DreamWeaver.pdf

(49 KB) Pobierz
271069779 UNPDF
Dream Weaver
A Twenty Minute Game
Charity - Charity represents a daydreamer’s demeanor
towards others and self. The higher that their Charity is
ranked, the more charitable they are towards others. A
low Charity rating denotes that the daydreamer is
selfish and greedy, thinking primarily of themself.
Passion - Passion represents a daydreamer’s ability to
influence the world around them. The higher that a
daydreamer’s Passion is ranked, the more successful
they will be in realizing their dreams.
Writing & Design:
James D. Hargrove
1.0 Introduction
A player initially has seven points to distribute
among their character’s three attributes. No attribute
may be ranked more than three at this time, and all
points must be assigned to attributes.
A “twenty minute game” is an exercise in
extemporaneous game design. As the name suggests
each twenty minute game initially took no more than
twenty minutes to conceive and design. Des pite being a
product of harried creative force, each twenty minute
game is a fully functioning source of amusement.
3.0 System Basics
Whenever a daydreamer conceives a dream, the
nature of the dream must be determin ed. Is it a selfless,
altruistic dream or a greedy vision of self-fulfillment?
To determine the nature of a dream, look at
the daydreamer’s Charity ranking and roll a number of
six-sided dice equal to the ranking. If at least one die
result is less than the ranking, then the dream is of a
selfless and altruistic nature. If no result is produced
that is less than the rating, then the dream is one of
avarice.
1.1 Preparation
In ord er to play a game of Dream Weaver you
will need to gather some friends, six-sided dice, pencils,
and paper. Once you have done this you will need to
choose one friend to serve as the Game Master, the
individual re sponsible f or ma king s ure that the game
runs smoothly and providing story elements for the
other players. Ideally, the person most familiar with the
game rules should serve as the Game Master.
Once the nature of a dream has been
determined, a player is free to fill in the specifics of a
dream however they see fit, provided that they adhere to
the following rules:
2.0 Characters
1. The defined dream must remain true to the dream’s
determined nature.
Your character is a daydreamer, a hopeless
romantic, a relic from a time long since passed. The
following attributes are used to define your character:
2. The defined dream must have a stated overall goal,
the achievement of which signals fruition of the dream.
Desire - Desire represents the daydreamer’s wish to
influence the worl d ar ound them. Desire is how badly
the daydreamer wants to see their fantasies come to
fruition. The higher that a daydreamer’s Desire is
ranked, the more likely they are to take action in order
to make their dreams come true.
Once the specific qualities of a dream have
been defined, it must be determined whether the
daydreamer is merely content to dream, or whether they
will act to see their dream fulfilled.
To determine whether a daydreamer will take
action upon their dream, look at the daydreamer’s
271069779.001.png
Desire ranking and roll a number of six-sided dice equal
to the ranking. If at least one die result is less than the
ranking, the daydreamer has decided that they cannot be
content merely to remain lost in thought. If no result is
produced that is less than the ranking, the daydreamer
merrily floats into the land of dreams.
Regardless of the result, the day reamer will be
doing something. Whether that something consists of
building a utopia in their mind’s eye or forging their
dream into reality matters not. Whenever a daydreamer
wants to take action (real or imagined), to further their
dream towards fruition, their Passion must be tested.
To test a daydreamer’s Passion, look at their
Passion rating and roll a number of six-sided dice equal
to the ranking. If at least one die result is less than the
ranking, then the attempted action turns out as the
player wishes and they may narrate the results. If no
result is produced that is less than the ranking, then the
attempted action may not turn out as the player wishes
and the Game Master narrates the result
attributes to increase, it is also possible for them to
diminish. Should a daydreamer ever fail four tests of
Passion in a row, their player must test the
daydreamer’s Desire.
If this test of Desire should also be failed, the
daydreamer’s player subtracts one from the
daydreamer’s Passion attribute. The daydreamer
abandons their current dream, and moves on to chasing
another.
5.0 The End of Dreams
Should a daydreamer’s Passion ever be
reduced to a rating of one, the daydreamer will cease to
dre am, trading their life of passion and romance for one
of dru dgery an d bore dom. Such former dreamers are sad
cases indeed, content to speak of dreams that they once
had, but lacking the passion to ever see them fulfilled.
4.0 Change
6.0 Thanks
When a daydreamer’s defined goal for a dream
is fulfilled, their player gains some points that they may
use to increase the daydreamer’s attributes. Points are
gained as follows:
Dream Weaver was inspired by the movie
Amelie , my good friend and fellow daydreamer Rachel
Schlick, and the mysterious “xgothgrrl” of RPGnet.
Dream was selfless = 2 points
Dream was self-absorbed = 1 point
Dream was achieved in the world = 2 points
Dream was achieved in the mind’s eye = 1 point
To increase a daydreamer’s attribute by one
rank costs a number of points equal to the rank times
itself. For example:
Adric has a Passion ranking of 2. In order to increase
Adric’s Passion ranking to 3, a player must spend 4
points.
Do note that a daydreamer’s attributes may
never increased to a ranking of more than six in this
manner, regardless of points spent.
Just as it is possible for a daydreamer’s
Dream Weaver is Copyright © 2003 by James D. Hargrove
271069779.002.png
Zgłoś jeśli naruszono regulamin