightning from their hands. This requires a mastery over the dreams, however, and that is itself takes time and effort.   For choosing dream types, remember that is more how the dream is interpreted that matters. Someone may see a loved one killed by a trusted friend. For one person that is a prophecy they want to change. For another it is a nightmare that sets them on edge, afraid for those they love and paranoid of their own friends.   Consider you character motivations (see CRB pg46) when you are choosing your dream. The two are very closely related in this setting so thinking about how one's motivations are changed or directly caused by the dream is an important facet of the character.   The dreams affect people in different ways:  
  • Nightmare: These are dreams you wake up in the middle of the night sweating. They leave you with a sense of paranoia, reducing your very sanity and making you look over your shoulder randomly. These are the most feared dreamer to travel with as the Wyrd likes to take the forms that haunt the Dreamer's mind.
  • Bliss: These dreams are ones that fill you with confidence, happiness, and a sense of a bright future. Dreamers with these sort of dreams are often led to a false sense of security, often causing them to be caught unawares. This does give them a mental fortitude against the horrors of the Wyrd, however. These cause the least amount of Wyrd apparitions in The Wilds
  • Prophesy: Dreamers of prophesy can never agree if it is a blessing or a curse to see a future (or possible future) event. They have natural instinct for what is about to happen, but sometimes they are filled with the feeling that fate is stacked against them. People like travelling with these dreamers the most as they feel safer with someone who has seen the future. What most fail to understand is that the prophesies are not set in stone, and sometimes the Wyrd likes to play with the "what ifs?"
  • Chaos: These dreams often make no sense. Dreamers with these make interesting, but troublesome travelling companions. The Wyrd's reaction to them is as unpredictable and the nature of the dreams themselves. What seems to be apparent is the more experienced Chaos dreamers have a greater control of the Wyrd and its affects than their brethren.
  • Adventure: These dreams are given credit to the many discoveries in the Wilds and a Adventure Dreamer is always full of curiosity. This wanderlust unfortunately leaves them a bit distracted and they tend to have a harder time following a conversation. The Wyrd reacts in interesting ways to these dreamers, seemingly helping them at random intervals. This should not be relied on, however, as it is just as likely to open a clear path as it is to conceal a deadly pit.

The Dreamscape

The Dreamscape is another realm of reality that warps and changes in a constant state of flow. While the connectioning to the Wyrd and dreams is not fully understood, it is at least known to have a direct connection to them. Some theorize that dreams themselves happen in the dreamscape as sahdows of the waking world. Whatever the connection, this other realm is indeed real and has denizens of its own. Few of these beings are benevolent to those who trespass there.

GM Use of PC Dreams

Dreams are the core part of the Dreampunk setting and the GM should look for opportunity to have them influence the world and the players. Whenever you roll, consider how the results will interact. I will attempt to add short tables of suggested uses for Advantage and Disadvantage results.

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Author's Notes

I am still working on the mechanics in the Genesys system (Fantasy Flight Games) for dreams. My intention is to have something you pick at character creation that plays a large part in how your character interacts with the world. I want there to be a positive and a negative to each, but I am still very unsure how to apply it, so this section of mechanics is relative and subject to change.   **4/26/22 EDIT** I removed the extra effects for starting character. Instead, now you just gain the dream type as a descriptor for your character. I have done this as for starting character options just gained a clunky extra mechanic to track. It was taking away from the dream "cool" factor by bogging it down in tedium. I will instead be doing a list of advantage and threat spending with the dream types. More ideas to come!   Should you have ideas or suggestions, even if it's completely different from what is written here, please feel free to share!


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