Dreaming Awake Tabletop Game Rules

Now that you have a char­ac­ter, it’s finally time to play the game! I will assume at this point that you are already aware of what role-playing is, how it is gen­er­ally done, and the mean­ings of terms such as “GM”, “PC” and “NPC”. If that’s not the case there are many web­sites that will give you the infor­ma­tion you need, and the vast major­ity of role-playing game books also have a sec­tion that explains role-playing and the terms used.

The Feel of the Game

The rules of the Dream­ing Awake RPG have been kept delib­er­ately sim­ple, so that the empha­sis is on role­play­ing and char­ac­ter inter­ac­tion rather than on rolling dice. Descrip­tion also plays an impor­tant part in the pro­ceed­ings. Play­ers are encour­aged to be as descrip­tive as pos­si­ble when their char­ac­ters act, and the qual­ity of these descrip­tions can have an in-game effect.
How impor­tant this is is up to the GM and the play­ers. When used well, it can add greatly to the game expe­ri­ence as play­ers strive to colour the game world for them­selves and their fel­low play­ers. There are some prob­lems, how­ever. It has been my expe­ri­ence that some peo­ple just do not have “visual minds” — they find it hard to imag­ine what is going on as an image in their head — while oth­ers are extremely good at pic­tur­ing a scene. With play­ers at var­i­ous points along this scale, using descrip­tive tal­ent as a game mechanic may end up being unfair.
Prob­lems can also occur because the player and her char­ac­ter do not nec­es­sar­ily share the same kind of skills. Whilst a char­ac­ter may be adept at sword­fight­ing, for exam­ple, the player may have no idea what an impres­sive sword­fight would look like and thus wouldn’t be able to describe it well.
Because of these prob­lems, I rec­om­mend that although play­ers should be encour­aged to be descrip­tive in every action, it should only have an in-game effect when doing Shiny things (see the later sec­tion on Shininess).

Mun­dane Rules

Sim­ple Actions and Social Interaction

Things that seem triv­ial and things that don’t really involve any chal­lenge can be done just through role­play­ing, they don’t need to be done with ref­er­ence to stats or by rolling dice. The number-crunching is some­thing that should be done only when really nec­es­sary.
How­ever, as with the prob­lem of descrip­tive­ness men­tioned above, there is also a prob­lem here. While merely talk­ing to some­one is of course a sim­ple action, not wor­thy of look­ing up a character’s stats, a prob­lem arises when a socialite char­ac­ter is played by a player who lacks some of the social skills that the char­ac­ter would have. Hope­fully, with a lit­tle encour­age­ment from the GM and other play­ers, the player can find the right words to put into their character’s mouth to make them sound suit­ably charis­matic. Some­times, though, it may be too much to ask. For this rea­son, it may well be advis­able for such a char­ac­ter to have a Life Skill some­thing like “Socialise” which they can fall back on when words fail them.

Dif­fi­cult Actions

When try­ing to per­form an action that is non-trivial, the gen­eral rule is to add up the rel­e­vant stats, up to one per sec­tion (where the sec­tions are Attrib­utes, Life Skills, and Item Skills). If the char­ac­ter has no rel­e­vant skills, they may have to rely on their Attribute alone!
A dice roll is then added to this num­ber, rep­re­sent­ing the effects of chance on the sit­u­a­tion. A six-sided die (“d6”) is rec­om­mended, although other dice can be used — cre­at­ing more or less randomly-decided actions depend­ing on the num­ber of sides.
Finally, the total is com­pared against a tar­get num­ber for the action. If the char­ac­ter has achieved a score equal to or higher than the tar­get, then she passes — if not, she fails.
“Con­tested actions” are actions that are actively resisted by some­one else. In this case, both par­ties add up their rel­e­vant stats and add d6, and whichever total is higher decides the vic­tor. If the two are equal, then the sit­u­a­tion is a draw.

Some exam­ples:

* Tsuki wishes to make a pan­cake. He has a Dex­ter­ity of 5, a Cook­ing skill of 2, and a Kitchen Uten­sil usage skill of 2. He rolls 2 on a d6, giv­ing him a total of 11. Not bad! A pancake’s easy, with a dif­fi­culty of only 6, so that’s an easy pass.
* Rachel wants to sing a song. She chooses Ego as the attribute (it’s real from-the-heart stuff) of which she has 7, but she has no skill that cov­ers singing. Since there’s no items that relate to singing, noth­ing is added from the Item Skills sec­tion. She rolls a 1, giv­ing a total of 8. Unfor­tu­nately it’s a tricky song full of key changes, and it has a dif­fi­culty of 12. Her audi­ence are unim­pressed, but with bet­ter luck next time — or some musi­cal train­ing — she might just suc­ceed.
* Sophiel is arm-wrestling Xican. Sophiel has a Strength of 5, and no rel­e­vant skills. She rolls a 6 — good luck, but will her 11 total be good enough? Xican has Strength 8, also no rel­e­vant skills, and rolls a 3 on his d6 — 11 as well! It looks like an even match, but Sophiel will have to keep being lucky to avoid defeat.

Com­bat

Armed (or unarmed) com­bat is decided in a sim­i­lar way to the con­tested actions men­tioned above. Each aggres­sive com­bat action is divided into two steps — try­ing to hit (or try­ing not to get hit), fol­lowed by try­ing to dam­age your oppo­nent (or try­ing not to get hurt yourself).

When try­ing to hit, you add up your rel­e­vant attribute (Dex­ter­ity), and the most rel­e­vant Life Skill and Item Skill if you have any appro­pri­ate ones. You add d6 as before. For example:

* Sierra attempts to attack Harkel. Her Dex­ter­ity is 6, but she has hardly any fight­ing expe­ri­ence — she has Sword­fight­ing 1 and Sword 1. Rolling a 4 on her d6, this makes 12.

When try­ing to avoid being hit, you have two choices — parry (inter­cept the attack) or dodge. The cal­cu­la­tion is sim­i­lar to ordi­nary actions, with the added dis­ad­van­tage here that the weight of your weapon (when par­ry­ing) or armour (when dodg­ing) counts against you. The appro­pri­ate attribute here is usu­ally Agility. For example:

* Harkel tries to dodge Sierra’s attack. For such a big man in armour, it might not have been the best choice… His Agility is 4, he has no rel­e­vant Life Skills, his Plate Armour skill is 3, and the weight of his armour is 4. He rolls a 6 — lucky, but not lucky enough. His total is 9 com­pared to Sierra’s 12, so Sierra scores a good hit on the part of the body she was aim­ing for. If the dif­fer­ence had been only 0 or 1, she would have only just hit, and her blow might have landed some­where unintended.

Next, it is time to work out if dam­age is done. Here, the rel­e­vant attribute is Strength. Just as Weight counted against you when try­ing to parry or dodge, the weapon’s Power now counts in your favour. For example:

* Hav­ing hit Harkel, Sierra tries to do dam­age with her strike. She has Strength 4, Sword­fight­ing 1, Sword 1, a sword of Power 4, and rolls 3 on her d6. That’s 13 in total.

The final part of a com­bat round is attempt­ing to soak the dam­age. This is done with Tough­ness plus the rel­e­vant skills, and it is here that your armour’s Power comes into play to help you. For example:

* Sierra had a good try at dam­ag­ing, but Harkel has Tough­ness 7, no use­ful Life Skills, Plate Armour 3, and his armour has a Power of 7. He rolls 1 on his d6, giv­ing him 18. Clang! A dent in the armour, but lit­tle else. It looks like Sierra’s not going to do any­thing mean­ing­ful against Harkel unless she trains harder, asks for a friend’s help, or maybe… if she does some­thing shiny…

Mod­i­fi­ca­tions — Ranged Weapons

Par­ry­ing or dodg­ing a ranged attack, such as an arrow from a bow or a bul­let from a gun is tricky. Although it is up to the dis­cre­tion of the GM and is exceed­ingly fudge-able, it is prob­a­bly sen­si­ble to require wil­ful use of Shini­ness in order to dodge or parry such a shot.

Mod­i­fi­ca­tions — Cross­bows and Guns

Ranged weapons such as bows and throw­ing knives require strength to use, so they work fine with the rules that have already been stated. Cross­bows, guns and the like, how­ever, do not — the dam­age they do is entirely inde­pen­dant of the strength of their user. For this rea­son, when using such a weapon, do not add your Strength attribute to your dam­age cal­cu­la­tion. This is com­pen­sated for by such weapons being more inher­ently dam­ag­ing than melee weapons — i.e. they have a higher Power. For example:

* Hav­ing fired her mus­ket and suc­cess­fully hit her tar­get, we now must see how much dam­age Serin will do. Her strength is irrel­e­vant, she has no use­ful Life Skills, has a Mus­ket Item Skill of 1, and rolls 2 on her d6. How­ever, all is not lost — for her musket’s inher­ent power is 15. Ouch!

Mod­i­fi­ca­tions — Dual Weapons

It is of course pos­si­ble to hold a weapon in each hand (depend­ing on the weapons, of course). Since you can use each inde­pen­dantly, this gives you quite the advan­tage! To bal­ance this out, the Dual Weapon Fight­ing Life Skill is a bit spe­cial — it acts as a lim­iter on the use of your other rel­e­vant skills when you try to hit. For example:

* A char­ac­ter wield­ing two swords with Dual Weapons 3, Sword­fight­ing 1, Sword 1 could use his Life Skill (Sword­fight­ing) and Item Skill (Sword) to their full effect on each attack. How­ever…
* A char­ac­ter wield­ing two swords with Dual Weapons 3, Sword­fight­ing 2, Sword 2 could use his Life Skill (Sword­fight­ing) and Item Skill (Sword) for each attack, but their sum would not be 4 — instead, their Dual Weapons Skill would limit the total to 3.

Mod­i­fi­ca­tions — Shields

Shields act like weapons with which you can­not attack. Their advan­tage over hold­ing a weapon in that hand (apart from there not being a Dual Weapons lim­iter) is that a shield is much eas­ier to parry with. As a shield is usu­ally set in a good block­ing posi­tion, the shield’s Weight does not count against you when using it to parry.

Com­bat Summary

Next to each weapon and armour slot on the char­ac­ter sheet, along with the three stats already dis­cussed (Shiny, Weight and Power) there are a few more to help speed up com­bat. These are quick ref­er­ence val­ues based on your rel­e­vant attrib­utes, skills and so on. With these filled in, you need only remem­ber to add d6 to them when you need to use that value in com­bat. The val­ues are as follows:

* Hit (Weapons Only) = Dex­ter­ity + Life Skill + Item Skill (unless lim­ited by Dual Weapons)
* Parry (Weapons) = Agility + Life Skill + Item Skill — Weapon Weight
* Parry (Shields) = Agility + Life Skill + Item Skill
* Dam­age (Strength Weapons) = Strength + Life Skill + Item Skill + Weapon Power
* Dam­age (Non-Strength Weapons) = Life Skill + Item Skill + Weapon Power
* Dodge (Armour) = Agility + Life Skill + Item Skill — Armour Weight
* Soak (Armour) = Tough­ness + Life Skill + Item Skill + Armour Power

Mun­dane Magic

Magic is, at least in some soci­eties, widely believed in. Because of this strength of belief, it is often pos­si­ble for magic to be done by mun­dane means. Mun­dane magic is done by means of a mag­i­cal item that inher­ently has some Shiny — for exam­ple a tal­is­man, a spell­book, some wiz­ardly robes, or an alchem­i­cal potion. Like a nor­mal action, your result is the sum of your most rel­e­vant Attribute, along with (option­ally) a Life Skill and Item Skill and a d6 roll. This is gen­er­ally against some fixed tar­get num­ber, although opposed magic tests are quite pos­si­ble. For example:

* Dremia attempts to cre­ate mag­i­cal light using a spell from her book. She has an Intel­li­gence of 5, an Arcane Magic skill of 1, and a Spell­book skill of 2. Rolling 5 on her die, this makes a total of 13 — since cre­at­ing light is fairly easy (for magic) at dif­fi­culty 10, she suc­ceeds.
* Serin attempts to fortell the future using a deck of Tarot cards. She has a Faith of 6, a Car­tomancy skill of 3, a Tarot Deck skill of 3, and rolls a 1 on a d6. A total of 13 again — suf­fi­cient to obtain some infor­ma­tion, but if she tried again she would prob­a­bly be luck­ier and receive more.

Magic in Combat

It is pos­si­ble to use magic — even mun­dane magic — in com­bat, for exam­ple the height of spell­cast­ing pre­dictabil­ity, the “fire­ball”. This is done sim­ply by using the men­tal equiv­a­lents of the phys­i­cal stats men­tioned above where applic­a­ble. The fol­low­ing are the equivalences:

* Ego is equiv­a­lent to Strength
* Faith is equiv­a­lent to Tough­ness
* Intel­li­gence is equiv­a­lent to Dex­ter­ity
* Per­cep­tion is equiv­a­lent to Agility

Which of these equiv­a­lences it is appro­pri­ate to use depends on the style of magic. For exam­ple, a slow-moving phys­i­cal magic like a fire­ball could hap­pily be dodged with Agility rather than Per­cep­tion, and soaked with Tough­ness rather than Faith.

Shiny Rules

Now for the fun bit. The mun­dane rules are just that — a bit dull. Sim­ple, bor­ing, not very fun. But Avalon, the world of Dream­ing Awake, is not sta­tic and bor­ing — it’s active, ever-changing, it reacts to the will of those who inhabit it. Like a lucid dream, once you know how, you can begin to twist the “real­ity” of the world with your willpower alone.
The impor­tant thing is belief. If you don’t believe you can, then you can’t. If you are sur­rounded by those who believe you can’t, then you can’t. The world is shaped by the wills of peo­ple other than your­self, so the weight of oth­ers’ dis­be­lief can often be a great hin­der­ance. When you are on your own, how­ever, or sur­rounded by those who really do believe in your abil­i­ties, then you can really let your imag­i­na­tion run wild.
The Shiny sys­tem is Dream­ing Awake’s way of imple­ment­ing this phe­nom­e­non. By accu­mu­lat­ing fame, by mak­ing sure that more and more peo­ple know what they are capa­ble of, a per­son gains Shiny. By being recorded in sto­ries or in bards’ songs, peo­ple and even items can become imbued with this power of belief. Shiny rep­re­sents a per­son or a thing’s influ­ence over the world, and over the very fab­ric of real­ity itself.

Mun­dane Things

The vast major­ity of peo­ple and items are mun­dane — not Shiny at all. They have no power except what is nor­mally expected of them.
Mun­dane peo­ple will be occa­sion­ally referred to as “mooks”. They are side-characters, peo­ple of no impor­tance to the twists and turns of the world’s sto­ries. In terms of game mechan­ics, they have a Shiny of zero. And yes, if you remem­ber the char­ac­ter cre­ation rules well, you’ll recall that your char­ac­ter starts off like this too. You start in posi­tions of unim­por­tance, and it is up to you to obtain the power to carve your own name in the world’s legends.

Shiny vs Mundane

Shiny is the most impor­tant fac­tor in any aspect of the sys­tem. It is an attribute that can quite eas­ily sur­pass the base con­cerns of things like Agility or Weight. As such, Shiny things in oppo­si­tion to mun­dane things just isn’t fair. Try and block a leg­endary sword with your generic shop-quality longsword, and you’ll be lucky to be left with your blade intact. As a Shiny char­ac­ter, land a hit on a mook in com­bat and he’s down and out for good (assum­ing you want him to be).

Shiny vs Shiny

Although clearly the odds are stacked in the favour of some­thing more famous, more pow­er­ful, more Shiny over some­thing less so, the sit­u­a­tion can be wildly unpre­dictable when two equally Shiny enti­ties clash. As the most basic exam­ple, if the two choose to try and can­cel each other out, it becomes no dif­fer­ent to an entirely mun­dane affair. In a Shiny vs Shiny arm-wrestle, for exam­ple, each con­tes­tant would have just as much chance of win­ning as they would if the sit­u­a­tion was mun­dane.
How­ever, there’s no need to be quite so bor­ing. You might be well-known not for your strength, but for your under­hand tac­tics. Sud­denly, although it seemed to be a fair wres­tle when you started, a pointed pin some­how appears in your palm and causes your oppo­nent con­sid­er­able pain! All his famously Shiny strength is going to do for him is make the pin hurt more, and it looks like the con­test is yours!
As the exam­ple shows, even between equally matched oppo­nents, unusual tac­tics can swing it one way or the other.

Wil­ful Use of Shiny

Up until now we have dealt only with inci­den­tal effects, the things that just hap­pen around you because of your sub­con­scious manip­u­la­tion of real­ity. Now, we’ll con­sider what hap­pens when you really con­cen­trate and try to change some­thing.
Your per­sonal Shiny value rep­re­sents the degree of influ­ence you have over real­ity, and this also lim­its the willed effects you can cause. You can “spend” Shiny on an action, up to the value of your Shiny per action. (Actu­ally, in des­per­ate cir­cum­stances, using more than this value on an action may be pos­si­ble…) For exam­ple, a char­ac­ter with Shiny 1 can only use Shiny 1 effects. A char­ac­ter with Shiny 3 can use Shiny 1 effects, Shiny 2 and Shiny 3 effects as well. Although this is referred to as “spend­ing” Shiny, don’t worry — you don’t actu­ally lose any of your hard-earned Shiny points. The drain, if there is any, is on your Men­tal Health. The more you mess around with real­ity, the more you are mess­ing around with your­self…
When using Shiny to per­form an action, there are no lim­its to what you can do, save for the amount of Shiny you have avail­able. Abil­i­ties, Skills and dice rolls are all irrel­e­vant here. All there is is the effect you wish to pro­duce and its dif­fi­culty. By describ­ing the effect well, and by cre­at­ing an effect that cor­re­sponds to your Res­o­nances, this dif­fi­culty may decrease. If the dif­fi­culty comes to less than your Shiny, you can do it. If it comes to more, you might still be able to do it — but the con­se­quences could be severe.

Shiny Power Level

To give you an idea of the kind of power wil­fully spend­ing Shiny achieves, there is a table below list­ing some pos­si­ble uses for cer­tain Shiny points spent. Don’t for­get, these are just a few exam­ples — feel free to be much more cre­ative than these sug­ges­tions! (Entries marked as “?????” are exam­ple abil­i­ties that will spoil the meta-plot if read. A ver­sion of this table with the miss­ing entries filled in is printed in the GM sec­tion of the rules — to get the most enjoy­ment out of the game, it is rec­om­mended that play­ers do not read the full table.)

* One Shiny — Minor phys­i­cal alter­ations — jump twice your height, run with a can­ter­ing horse, appear a few inches taller, change your eye colour, change the colour of your clothes, sharpen a blunt weapon, light a fire, set an arrow on fire, inci­den­tal com­bat stunts (hit mul­ti­ple oppo­nents, hit weak spots).
* Two Shiny — Sleight of hand trick (ace up your sleeve?), jump from tree to tree, change your hair colour, make your clothes look pret­tier, minor com­bat stunts (mul­ti­ple arrows, three or more melee tar­gets), minor prob­a­bil­ity manip­u­la­tion (bet­ter poker hands, superb archery), minor com­bat magic (small fire bolts…), minor heal­ing (heal­ing scratches, grazes, cuts), “Feng Shui”-type stunts.
* Three Shiny — Jump between speed­ing vehi­cles, run faster than a gal­lop­ing horse, sub­stan­i­tal change of appear­ance, sud­denly gain mun­dane knowl­edge, lucid dream, mediocre com­bat stunts (arrow bar­rage, whirlwind-like melee attacks, attack auras, hit­ting beyond nor­mal weapon range), mediocre prob­a­bil­ity manip­u­la­tion (friendly NPCs appear­ing just in time, enemy trips over peb­ble, William Tell-level archery), mediocre com­bat magic (fire­balls, light­ning strikes, small earth­quakes) mediocre heal­ing (heal­ing open wounds).
* Five Shiny — Acro­batic stunts in motor­way traf­fic, basic mind-reading, minor sum­mon­ning (faeries, crea­tures), pro­ject­ing emo­tions, major prob­a­bil­ity manip­u­la­tion (tree falls on oppo­nent, wind guides your arrows for you, hand-to-hand attacks hit fatal pres­sure points), major com­bat magic (words of power, drag­on­fire, aster­oid impact), major heal­ing (fuse bro­ken bones, mend inter­nal organs), “Exalted”-type stunts.
* Ten Shiny — Acro­bat­ics between air­craft in flight, mind-reading, mind-control, mediocre sum­mon­ning (angels, demons), cre­ate dop­pel­gangers, over­pow­ered prob­a­bil­ity manip­u­la­tion (enemy dies from sud­den heart attack, pick win­ning lot­tery num­bers), over­pow­ered com­bat magic (meteor shower, “Ultima”), over­pow­ered com­bat stunts (ridicu­lous weapon range, unend­ing bar­rage of hits, weapons that reform accord­ing to the hit the wielder wants to make), over­pow­ered heal­ing (heal seri­ous trauma, regen­er­ate lost tis­sue).
* Twenty Shiny — Inter­plan­e­tary travel, super­sonic move­ment, re-writing phys­i­cal laws of mun­dane real­ity, time dila­tion (bullet-time), ?????, ?????, ridicu­lous com­bat stunts and com­bat magic (phys­i­cal and mag­i­cal now inseper­a­ble), ridicu­lous heal­ing (cure hered­i­tary dis­eases, revive comatose patient).
* Thirty Shiny — Time travel, FTL travel, space-folding, over­pow­ered sum­mon­ing (deity aspects, giant space­ships), major rewrit­ing of phys­i­cal laws, rewrite NPC res­o­nances, ?????, ?????, ?????, leg­endary com­bat abil­i­ties (ulti­mate attacks, city-levelling magic, mountain-disintegrating strikes), leg­endary heal­ing (res­ur­rec­tion).
* Fifty Shiny — ?????, ?????, ?????, mass rewrit­ing of NPC res­o­nances, rewrite char­ac­ter res­o­nances, rewrite per­son­al­i­ties, immu­nity to para­dox.
* One Hun­dred Shiny — ?????.

Res­o­nance

A person’s Res­o­nances, as explained when you filled in that sec­tion of your char­ac­ter sheet, are super­nat­ural con­cepts that par­tic­u­larly appeal to them. A Shiny char­ac­ter can use their Shiny abil­i­ties more effec­tively if they try to do some­thing that cor­re­sponds well to their Res­o­nances, while try­ing to do some­thing you do not really “get on with” may be more dif­fi­cult. For exam­ple, a char­ac­ter who believes strongly in spir­its may find call­ing up spir­its to do their bid­ding much eas­ier than try­ing to cast a spell from a spell­book.
Other people’s Res­o­nances can be impor­tant, too. It was men­tioned ear­lier that the world is not just defined by your will, but everyone’s. There­fore, other peo­ples’ Res­o­nances also have an effect on the dif­fi­culty of your Shiny abil­i­ties. While tak­ing on the appear­ance of a god might be quite pos­si­ble amongst a reli­gious com­mu­nity, in a soci­ety that has no con­cept of gods it would be much more difficult.

Cas­cade

“Your rep­u­ta­tion pre­cedes you!“
“It’s just a myth… Isn’t it?“
These kinds of phrases are ones that ought to draw your atten­tion when you hear them. The power of song, of story, of myth and leg­end is a very potent one in a world defined by belief. The right words at the right time can spread like wild­fire from per­son to per­son, instill­ing the same idea into many minds very quickly. A per­son in Avalon is given real, tan­gi­ble power by those who believe in him. The leg­ends of ancient times really did talk to gods and slay mighty drag­ons, because peo­ple believe they did. It’s as if cause and effect run in reverse.
Urban myths, talk of rev­o­lu­tion — things like this spread quickly, and pow­er­fully. They can be used to your advan­tage, and oth­ers’. For exam­ple, if you wanted to stage a rev­o­lu­tion in a city, you could turn up, call the towns­folk to arms and march on the palace. Well, best of luck to you. On the other hand, you could dis­guise your­self and sneak into the city a few days before, and start spread­ing the rumour that a good and kind exiled prince had returned to defeat the cruel King and regain the throne that was right­fully his. When you ride into town a few days later, every sin­gle man, woman and child will really believe you’re a prince. Even if the King was a nice man, there’ll be peo­ple who doubt it now. Even the King him­self might be pan­icked into search­ing for records of a lost prince from two decades ago. If these peo­ple really believe that you will be vic­to­ri­ous, you will. There’s no stop­ping the power of belief.

That’s it — you now know all you need to know to play Dream­ing Awake. Remem­ber, these rules aren’t set in stone — the only real rule is that the rules shouldn’t get in the way of the game. The GM should feel free to ignore rules, change them or make up new ones to ensure that the game flows well.

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