[20:02] <+ODAMMatt> Hi! My name is Matthew, alongside my partner John, and we’re here to talk about our game Of Dreams and Magic.
[20:03] <+ODAMJohn> Hello everyone!
[20:03] <+ODAMMatt> Of Dreams and Magic is a modern fantasy RPG that puts the players in the role of Anima, special people who have learned how to make magic real through the power of their dreams.
[20:05] <+ODAMMatt> We currently have a Kickstarter running at (Link: http://kck.st/1rvuzc6)http://kck.st/1rvuzc6 And by running, I mean 92% funded with 8 days to go.
[20:06] <@Silverlion> Awesome.
[20:07] <+ODAMJohn> The game itself takes on the assumption magic would be possible for anyone if it weren’t for a mythic enemy called “the Doubt”. This omnipresence entity forces mankind to see only the mundane and ordinary
[20:10] <+ODAMMatt> It runs off a unique rule system we’ve set up specifically for this project rather than using an existing system, with the hope being that this system will continue to support multiple settings and genres through exploring dreams.
[20:12] <~Dan> (Quick aside: I’m assuming that you guys know to give us a “(done)” when you’re ready for questions and that you’re not wondering why nobody’s talking. 🙂 )
[20:12] <+ODAMJohn> Between the lore and the system we plan to give players everything they need to tell compelling stories in a multitude of settings, all using the very same rules.
[20:13] <+ODAMJohn> So there’s the basic mission statement 🙂
[20:13] <+ODAMJohn> Done!
[20:13] <~Dan> Thanks, guys!
[20:13] <~Dan> The floor is open to questions!
[20:14] <~Dan> So does the game take place primarily in the waking world or in dreams?
[20:15] <+ODAMMatt> The focus of the core rulebook, Of Dreams and Magic, is on the Waking World, with waking world characters being the
[20:15] <+Kage2020> Also, the KS mentioned reference to being able to manifest parts of the dream avatar in the waking world. Does this work in reverse, too? (Question inspired by Eric S Nylund’s “Pawns Dream” novel. ;))
[20:15] <+Kage2020> Oh, ignore that last. Typing rather than reading. My bad.
[20:15] <+ODAMMatt> “spine” of the main storyline. But we imagine each individual group will decide if they want to play more in dreams or in the waking world, as of course we’re providing content for both sides.
[20:17] <@Silverlion> Does the game have a lot of other urban fantasy elements–are there monsters/werewolves/etc out there?
[20:17] <+Kage2020> (Actually, seems my question is still relevant. Feel free to answer. :D)
[20:17] <+ODAMJohn> @Kage while the focus of the book revolves more so on how their dreams affect the waking world, there will certainly be mechanisms that allow for some of the waking world to actually affect dreams themselves
[20:18] <+Kage2020> Excellent.
[20:19] <+ODAMJohn> @Silverlion Yes, though the extent of that would probably be adjusted in accordance with the needs/wants of a particular play group. The game setting does encourage/allow for many “magic” things to exist in the waking world like a conventional urban fantasy setting would
[20:19] <+ODAMJohn> The reasoning for their existence is just different 🙂
[20:19] <@Silverlion> Ah? What is the reasoning then?
[20:21] <+ODAMMatt> Well, in Of Dreams and Magic, the struggle between belief (and subsequently, dreams) and The Doubt is always at the forefront, so in our version of the world, all of the urban fantasy and even magical traditions come from breaks in the The Doubt.
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[20:21] <~Dan> (Howdy, DireNinja!)
[20:21] <+DireNinja> hey there
[20:22] <+ODAMMatt> While Anima are the only ones who fully understand the nature of this conflict, history has shown there are people out there who have been able to break the Doubt through the power of their dreams – whether it’s through great acts, great words, or even great magic.
[20:22] <~Dan> Are dreams the source of magic, or just a means of tapping it?
[20:23] <~Dan> In other words, if a werewolf shows up, is it a “dream werewolf”, or is it an actual werewolf that’s busted past the Doubt?
[20:23] <@Silverlion> Yes, what dan said 😀
[20:23] <+Kage2020> Or do dreams dream into the waking world?
[20:24] <+ODAMMatt> Dreams are always the “source” of magic, even if the person performing the magic is unaware of it.
[20:25] <@Silverlion> So a werewolf may be a physical thing, because it draws on the dream…
[20:25] <+ODAMJohn> To simplify your question – it would be the byproduct of a dream or a magic. The werewolf would exist in all the relevant ways.
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[20:26] <~Dan> What is a typical (if there is such a thing) waking world adventure about in the game?
[20:26] <@Silverlion> What does the system look like? Base mechanic?
[20:26] <~Dan> (Question pause.)
[20:27] <+ODAMMatt> A counterpoint to that is the fact that The Doubt seeks to squash out anything unbelievable or magical in the world. So the question isn’t “Does the werewolf exist?” (It does.) The question is “Will The Doubt let anyone know that the werewolf exists?”
[20:28] <~Dan> I Doubt it.
[20:28] <+ODAMJohn> @Dan most play groups either have such a highly focused point of interest (high fantasy, horror, sci-fi) or a more experimental vibe. For groups very focused on a particular genre they tend to tell their campaigns almost exclusively in the dreams, with the Anima’s waking world life being little more than footnotes between stories
[20:29] <+Kage2020> (brb)
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[20:29] <+ODAMJohn> For groups that like the overarching story they tend to play as either DCMA agents or coven members, allowing them to deal with various threats and dreams from session to session
[20:30] <@Silverlion> Basically “This entire fantasy thing is in your dreams?”
[20:31] <+ODAMJohn> As for the system, it revolves around two basic mechanisms. The first is the Over/Under dice. Two ten-sided dice are rolled (one positive and one negative) to create an over/under which is combined with an ability score.
[20:32] <+ODAMJohn> The second mechanism is CAP (Competative Advantage Points), where the ability test’s result will create a “currency” that allows players to specify exactly how their actions have taken effect.
[20:33] <+ODAMJohn> That is of course vastly over simplifying it, but it is explained extensively in the free pdf we offer for download.
[20:34] <@Silverlion> Give me an example of a test?
[20:35] <+ODAMMatt> A character is shooting a firearm. Their ability score is 15, and they roll two dice – an Over and an Under. Let’s say the Over is an 8 and the Under is a 3, giving a result of +5. This gives a result of 20.
[20:35] <+warcabbit> Hey!
[20:35] <+warcabbit> So it’s a shotgun?
[20:36] <+ODAMJohn> Hi warcabbit!
[20:37] <+ODAMMatt> That result is compared to a difficulty, and the difference between the two numbers is converted into CAP. This CAP can then be spent by the player in different amounts, perhaps to increase the damage the shot did or to specifically kneecap their opponent.
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[20:37] <+warcabbit> Werewolves. Meh. Living buildings that eat people. Sewer grates that claw. Cracks that break your mother’s back.
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[20:37] <@Silverlion> warcabbit: I was just wondering how “typical” Urban fantasy it could get–as opposed to full on SCP crazy
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[20:38] <~Dan> So you don’t make called shots — you make a shot and see if you do well enough to hit what you’re after?
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[20:38] <+ODAMJohn> The answer Silver is basically as typical as you want. It will be presented with a bit more versatility and flare, but the game is designed to empower the people using it to share the dreams they want, the way they want.
[20:38] <+ODAMMatt> I would say that’s a little bit more “high” fantasy than we picture, warcabbit. Things that are so vastly unexplained wouldn’t get past the Doubt’s notice in such flamboyant ways, but there are plenty of nightmares lurking around that can more easily be explained away.
[20:39] <+ODAMJohn> As opposed to the way we tell them 🙂
[20:39] <+Teller> ((I have no idea what’s happening but the name intrugues me.))
[20:40] <~Dan> (brb — please continue)
[20:40] <+ODAMMatt> (Teller: (Link: http://kck.st/1rvuzc6)http://kck.st/1rvuzc6 Of Dreams and Magic)
[20:40] <@Silverlion> I can always add wierdness..:D
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[20:41] <~Dan> (back)
[20:41] <+Kage2020> (ty)
[20:41] <+ODAMMatt> That’s one of the things we think is so great about using dreams as a playground – if a group decides they want things to get really weird and out there, they can. It’s just as feasible that a “day in the life” of an ODAM session looks extremely close to our own.
[20:42] <~Dan> Now, the Doubt can make use of nightmares in the waking world, correct?
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[20:42] <+Kage2020> How explicit is the support for those playgrounds? For example, say my group wants “Nightmare on Elm Street”? (And if that has already been asked, feel free to direct me to the logs when Dan puts them up.)
[20:43] <+ODAMJohn> Yes Dan, it regularly employs the tactic of allowing an anima’s nightmares to become real so they may cause the anima to give up this foolish dreaming business 🙂
[20:43] <+ODAMJohn> These living nightmares are called Reavers.
[20:44] <+ODAMJohn> @Kage the “support” comes mainly by way of how modular the system is
[20:44] <+ODAMJohn> Once having read through the game, it would take very little effort for a playgroup to design their own tools to tell that Nightmare on Elm street story
[20:45] <+ODAMJohn> and have the experience with that story still carry a lasting impact on their characters going forward.
[20:46] <~Dan> How do characters manifest in deams?
[20:46] <~Dan> dreams, even
[20:47] <+ODAMJohn> There’s two primary way’s Anima end up dealing with dreams. The first is by “dreamwalking” – a process that allows them to literally enter another (typically willing) persons dream
[20:47] <+Teller> ((Damn. Me want. Me has blown KS budget for the month already.))
[20:47] <+ODAMJohn> The second method is to put down a reaver
[20:48] <@Silverlion> I sadly am broke. Or I’d put in as I like the idea a lot.
[20:48] <+motulev> about the mechanics, is it roll first then describe, or describe first and then hope the dice let you do it?
[20:48] <+ODAMJohn> In order to truly defeat a reaver, it must be defeated on it’s own terms – the anima must literally face the nightmare 😛
[20:49] <+ODAMJohn> Well it’s great to hear regardless guys! Besides you have a few days to search the couch cushions 😉
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[20:49] <+ODAMMatt> molutev, the primary thing we wanted to avoid was the idea of “hope the dice let you do it.” In our minds, a grizzled warrior who has fought in many wars shouldn’t have to “hope” he’s going to cut down a lowly orc. This is why our dice system is meant to avoid huge swings – the dice augment a character’s base ability rather than the other way around.
[20:50] <~Dan> (Welcome to #rpgnet, Sojen!)
[20:50] <+Sojen> Hello all
[20:50] <+ODAMMatt> Of course, since it’s a game, success and failure can always happen (and lets face it, rolling dice is fun.)
[20:50] <~Dan> (Sojen: Here for the Q&A?)
[20:51] <+motulev> ok, thanks
[20:51] <+ODAMJohn> We could bore you to death with the many hours that went into balancing the math behind that statement. Lets just say we designed the game to allow the rules to help better tell the story, instead of having to tells your story around the rules
[20:51] <+Sojen> Yeah. Though mostly to observe. I’m a ODAM loyalist, player, and pal of John and Matt.
[20:51] <+ODAMJohn> hi Sojen
[20:51] <+ODAMJohn> Sojen did a lot of playtesting for us
[20:52] <~Dan> To rephrase my earlier question: Do PCs arrive in dreams as “themselves”? As characters in the dream? Something else?
[20:52] <~Dan> Glad to have you here, Sojen! I hope you like the place and will stick around. The ODAM guys did. 🙂
[20:53] <+Sojen> Thanks
[20:53] <+ODAMMatt> For the most part, the characters are subsumed by the dreams they enter, becoming new characters that fit into the setting of that dream.
[20:54] <+ODAMMatt> We’ve also told stories where the players didn’t even realize they were in a dream until after the session was over, so that’s not a hard and fast rule. But in general, all of the characters involved in a dream should make sense to be there.
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[20:54] <~Dan> So to what degree to characters have to be revamped each time they enter a new dream?
[20:54] <+ODAMMatt> While it’s occasionally fun to play through a story where you wind up in a fantasy town with a motorcycle, it would be pretty disruptive if every story dovetails into “How is this nonsensical thing happening?”
[20:55] <+Sojen> So, Matt. If I were Bob Smith, Hard nosed detective in the waking world and “landed” in a dream that was based in a sci=fi setting, I could be Miraz Stargazer – Starfighter pilot?
[20:55] <+ODAMMatt> That’s exactly right. You could also be Miraz Stargazer- Space detective!
[20:56] <+Sojen> Swoon
[20:57] <+ODAMMatt> Dan, the system is actually built to make it very easy to “convert” between sides. If you’re running a full fantasy campaign, you’ll want to generate a whole new character (who will get bonuses and advantages based on the strength of their core character,) but for simple one-shot dreams and stories, it’s pretty easy to translate a character into a new setting
[20:57] <~Dan> Actually… shouldn’t nonsensical things be the norm in dreams?
[20:58] <+ODAMJohn> Again that would largely depend on the playgroups vision of what dreams are
[20:59] <+Teller> Is there a quickstart, or demo, or something to read? Should I be looking harder at the KS page?
[20:59] <~Dan> I’m reminded of an adventure in the game Dreamwalker in which the dreamer was having a sci-fi dream in which (IIRC) the evil aliens all looked like his ex-wife.
[20:59] <+ODAMJohn> haha, yes Teller there is a 40+ page pdf sample
[20:59] <+Teller> NM. I scroll to fast.
[20:59] <+Teller> Found it.
[21:00] <+ODAMJohn> Has a sample story should you want to play on your own
[21:00] <+ODAMMatt> In addition, if you want to play with us, you can simply go to (Link: http://www.odampublishing.com/voip)www.odampublishing.com/voip to sign up for a game through Google Hangouts.
[21:01] <+ODAMJohn> We’ve had some great experiences introducing players to the game
[21:01] <~Dan> So, to that point: Do you guys address the surreal aspects of dreams? My hope would be that a sci-fi dream in ODAM wouldn’t just be another “normal” sci-fi setting.
[21:01] <+ODAMJohn> As well as some pretty interesting conversations about the lore and rules
[21:03] <+ODAMMatt> Dan, as a rule we’ve decided to present things relatively “straight” when it comes to the setting. It’s much easier for a playgroup to say “The evil corporation in this setting is actually the company the characters work for when they’re awake” than for us to say “You must include these personal, strange, or surreal, elements in your dreams.”
[21:03] * ~Dan nods
[21:03] <~Dan> I see.
[21:04] <+ODAMMatt> We will definitely present that the players should take those liberties and make those dreams their own, but we think that it’s better to present “here’s how you could do that” rather than “you have to do this”.
[21:04] <+Sojen> Dan, I think you’ll see that breaking the doubt in the waking world lends to pretty surreal events. As does dreamwalking.
[21:04] <~Dan> How ephemeral are dreams in the game? Is there any sort of time limit based upon how long the dreamer stays asleep and in REM sleep, or is there time distortion?
[21:04] <+Sojen> That’s just from my experience with the Sample Story
[21:05] <+etaoinshrdlu> (Q&A?)
[21:05] <~Dan> (Yup!)
[21:05] <~Dan> Sojen: Cool.
[21:06] <+etaoinshrdlu> (Sorry for disturbing!)
[21:06] <+ODAMJohn> We decided it was best not define time passage as a rule for the dreams. Allowing dreamweavers to have the option of using things like varied time passage and interruption by way of an anima being awoken as tools rather than them becoming restrictions
[21:06] * ~Dan nods
[21:07] <+ODAMJohn> seems a vastly superior option. Setting those things in stone seemed to rob groups of that surreal feeling, as well as a bunch of creative liberty from dreamweavers
[21:07] <~Dan> Makes sense.
[21:07] <+ODAMJohn> Welcome etaoinshrdlu
[21:07] <~Dan> What powers can the PCs have in the waking world?
[21:08] <+ODAMMatt> You’ll find a common thread in our answers to be “Whatever will give the play group the best possible tools to tell the stories they want to tell.” Within reason, of course.
[21:08] <+ODAMJohn> Leave it to Dan to ask loaded questions
[21:08] <~Dan> 😀
[21:08] <+ODAMMatt> Keep it simple, John!
[21:09] <~Dan> And on a related note, is this a class-based system?
[21:09] <+ODAMJohn> Technically anything Dan, but the majority of what is presented in the book will be the most representative of each genre
[21:09] * +Teller sighs. “Okay, well… screw you, other kickstarer project.”
[21:09] <+ODAMJohn> Fantasy spells like slinging fire or lightning, Sci-fi abilities like psionics and cybernetic enhancements
[21:10] <+Teller> But only because your company name is “Oh, Damn.”
[21:10] <+ODAMJohn> Horror stuff like growing fangs or instilling terror
[21:10] <~Dan> (And one of their nicks is “Oh, Dammit”.)
[21:11] <+ODAMJohn> Well we say ODAM similar to Odin but hey Oh Damn works for me if it makes you happy
[21:11] <~Dan> It does! 😀
[21:12] <~Dan> Are these powers effects-based or purchased “cafeteria style”?
[21:12] <+ODAMMatt> There are no classes, but every Anima has an Animus, which is a representation of their “dreamselves.” We present pre-made Animus for those who prefer their character to be more defined, and of course we give all the tools for a player to make their own Animus themselves.
[21:13] <+ODAMMatt> As your character spends more time facing The Doubt, they’re able to bring more and more of their Animus into the waking world, which of course translates to stronger and more fantastic abilities.
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[21:14] <+ODAMMatt> Players can also learn “magics” as well, which are more singular abilities they
[21:15] <+ODAMMatt> They’ve learned from a specific dream. So if my Animus is Cyber-Cop, as my Animus develops I’m becoming more Cyber-Cop than Regular Guy Matt. But if I have a wild adventure in a fantasy setting where I’m an acolyte of a fire elemental, I could come back with a “magic” such as Fireball.
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[21:16] <@Silverlion> Interesting.
[21:16] <@Silverlion> Welcome KatetheGreat
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[21:17] <~Dan> But in system terms, what does a “Fireball Spell” look like? Is it built on its effects, for example?
[21:18] <+ODAMJohn> If you mean how is the spell written out? There are samples in the downloadable pdf to give a visual representation of the idea
[21:19] <~Dan> Well, put another way: Is there something about a “Fireball Spell” that makes it different from a psionic pyrokinetic effect or a flame-based superpower?
[21:20] <+ODAMJohn> Well yes
[21:21] <+warcabbit> Can you read in dreams?
[21:21] <+ODAMJohn> In our system, being able to use CAP to adjust your actions allows for nifty differences that would otherwise be too fine some systems to notice
[21:21] <~Dan> Oh? Now that’s interesting. Tell me more!
[21:21] <+warcabbit> More seriously, is there any marker for people to know they’re dreaming?
[21:21] <+warcabbit> That is interestin
[21:22] <@Silverlion> I read in dreams. I still don’t know what “Indwelling Huntsman” means, either
[21:22] <+ODAMJohn> for example, someone may use a fireball spell which allows them to spend CAP to make bigger explosions, or travel further where the guy using “pyrokinetic” effect may ahve CAP adjusments that alter how complex the flame movement is or what color the flame takes
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[21:23] <~Dan> Do you have specific effects set aside for specific sorts of powers, then? Or is that up to the player?
[21:24] <+ODAMJohn> in the book it would be listed out for the players
[21:24] <+Teller> ((I’ve told all my friends to back this, so expect the total to go up two, maybe three bucks.))
[21:24] * ~Dan chuckles
[21:24] <+ODAMMatt> warcabbit, that’s another one of those cases where it’s a story to story basis. For some stories, knowing you’re in a dream is going to be incredibly important, and for some – not knowing what’s real or a dream is even moreso.
[21:24] <+ODAMJohn> but the design concept could then be replicated for players who want to be very creative and design stuff of their own
[21:25] <~Dan> Huh… So, for example, you have a list of psionic effects, a list of cybernetic abilities, etc.?
[21:25] <+ODAMMatt> In general, the characters will be fully subsumed in a dream so they wouldn’t realize they’re dreaming.
[21:26] <+warcabbit> Hm. To carry on, something gamebreaking occurs to me.
[21:26] <+warcabbit> Lucid Dreaming.
[21:27] <+warcabbit> It exists, someone’ll try to do it.
[21:27] <+warcabbit> (I suspect the proper answer to it is ‘you are eaten by Things beyond space and time.’ )
[21:27] <+ODAMJohn> @Dan we divide ability types by something called archetypes
[21:28] <+ODAMJohn> These represent the particular setting of a dream, so in a way you would be correct Dan
[21:29] <+ODAMJohn> for example, the Vellora archetype accounts for all dream material revolving specifically around science fiction
[21:29] <+ODAMJohn> again that’s a simplified explanation but you get the idea
[21:29] * ~Dan nods
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[21:30] <~Dan> (Howdy, Canageek!)
[21:30] <+Canageek> (Another Q&A? *Heads to #RPGNet2 like a good chatter)
[21:31] <~Dan> To what extent can powers be dream-specific? For example, is it possible for a specific fantasy dream to have its own magic system?
[21:31] <+ODAMMatt> warcabbit, in Of Dreams and Magic, a dream is not “just a dream” and, more importantly, an Anima is not just a dreamer. Anima experience dreams on a deeper level, especially since that’s where their abilities come from.
[21:31] <+ODAMMatt> So an Anima doesn’t dream the same way you or I would.
[21:33] <+ODAMMatt> Dan – we plan on producing setting books that could be played either as dreams or just as the basis for their own campaigns, so each setting will have its own unique rules and quirks. But every setting will also include information on how all of that information will translate back to the waking world.
[21:34] <~Dan> So you could have one dream in which magic is highly structured, and another in which magic is freeform, for example?
[21:34] <+ODAMMatt> And we consider our system to be very house-rule friendly, so if an ambitious Dreamweaver wants to create the magic system he’s always dreamed of (pun intended!), he’ll be able to do that while still using our core mechanics.
[21:34] <@Silverlion> What are the plans for print books after Kickstarter?
[21:35] <+ODAMMatt> Once the Of Dreams and Magic book has been completed and shipped, we plan on starting by supporting the main setting with some supplemental material – new stories, supplements detailing more Reavers, Animus, Anima society, etc.
[21:35] <+ODAMMatt> Our first long term goal after that will be to produce a specific setting book.
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[21:37] <~Dan> Do you provide any sort of bestiary in the core rulebook, and if so, what sorts of creatures does it contain?
[21:39] <+ODAMJohn> There’s not a traditional beastiary, as there would be for a conventional fantasy setting, but there will be plenty of sample Reavers, as well as mechanisms for creating your own
[21:40] <~Dan> Is there something that makes a Reaver worse than/different from any other monster in the setting, or it is more a matter of their goals?
[21:42] <+ODAMJohn> Their objectives are unique and tied to the Anima they spawn from. Additionally, they can take on roles that aren’t completely native to the waking world. One reaver may be a simple monster bent on maiming an anima and their loved ones
[21:43] <+ODAMJohn> Another may be a clever arch nemesis who’s subtly trying to take away everything they love.
[21:44] <+ODAMJohn> The first reaver may be a literal demon, while the second could be a scheming cyborg from an alternate future who you will wrong sometime in the next 40 years 🙂
[21:44] <~Dan> Cool. 🙂
[21:45] <+ODAMJohn> Each reaver is a nightmare of their own, fleshed out with as much care and thought as the group requires
[21:45] <~Dan> Are there specific “Reaver powers”, though? Or is a Reaver zombie just a zombie that’s really focussed on eating the brains of Jim over there?
[21:45] <+ODAMJohn> They will have their own magic systems to help play groups decide what a given reaver can do, and approximately how powerful they are
[21:46] <+ODAMMatt> Just like an Animus
[21:46] <~Dan> Are they the same powers that would be used to define any monster in the setting?
[21:47] <+ODAMMatt> Animus’ abilities are tied to the type of dreams they come from, a Reaver’s abilities are tied to the type of nightmare they come from or embody.
[21:47] <~Dan> I guess what I’m trying to get straight is whether rules for creating my own Reavers are synonymous with rules for creating whatever monsters I want to use to populate a given dream/nightmare.
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[21:49] <+ODAMJohn> They will be usable for that purpose, but further setting books will give extensive material for “fully” fleshed out dream settings. These products will be more helpful for people who want to play protracted campaigns in a single dream setting or those who wish to carefully create every inhabitant of their dream sequences
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[21:51] <~Dan> Going back to powers for just a moment, you mentioned magic, cybernetics, and psionics. Does the core book cover superpowers as well?
[21:51] <+ODAMMatt> Yes, it does!
[21:51] <~Dan> Really? Excellen!
[21:52] <+ODAMJohn> Oddly enough, one of my favorite play tests had the players go into a kids dream and find out they were mutants -> helping the X-men save a trouble teen 🙂
[21:53] <~Dan> Will there be rules for manipulating dreams, as seen in Dreamscape, for example?
[21:54] <+ODAMMatt> Yes, we account for simple manipulating of other people
[21:55] <+ODAMMatt> People’s dreams.
[21:55] <~Dan> Excellent.
[21:55] <+ODAMMatt> But doing something like that is a large undertaking that wouldn’t be an every day occurance.
[21:55] * ~Dan nods
[21:56] <~Dan> Not that you guys need to rush off or anything, but in what remains of “regular” Q&A time, is there anything we haven’t covered that you’d like to bring up?
[21:58] <+ODAMMatt> I think we hit on plenty of stuff! Really I would want to let everyone know that John and myself are very much open and available if anyone has questions, want to play the sample story with us, or even just want to tell us about a crazy dream they had!
[21:58] <~Dan> Awesome. 🙂
[21:58] <+ODAMMatt> We’re approaching our final week on Kickstarter, so we really hope anyone who found this interesting will tell their friends about it and about us, and of course, to back the project if possible.
[21:59] <~Dan> Thanks very much for spending time with us this evening, guys!
[21:59] <+ODAMMatt> Thank you as always, Dan.
[21:59] <+ODAMJohn> It was a pleasure, and thank you for taking the time with us.