Dreamchaser (Game of Destiny) LR
Dreamchaser (Game of Destiny) LR
Editing
Jeremy Morgan
Layout Development
Nathan D. Paoletta
Original Artwork
Russell Goh, Steve Stark, Sarayu Ruangvesh, Pui Che, Kiendo, Vincent
Lefevre, Filip Storch, Chris Cold, Jimmy Ling, Dominik Mayer, Pavel
Kolomeyets, Carlos Jobani, Daniel Bogni, Imad ud Din, TJSGrimm, and
Juan Carlos Alegre Herrera
Additional Development
Jim Dagg
Proof Reading
Kevin Innarelli, Bill Kane, Menachem Cohen, Jason Brannen, Curtis
Hooper, Dan Long, and Carly Petrusha
Special Thanks
Carly Petrusha, Jim Dagg, Soutalgon, Russell Goh, Mike Brodeur, Kevin
Smith, Pui Che, We Hate Bards, Fear the Boot, Gamerstable, The RPG
Academy, The Bodhana Group, Our Personal Interests, T. Julian Bell,
Oliver Shead, Games Inn, CAGWIC, Matthew Tarulli, Bill Wearne at
Thomson-Shore, and the IGDN
Playtesters … 103
Kickstarter Backers … 104
Index …...................................... 106
1
You have to dream
before
2
your dreams
can come true.
-APJ Abdul Kalam
3
Why Play Dreamchaser?
G o Anywhere, Do Anything
Dreamchaser gives players the opportunity to play out whatever
fantasy we choose. Genre, setting, and character roles are creat-
ed in response to the goal of our game—our story. We start with
the question, what do you want to achieve? Then work out the
details from there. Dreamchaser builds on our story (not just the
Game Master's) and adapts to our dream, wherever it takes us.
4
Why Game Master Dreamchaser?
B uilt-in Session Guide
Players create a Dream Map that is a session guide for you (the
Game Master). The Dream Map is made up of character goals or
milestones that prepare the characters to achieve their ultimate
goal—our dream. Use them to craft sessions around or run them
as a sequence of events in a single session.
L ittle to No Preparation
Use Vision Rolls to help prepare your games. At critical moments,
players are encouraged to think aloud. What's stopping the
characters from achieving their next goal? How would a player
character solve the problem at hand? Use their answers to elimi-
nate the guesswork! They create fuel for plot, suggest problems,
and help gauge player expectations.
5
Chapter 1
Welcome to Dreamchaser
If you could live out any story, any moment... what
would you experience?
If you could share that journey with friends, what
would you achieve together?
Dreamchaser is a game of destiny! Your character has a moment, a chal-
lenge, a purpose waiting for them.
8
What You Need to Play
You Need:
¤¤ A Guide and 1-4 players.
¤¤ Dreamchaser (this book), a stack of notecards. and pencils.
¤¤ A Dream Map, Character Sheets, and a Guide Sheet.
¤¤ Two 10-sided dice, preferably of two different colors.
9
Basics of Play
T he Guide is responsible for roleplaying the world and everyone be-
sides the player characters. They will also set scenes, craft Challeng-
es for the player characters, and explain the rules as needed.
The players are responsible for roleplaying their characters, keeping in
mind who they are and what they want.
Flow of Play
We start with the players imagining a Dream for their game by suggest-
ing mutual goals written on notecards. Players vote on the Dream they
want to play. Once we know what the story is about, we can imagine
Roles to play. We further define the Dream by adding in character mile-
stones or defining moments written on additional notecards. These no-
tecards create a session guide called the Dream Map. Players use their
characters to work toward Milestones like chapters in a story, ultimately
chasing our Dream.
Strategies, Belief, Health, and Soul Skills have ratings from 1-10.
10
Ratings
All ratings in Dreamchaser use a 1-10 scale. Players roll under their rat-
ings to succeed. In fact, you'll always have two different ratings to roll
under on 2 ten-sided dice. Strive for two successes in everything you do!
In Dreamchaser, we believe your best self can achieve anything you can
envision with your Strategies. Unleash your creativity!
Rating Scale
1. The Worst 6. Gifted
2. Horrible 7. Extraordinary
3. Lousy 8. Legendary
4. Average 9. Mythical
5. Good 10. Godlike
11
Doing Things & Dice Checks
1. Using a Strategy, describe what you intend to do.
2. The Guide will tell you which Soul Skill to use, Imagine or Reason.
3. Roll both ten-sided dice, one under the Soul Skill and another un-
der the Strategy rating.
4. Total your successes. How did you do?
12
Rolling Doubles & Critical Rolls
Rolling the same number on both dice (doubles) creates a near perfect
version of whatever outcome is rolled. These are called Critical Rolls.
¤¤ A Critical Success is when you roll doubles and both dice are
successful. The Guide asks the players, What's the best possible
thing that can happen right now?
¤¤ A Critical Failure is when you roll doubles and both dice are
unsuccessful. The Guide asks the players, What's the worst possible
thing that can happen right now?
¤¤ A Critical Both is when you roll doubles and one die succeeds
while the other die fails. Ask the players both questions above. Make
the outcome both the best of times and the worst of times!
Critical rolls cannot be rerolled with Tags and cannot be changed by
spending Belief. The universe has its ways...
13
Belief
Belief reflects the confidence a character has in themself and how they
see the world. Each player character starts with a Belief rating of 4. It will
rise and fall as we progress toward our Dream. Players can use any abil-
ity on the Benefits of Belief chart to influence a roll (or a scene) if their
character's Belief is high enough.
¤¤ Working toward and achieving Milestones raises your PC's Belief.
¤¤ Character hesitation, setbacks, and failure can lower Belief.
Achieving the Dream
There is a momentum that builds as a character's Belief grows. Higher
Belief unlocks increasingly powerful benefits for the players to use. That
power will bring a character and their goals ever closer. The pace toward
our Dream will accelerate as player characters begin to believe in their
own capability. The lower the Belief, the more work there is left to do.
¤¤ Spend 2 Belief to use Hope, Faith, or The One, as seen below.
¤¤ Tag-related benefits do not cost Belief to use.
¤¤ A Belief rating of 0 is possible if all Belief has been spent.
14
How Do Tags Work?
Belief limits the number of Tags that can be used to alter any one dice
check. To use a Tag, the player or Guide must first describe how the Tag(s)
applies to the situation. Describe how the Tag would influence your char-
acter or the situation differently. Tags then justify rerolling the dice to alter
the outcome. Reroll one die at a time, watching for critical rolls. Tag use
nudges players to further describe what's going on and why.
Spending Belief
Players can spend Belief to take creative control of our story, removing
the dice rolls when the story they desire demands it. Spend Belief to
force your will upon the story. Bored of the situation? Tired of failing?
Know what you want for you character? Spend Belief and the universe
will bend to your will. Belief can be spent after a roll is made but not
after a critical roll. You're stuck with a critical roll. For better or worse!
Belief Is Earned
Belief is not purchased at Character Creation. It starts at 4, which is aver-
age. When you complete Milestones or the session ends, the Guide will
help you evaluate your character's Belief. Belief is the only rating a player
cannot raise during Character Creation or Character Growth.
15
Challenges
When the story demands more drama than a single dice check can
provide, we face a Challenge. Any obstacle, problem, or adversary that
stands in the way of a player character and their goals can become a
Challenge. Succeeding at Challenges helps characters to progress the
story and achieve Milestones.
Challenges have Health and Tags like player characters. They are defeat-
ed by losing all of their Health in any 1 Health rating (Mind, Body, Spirit).
When facing a Challenge, every success rolled against it damages it.
Every failure hurts the PC. Damage is targeted toward 1 of the Health
ratings, if a PC is hurt, then it is hurt in the same rating. Criticals deal
double damage.
A Challenge's Tags show its strength or advantages against the PCs. A
Challenge's Tags can be used by the Guide to force players to reroll their
successes when justified. This incentivizes players to work around them.
Each time a double success or a double failure is the final outcome of a
Challenge, Tags change. When a player gets a double success, they may
add a Tag to the Challenge for the players to take advantage of or they
may remove a Tag from the Challenge. When a player gets a double
failure, they are assigned a Negative Tag by the Guide.
Negative Tags
When a PC is dealt a serious blow in a Challenge, they are assigned a
Negative Tag. These stick with you beyond the Challenge. Health can
come back quickly but Negative Tags last until voted off with a Tag Vote.
Negative Tags remove the use of one of the PC's valuable Tags. Until
removed, the player cannot use the Tag to the left of the Negative Tag.
Negative Tags last as long as the Guide and players feel appropriate.
Dream Mapping
In the first session, players imagine a goal for their game (Dream), Roles
for them to play, and the experiences they want to get out of our story
(Milestones). We do this by writing objectives on notecards and select-
ing our favorites. The Dream is a mutual goal while Roles and Milestones
are up to each player. We get a say in what we want the story to be about
but you (the player) get to say who and what you want to get out of it.
Milestones act as session goals or chapters in the grander story.
16
Vision Rolls
Vision Rolls help the Guide prepare for the game session while giving
players a chance to influence the story. Players are asked questions by
the Guide to find out what problems might arise working toward the
next Milestone and what their character might do about it. PCs are re-
warded with temporary Tags called Vision Tags to reflect the insight sug-
gested by their player.
Vision Rolls are either the first thing we do in play or the last. If we plan
to play on the fly, we use Vision Rolls to get started. If we are going to
play later, we end with Vision Rolls to give the Guide more information
to work with.
Tag Vote
Anyone can suggest Tags to add to player characters other than their
own. If the PC displays the trait in gameplay, say "I think your character
is (trait)" to initiate a vote. The Tag Vote has to be unanimous and quick
(minus the player whose character is involved). Otherwise, try again later.
Character Growth
Players are rewarded for setting goals (Milestones) and achieving them.
Characters add new Strategies, Relationships, or upgrade ratings for
achieving Milestones. Rewards are better if it's your character's Mile-
stone. Belief is rewarded at the completion of Milestones or the end of
a session. Characters that learn to believe in themselves and accomplish
Milestones will see their Belief grow. Characters defeated by Challeng-
es will see their Belief stall or dwindle.
Flow of Play
We Dream Map to create goals. We Vision Roll to create problems for
those goals. We create characters to experience the story. We roll dice
and spend Belief to discover the outcomes. Where will the story take us?
Like watching a movie trailer, you know some of what's to come, but not
the whole story.
17
Dream Mapping
Chapter 2
18
19
Dream Mapping at a Glance
Our Dream
1. Place the Dream Map, notecards, and pencils where players can
reach them.
2. Ask the players to each imagine 1 or more goals for our game.
Have them write each in a few words or a short sentence on a
separate notecard.
3. Have them take turns suggesting 1 of their goals.
4. The players vote on their favorite. Tally the cards if it helps.
5. Choose the notecard with the most votes. Guide, you break ties. Place
the chosen Dream in the center of our Dream Map.
This is our Dream.
Roles
6. Ask the players to each imagine a fun and crucial Role to play
in our story. Have them write each in a few descriptive words.
7. Have them take turns suggesting their Roles.
8. Each player decides on their Role and shares it out loud.
This is your Role.
Milestones
9. Now that the players know their Roles and the aim of our story. Ask
them What do you want to experience in our story?
10. Ask the players to each imagine something their character needs
to experience, acquire, or achieve to fulfill their Role. What is
the coolest moment you want to have with your character?
11. Have them write each goal in a few words or a short sentence
on a separate notecard. (The number of Milestones depends on
the length of the game. See page 9.)
These are your Milestones.
Completing the Dream Map
12. Gather all the Milestones together.
13. Have the players work together to create a sequence of Milestones
from start to finish on the Dream Map.
14. Write down the road map that has been created on a Guide Sheet.
This is our Dream Map.
20
Terms to Know
Our Dream is the goal of our story. Each player will suggest one
but we'll choose our Dream together. Our Dream is a mutual goal.
Your Role is a description of who you'd like your character to be in
our story. Describe a person in 2-3 words or a short phrase.
Milestones are player goals within our story. They act as chapter or
session goals for our games. Players design them for their charac-
ter with a specific experience or cool moment in mind.
Dream Mapping is the process of imagining our Dream and map-
ping out how we get there. The finished product is our Dream Map.
21
What's Your Dream?
O ur Dream will unite us and set us on a path. It will ignite our imagi-
nation into a brainstorm of ideas! Listen to each Dream as they are
shared aloud. Share the thoughts that they inspire. Explore them if you
feel the urge. Let them sway who you want to play and what you want
to experience. Let your characters unfold and watch as a setting begins
to seed.
22
Examples Discover the Secret of Survive the War
Create Camelot El Dorado Survive Until Help Arrives
Race to the Moon Pen the Perfect Song Free an Innocent Man
Discover Alien Life Craft the Next Battery Earn Your Freedom
Get Published Start a Trend Learn to Control Your
Pull the Sword from the Play in the Afterlife Powers
Stone Migrate to a New Find the Meaning of Life
Put Lex Behind Bars World Crack the Code
Start a Business Birth Synthetic Life Ride a Dragon
Eradicate Cancer Win Office Ask the Moon for a Favor
Establish the Isle of Convert a Zealot Go on Tour
Utopia Climb Mt. Olympus Get the Girl
Solve the Energy Crisis Win the Gold Fly a Giant Mech
Regain the Helm Defend your Belt Release the Hounds
Remove the Were- Unite the Nations Swim to Alcatraz
wolves from Power Incite a Revolution Save a Friend
Collapse the Financial Sit in the Big Chair Become Young Again
Markets Become the Richest Fall in Love
Get a Job Fly a Car Restore Faith in Humanity
Speak with Animals Find My Kindred Soul Rally the Troops
Escape the Paparazzi Kill the Unkillable Find Dad's Pants
23
Make It Achievable
Dreams are goals. How can we accomplish something if it isn't ac-
complishable? Write Dreams that can be achieved. Even if our Dream
doesn't come true, our story is about pursuing it.
Be Vague
Each Dream is written on a notecard in a few words or a short sentence.
While some players will know exactly what they want, challenge them
to be vague in their choice of words. Take a look at the examples on the
previous page. Vague answers are less restrictive and allow room for
interpretation. Some of the best endings come from a play on words!
24
What's Your Role to Play?
N ow that we know what our Dream is, we can explore who we want
to play! Who do you want to be in our story? Imagine someone
fun to play—another life to experience! Imagine someone critical to our
story—someone essential! No matter who or what you choose, you'll be
a star in our game either way.
25
Examples Injured Olympic Athlete Unwilling Unwanting
Idealistic Visionary Climbing Apparel Heroine
Posterboy Astronaut Store Owner Successful Musician
Daring Archaeologist Ambitious Gym Scorned Husband
Wannabe Superhero Manager Bored Wizkid
Desperate Researcher Unlikely Slave Laborer Immortal Watcher of
Know-It-All Philosopher Depressed Dictator Worlds
Energy Engineer with Smooth Rebel Pestering Turtle
the Plan Diligent Mail Clerk Mute Dragon
Inspirational Child Used Engineering Robot Pantomime
Leader Romantic Painter Twitchy Kid
Charismatic Anarchist Attorney with a Petty Swashbuckler
Relentless Conquistador Heart of Gold Wildly Obsessed Primitive
Traumatized Songwriter Confused Witness Empathetic Game
Total Package Performer Perfect Assassin Store Owner
Meticulous Scientist Conniving Kingpin Illusionary Pin Up Girl
Brilliant Hobbyist Father Tired Prisoner The Last Guardian
Crackpot Political Writer Resilient Gladiator Extradimensional
Outspoken Missionary Disbelieving Apparition Space Slug
26
Describe a Role
Imagine a Role in a few words or a short phrase. Don't settle for just a
profession. Add an adjective or two to give us an idea of who you really
want to play in our story.
27
What Do You Want to Experience?
M ilestones help us build our story and guarantee each player de-
fining moments or character experiences. Milestones are player
goals within our story that act as session goals for our games. We know
what the goal of our game is and who our stars are. It's time to see what
the players want to get out of their game.
28
Instructions for the Guide
1. Now that the players know their Roles and the aim of our story. Ask
them What do you want to experience in our story?
2. Ask the players to each imagine something their character needs
to experience, acquire, or achieve to fulfill their Role. What is
the coolest moment you want to have with your character?
3. Have them write each goal in a few words or a short sentence
on a separate notecard. (The number of Milestones depends on
the length of the game. See page 9.)
These are your Milestones.
29
Like a Dream
We write each goal just like a Dream. On a notecard write your Mile-
stone in a few words or a short sentence. Be vague or be a bit more
specific, just keep it short!
This Milestone is about what YOU want to experience with YOUR char-
acter in our story. No compromise this time! Get what you want out of
your games.
30
Completing the Dream Map
W ith the defining moments of our story in hand, we now order them
to make up the chapters of our story. The order may surprise you.
Each sequence could make for a completely different pursuit of our
Dream. Embrace the possibilities!
31
Chapter 3
Character
Creation
32
33
Character Creation at a Glance
The character sheets have step-by-step instructions. With Dream Map-
ping complete we move on to step 4.
4. Tags
• Describe your character with 3 Tags.
5. Strategies
• Imagine 3 Strategies below Legend (8).
6. Soul Skills
• Assign 10 points among Soul Skills (Imagine and Reason).
7. Health
• Assign 12 points among Health (Mind, Body, and Spirit).
8. Relationships
• Imagine 3 Relationships with a Tag for each. One must be
another Player Character. (Just use their Role for a name.)
9. Belongings
• Imagine up to 3 Iconic Items.
10. Name
• Name your character.
Intimate
Tags
Vision Tag Close
Tags
Belief The BenefiTs of Belief Casual
Belief Ability Cost Action Tags
Narrate Your Actions for a Scene! Contact
10 The One 2 Belief No dice rolls necessary!
Tags
9 3 Tags free Reroll 3 Failed Dice with 3 Tags.
Belief 6 Faith 2 Belief Create a Critical Success!
9 Belongings
5 2 Tags free Reroll 2 Failed Dice with 2 Tags.
2 Hope 2 Belief Create a Double Success!
1 1 Tag free Reroll 1 Failed Die with 1 Tag.
34
Terms to Know
Tags are adjectives or short phrases that describe player characters,
Relationships, and Challenges. Tags can challenge failure when used
by the players or challenge success when used by the Guide.
Strategies are the skills, abilities, powers, magics, tools, songs, or
whatever else you use to succeed in life. They will provide the per-
spective you approach nearly all of your problems with.
Relationships are the people, places, and things that keep us going.
They are there for you when you need help and the going gets tough.
An Organization is a Relationship with more than 1 person, place,
or thing.
Soul Skills
Reason is a Soul Skill rating and is used whenever the Strategy ap-
plies directly to the situation. Your character has enough time, the
appropriate tools, and the correct circumstances.
Imagine is a Soul Skill rating and is used when the Strategy is a bit
of a stretch, requires some creativity, or isn't quite applicable.
Health
Mind is a Health rating and the amount of damage your charac-
ter's psyche can endure versus mental Challenges.
Body is a Health rating and the amount of damage your charac-
ter's physiology can endure versus physical Challenges.
Spirit is a Health rating and the amount of damage your character's con-
fidence can endure versus fear, manipulation, and social Challenges.
35
Tags
Imagine the character you want to play. How would you describe that
character? How did you describe your Role?
Things to Consider:
¤¤ What does your character look like? How do they sound? How do
they feel to be around? Do they have a presence?
¤¤ What mental, physical, or social traits does your character use to get
what they want?
¤¤ How do they act? How do others perceive their attitude?
Play the Character You Imagine
Tags describe your character, and therefore, help to describe your ac-
tions. They can describe how your player character looks, acts, and fits
in our story.
Reinforce Who You Want to Be
Tags help us explore our characters by gathering insight into what they
do and why. They help us find the value in our Relationships and can
even help define our Challenges.
Tags help players challenge failure when a Tag justifies success. They
also help the Guide challenge player characters when Tags dictate diffi-
culty or trouble.
36
Examples Neutral Leathery Goal Aura of
Realist Storyteller Like a Rock Oriented Grace
Angry Hot Steadfast Professional Empowering
Whiny Smiling Giving Smooth Dirty
Happy-Go- Reluctant Politically Quick Study Unkept
Lucky Frugal Correct Accident Disheveled
Cowardly Punctual Offensive Prone Primitive
Strong Mellow Rude Dumb Luck Naive
Fast Curious Odd Ladies' Man Gullible
Selfish Bold Tiny Clumsy Detail
Dim-Witted Zealous Large and in Insecure Oriented
An Animal Delusional Charge Been Around Childish
Comical Rigid A Dragon the Block Destructive
Confident Resourceful Indian Giver Impulsive Handy
Zoned Out Courageous Graceful Average Social
People Valiant Harmonious Unassuming Chameleon
Pleaser Masochistic Raw Monstrous Athletic
Buff Hurt Rebellious Spunky Iron Will
Luck of the Tired Timid Ambitious Tainted
Draw Depressed Hesitant Tyrannical Battle Ready
Impractical Sappy By the Book Greedy Gracious
Manic Wild Angelic Ignorant Persistent
Joker A Fairy Draconic Hungry No Quit
Sympathetic Rash Alien Annoying Relentless
Jovial Mad Furry Disgraced Wise
Crazy Sad Massive Hot Headed Physically
Perfect Holy Pragmatic Regenerative Gifted
Large Honest Empathic Winged Defiant
Psycho Original Smart-Ass Four Armed Daredevil
Organizer Dexterous Strategic Gills Mousy
Overly Ambiguous Disoriented Skeptical Unforgiving
Enthusiastic Ambivalent Drugged Spiritual Tyrannical
Elitist Ruthless Malevolent Devout Mighty
Pacifist Conniving Benevolent Peaceful Weird
Orderly Authoritarian Funny Vengeful Unpredicat-
Chaotic Soft One Upper Intimidating able
Overused Tags
Skilled, Gifted, Talented, Lucky, or any Tag that is far too broad can be
fixed by making the Tag more specific. Have the player add a word or two
to the Tag, like Gifted Musician, Physically Gifted, or Artistically Talented.
37
Tag Limits
PCs are limited to 5 Tags from Character Creation and Tag Votes.
The Character Sheet has 2 columns for Tags.
¤¤ Use the left column for Tags earned in Tag Votes and Character Creation.
¤¤ Use the right column for Tags earned by Vision Rolls and Negative
Tags gained in Challenges.
Negative Tags
When a PC is dealt a serious blow in a Challenge, they are assigned a Neg-
ative Tag. These last until voted off by a Tag Vote. Negative Tags reflect the
trauma, pain, or negative qualities a Challenge has impacted your charac-
ter with—the ways that a Challenge has changed your character.
Negative Tags occupy a Tag space on the right column of your Character
Sheet. The Tag to the left of the Negative Tag is no longer useable until
the Negative Tag has been removed.
Tag Placement
When a Negative Tag or Vision Tag is acquired by a character, the player
chooses which row on the right column they want to place it. Consider
using your Vision Tag to safeguard your character's most vital Tag.
38
Strategies for Success
S trategies are the skills, abilities, powers, magics, tools, reputations, looks,
songs or whatever else you can use to succeed in life. Every character
tries to get their way somehow. Strategies tell us how. They provide the
player with the perspective through which a character approaches nearly
all of their problems with.
39
Depth of Knowledge
Strategies are the topics your character knows about and the tasks they
know how to perform. How much do they know? Here's a rough idea.
40
Soul Skills
E very character has two Soul Skills: Imagine and Reason. Every die roll
in the game uses one or the other Soul Skill. When a player rolls to
use a Strategy, they roll a Soul Skill for how they use that Strategy.
1. Use Reason whenever the Strategy applies directly to the situation.
Your character has enough time, the appropriate tools, and the cor-
rect circumstances.
2. Use Imagine if using the Strategy is a bit of a stretch, requires some
creativity, or isn't quite applicable.
Examples
Rocket Pack, Hang Gliding, Wings, Thrusters:
¤¤ When you are fueled up, not in danger, or in the open sky use Reason.
¤¤ When you have to fight while flying, pilot a plane, or need to
catch someone falling through the air, use Imagine.
Guns, Archery, Darts, Shooting, Marksmanship:
¤¤ When you shoot a target with a gun you are familiar with, have a
perfect shot, or have auto-targeting equipment, use Reason.
¤¤ When you want to dodge a bullet, throw a grenade, or get in a fist
fight, use Imagine.
Looking Pretty, Disguise, Acting, Seductive, Golden Boy:
¤¤ When you are dressed up, in your element, desirable, or
surrounded by admirers, use Reason.
¤¤ When you are trying to persuade, educate, or manipulate
someone that thinks you're hideous or out of place, use Imagine.
Engineering, Mathematics, Physics, Business, Finance:
¤¤ When you need to know something of your trade, use common
knowledge, or have the materials you need, use Reason.
¤¤ When you are trying to impress someone with your knowledge or
delving into a specialized field, use Imagine.
41
Health
M ind, Body, and Spirit ratings act as Health. Just how much damage,
pain, or adversity can a character or Challenge endure before
defeated? That's your Health. Lose all your Health in any 1 rating and
face defeat.
Terms to Know
Mind represents the amount of damage a character's psyche can
endure versus mental Challenges.
Body represents the amount of damage a character's physiology
can endure versus physical Challenges.
Spirit represents the amount of damage a character's confidence
can endure versus fear, manipulation, and social Challenges.
42
Healing
PCs regain all of their lost Health in the next scene unless the Guide
says otherwise. Healing should reflect the demands of the story more
than the amount of time that passes. Negative Tags persist to reflect the
wounds, trauma, and repercussions of dealing with Challenges.
43
Relationships
R elationships are the people, places, and things that keep us going.
They are there for you when you need help and the going gets tough.
Tagging Relationships
Each Relationship is assigned a Tag to describe the value of that Rela-
tionship to the character in question. Players imagine a Tag to describe
what their PC gets out of their Relationship, why it's useful.
Write Tags that characters can benefit from! If you can justify how the
Tag can help, you can use it like any other Tag. It's also a fun way to in-
volve more facets of the character in game play.
44
A PC Relationship
Choose another Player Character as a Relationship. You've heard a lot
about them already. Pick one and give them a Tag. Don't worry about
explaining the Relationship. The Guide can do that! Use their Role as a
name for now.
Examples
Label Name Tag
Casual Molly the Pet Store Worker Normal
Close Quai, My Spirit Guide Spirit Info
Intimate My Badge Pride
Contact Larry in Accounting Numbers
Intimate Down by the River Dreaming
Close Terry My Graphic Designer Art
Close The Round Table Order
Intimate My Virtual Butler Geraldo Supplies
True Love Lonnie, My Boyfriend Scapegoat
True Love T-Bone, My 67 Chevy Go Fast
Casual Lily the Painter She's Hot
Close Lucille, My Louisville Slugger Authority
45
Organizations
An Organization is just a Relationship with more than 1 person, place,
or thing. An Organization costs 2 Relationships to create. Purchase an
Organization or evolve a Relationship into an Organization after com-
pleting a Milestone (See page 65).
46
Belongings
W hat items make your character's life better? Do they have any
sentimental or prized possessions? Maybe they inherited an heir-
loom or better yet—an artifact! Each player imagines up to 3 Belongings
for their character to have.
Stand Out
Belongings are the interesting, useful, and iconic possessions of a char-
acter. What makes your character stand out in our story? What would
your character never leave home without?
47
Examples #1 Dad Painkillers Squirt Gun Bank Vault
A Black Hoodie Coffee Mug Mistletoe Blue Blanket Schematics
Patriotic The Master Her Gift Nose Spray The Witch's
Umbrella Sword Wedding Ring Schwinn Bike Broomstick
Rabbit's Foot Crayons Mother's Locket with Basket Dad's Golf Cart
Holy Book The Data on a Academy Laser Pen My Demo
Personalized Jump Drive Award Talking Puppet The Message
Pen Magic Wand Bobby Pins Fido Worn Jeans
First $1 Earned Shelby Cobra Monster Stress Ball Favorite Shirt
Flipping Coin "Rex" a Headphones Nunchuks Friendship
Golden Zippo Mini Raptor Red Hood Trained Falcon Bracelet
Family Photo Nude Pictures $2 Million A Van Gogh Geiger Counter
Antacids Magic Bag Blind Trust Dream Well AI Interface
Stuffed Animal Red Stapler Leather Duster Hackysack Turnips
Black Lotus Fender My Memoir Napkin with Pocket
Magic Card Stratocaster Glass of the Digits Monsters
Mother's Urn Jar of Fireflies Sweet Tea Skeleton Key Parachute
Diet Coke Baseball Utility Belt Evidence Bag Hand Sanitizer
Perfect Rug Cleats Can of Sardines #2 Camel
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Optional Rule: Neighborhoods
P laying more than one session? Want to know more about where the
PCs live and how they get around? Write the answers to the follow-
ing questions on the back of the Character Sheet or on a notecard.
Home
1. Where does your character live?
¤¤ Assign a Tag that describes the neighborhood.
2. Who else lives with them?
3. What does your character value about their home?
¤¤ Give it a Tag.
4. What's missing, annoying, or unlikeable about the home?
¤¤ Give it a Negative Tag.
Getting Around
5. Does your character drive, take public transportation, or walk?
6. If they drive, what do they drive?
7. What does your PC like about it?
¤¤ Give it a Tag.
8. What sucks about it?
¤¤ Give it a Negative Tag.
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Chapter 4
Play
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51
Play at a Glance
Vision Roll
1. Roll under your Imagine and Reason, and each die can succeed.
2. Take turns from least successes to most. Go clockwise on ties.
3. Guide, ask the player, Why can’t we achieve the next Milestone?
What's stopping us?
4. Guide, ask the player, How would your character try to solve the
problem?
5. Imagine a Vision Tag for the character.
¤¤ On 2 successes, the player imagines a Vision Tag.
¤¤ On 1 success, the other players imagine a Vision Tag.
¤¤ If both dice failed, the Guide imagines a Vision Tag.
Milestone Complete
10. Character Growth
11. Gratitude
53
Vision Rolls
V ision Rolls help the Guide brainstorm what the Milestone's journey
may look like. The next Milestone is our session goal. With the use of
2 questions, Vision Rolls encourage players to share foreseeable prob-
lems and likely character responses to the journey ahead. The questions
help a player get into the headspace of their character while influencing
the story at the table. The Guide uses each player's vision to gauge their
interests and to imagine what problems may arise.
Vision Tags
Tags from Vision Rolls are meant to reflect the vision of the player and
how their character will try to solve the problem. A character's Vision
Tag is written on the right column of their Tags on their Character Sheet.
It does not block the use of the Tag to its left on the Character Sheet.
Vision Tags are temporary and last until a new Vision Tag replaces them.
54
Vision Roll
1. Have each player roll 2 ten-sided dice. They want to roll one die un-
der their PC's Imagine rating and another under their Reason rating.
Each die can succeed.
2. Players total their successes, and the player with the least success-
es starts. Then we go from least successes to most. In case of a tie,
work your way clockwise.
3. On each player's turn, the Guide will ask, Why can’t we achieve
the next Milestone? What's stopping us? The Player envisions a
problem and shares it out loud.
4. The Guide then asks the player, How would your character try to
solve the problem? Take up to 30 seconds.
¤¤ 2 successes, the player imagines a Vision Tag.
¤¤ 1 success, the other players imagine a Vision Tag.
¤¤ No successes, the Guide imagines a Vision Tag.
5. Create a Vision Tag for that player's character. It should reflect how
that character will try to solve the problem. The Tag lasts until we
achieve the next Milestone.
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Set the Scene
T he Guide starts each player character somewhere interesting. Then
asks each player what they want to do there, giving them something
to respond to—to react to.
Each Player needs to imagine how their character would act in that situ-
ation. Have them describe what their character does in that space. They
need to think about how their character uses their Strategies to get what
they want in the world.
We Have a Goal
Players always know the next Milestone of our story. With that in mind,
they need to work their respective characters toward the next Mile-
stone. This is our story afterall, and the Milestones are our goals. Each
of us should help get the other players involved so that we can all play
together. We have a story to tell—a story to experience!
56
Introducing Problems
E ach game session begins with a Milestone in mind. Something for the
player characters to achieve or accomplish. In their pursuit of that goal
there must be problems, obstacles, or adversity. If not, where's the story?
Finding Problems
First things first, there should be some possible problems already. What
problems did the players suggest in their Vision Rolls? How did those
problems influence the Guide's notes? Is there something there to stand
in the way of the players and their Milestones?
57
Challenges & Conflict
D ramatic situations have high stakes and breed tension. When the
story demands more drama than a single dice check can provide,
we face a Challenge. Any obstacle, any problem, or any adversary that
stands in the way of a player character and their goals can become a
Challenge. They help us create the back-and-forth dueling nature of dra-
matic situations. They crank up the tension and make the player charac-
ters earn their keep.
Health in Challenges
Health ratings determine how much damage a PC or Challenge can endure.
¤¤ Mind relates to all things mental, like outsmarting another.
¤¤ Body relates to all things physical, like running a race.
¤¤ Spirit relates to all matters of personality. This includes social
interaction, manipulation, coping with fear, will, and morale.
Pain is just one way to take damage. Exhaustion can set in. Fatigue can
be overwhelming. Fear can become crippling. Advances can be stalled,
slowed, or stopped. The loss of respect, influence, or anything precious
can hurt.
Damage represents any success against a Challenge.
To be defeated, the Challenge has to lose all Health in Mind, Body, or
Spirit. Any one rating will complete the Challenge!
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The Approach
Each player decides how they want to approach defeating the Chal-
lenge. Each approach is framed into a dice check. The player justifies
which Health rating they want to target with their action.
Look at each Challenge through the eyes of your character. Given the
situation, do what makes the most sense for your character or the story
you want to see unfold. Your Strategies are how your character gets what
they want out of life. Use them to your advantage against the Challenge.
Fight your fight!
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Dealing Damage, Dealing Tags
To defeat a Challenge, you must deal enough damage to eliminate one
of its Health ratings.
¤¤ Each success counts as damage toward the Challenge.
¤¤ Each die that is unsuccessful damages your PC.
¤¤ Critical rolls deal double damage!
The Challenge's Tags change when both dice in the dice check come up
successful. The PC's Tags change when both dice come up unsuccessful.
¤¤ A Double Success (2 Successes) grants the player the option to add
a Tag to the Challenge or to remove one. It also deals 2 damage to
the Challenge.
¤¤ A Success with a Catch (1 Success) deals 1 damage to both the
PC and the Challenge. A critical roll or Critical Both combines the
effects of a Double Success and a No Success outcome, applying
both results and doubling damage.
¤¤ A Double Failure (No Successes) harms the PC by empowering the
Challenge with a new Tag or by placing a negative one on the PC. It
also deals 2 damage to the PC.
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Visualizing Turns
Challenges are designed to be cinematic. When a Challenge occurs,
each player gets a chance to tackle the Challenge in their own way.
Think of each Challenge like a scene in a movie. You should interact and
explore the most interesting parts of your character.
Don't be afraid to mess with the chronological order. Maybe you want
a flashback scene where you prepared something ahead of time. May-
be you want to skip an hour and do something that effects the Chal-
lenge then. Nothing says a Challenge can't span days or even weeks.
Negative Tags
When a PC is dealt a serious blow in a Challenge, they are assigned a
Negative Tag. These stick with you beyond the Challenge. Health comes
back quickly but Negative Tags last until voted off by a Tag Vote.
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Healing
PCs regain all of their lost Health in the next scene unless the Guide says
otherwise. Healing should reflect the demands of the story. Negative Tags
persist to reflect the wounds, trauma, and repercussions of Challenges.
Story Direction
Given enough time to play, most Milestones can be reached with the
character in question. Sometimes, we won't have that luxury. One-shot
games need to keep moving. Expect more surprises and creative solu-
tions to how a Milestone is completed in these cases.
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Character Growth
C hasing your Dream will not be easy. Any journey worth taking will
test you—will test your character. Whether Milestones or our Dream,
we've set goals and we'll visualize success until we achieve them. Char-
acters are rewarded when we accomplish what we set out to do.
Milestone Rewards
When the first Milestone is complete, players pick 2 rewards from the
lists below, not 1. If you created the completed Milestone, pick 1 from
each list. For each Milestone after the first, players pick 1 reward from
the appropriate list.
When you help another player accomplish a Milestone, pick 1 of the following:
¤¤ Raise any Health, Soul Skill, or Strategy rating by 1, up to a max of 7.
¤¤ Add a new Relationship or change one into an Organization.
¤¤ Add a new Strategy at Beginner (4).
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Belief Is a Confidence Game
At the end of each game session, determine how the story has affected
each player character's Belief.
1. Closer to your Dream? Apply the greatest gain in Belief:
¤¤ Gain 1 Belief if you can say your PC is: feeling truly alive,
challenging themself, standing up for what they believe
in, or being the person they want to be.
¤¤ Gain 2 Belief if you accomplish a Milestone.
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Gratitude
End each session with each player (not character) sharing what they're
thankful for. Simply share what another player did in game that made
your experience better. Try to pick someone different than the last person.
67
Chapter 5
Guiding Games
68
69
Being the Guide
T ogether, the Guide and players tell the story. It may fo-
cus on one character or one player from time to time, but
it isn’t a story about one character or one player.
A Few Pointers
Guide the players through Dream Mapping and Character Creation. Offer
ideas when they need help but try not to influence them too much. This
is their chance to create the game they want to play. Your reward is their
investment and enthusiasm!
Pull out the Guide Sheet and write down the Dream and Milestones.
Throughout Character Creation, listen to the players and jot down some
notes of what the journey towards the first Milestone might look like (a
bulleted list is fine). Add to it as players imagine their characters. Ask
probing questions if something interests you.
Run with your best ideas and don’t second-guess yourself. The players
will help you get started with Vision Rolls anyway.
Dream Mapping
1. Place the Dream Map, notecards, and pencils where players can
reach them.
2. Ask the players, What do you want to accomplish in your game?
What do you want to achieve together?
3. Have each player write 1 or more goals for our game. Write each in
a few words or a short sentence on a separate notecard. They must be
achievable! Vague is good!
4. Have players share their Dreams one at a time. Start with the person
having the easiest time. Then go clockwise. Be positive and rein-
force their good ideas!
5. Ask them What story do you want to play today?
6. Have them vote on which Dream they want to play. Tally their votes
on the Dream notecards. Break ties if necessary.
7. Place our Dream notecard at the center of the Dream Map.
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Roles
1. Ask, In a story about (Dream), who do you want to be?
2. Their answers should be 2 to 3 words or a short phrase. Not just a
profession but with an adjective or two as well.
3. Have players share their Roles one at a time. Push them to be the
most important or essential roles in our story.
4. Guide, write these down on your Guide Sheet. You can remind the
players of what they came up with in a minute.
Character Milestones
1. Hand the players 1 notecard per Milestone. A short game will have
1 Milestone per player while a longer game will have 2 or more.
2. Ask, What do you want to experience in our story? Each Milestone
should be written just like the Dreams from earlier.
3. Repeat the Dream aloud. Say, This is our story.
4. Have the players share their Milestones one at a time.
Completing the Dream Map
1. Gather all the Milestones together and pass them clockwise.
2. Say Since this is the Dream, what happens first in our story? Go
clockwise, letting each player have their vote.
3. Insert the Milestone notecard they select into the first slot of the
Dream Map. Guide, you break ties.
4. Ask What happens next? Go clockwise as before.
5. Put the Milestone they select on the second slot.
6. Continue in this fashion until all the Milestones are ordered.
7. Write down the road map that has been created.
This is our Dream Map!
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Character Creation
The Character Sheets have step-by-step instructions. Pull out a Charac-
ter Sheet for reference and guide the players along.
We already completed steps 1-3, but have the players copy their
Dream, Role, and Milestones onto their sheet.
Step-by-step Pointers
Guide, say each of the step-by-step instructions out loud as we
move through the process.
4. Describe your PC with 3 Tags.
Say, Tags reinforce the character you want to play. They will help
you succeed when it looks like you'll fail.
¤¤ Tags are 1-3 words or a short phrase.
¤¤ The exact wording of a Tag isn't as important as what it
means to the player. Ask the player if you need clarity.
¤¤ Don’t let any one Tag be a catchall. Tags like lucky, talented,
or skilled can be used in most situations. Add an extra word
or adjective to narrow it down!
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6. Assign 10 points among Soul Skills (Imagine and Reason).
Say, The Soul Skills are the most important ratings in the game.
One is used in every roll.
Use Reason whenever the Strategy applies directly to the situa-
tion. Your character has enough time, the appropriate tools, and
the correct circumstances.
Use Imagine if using the Strategy is a bit of a stretch, requires
some creativity, or isn't quite applicable.
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Time for a Break?
Now's a good time for a short break. Take 5 or 10 minutes to let players
get drinks, use the bathroom, check their phone, etc.
If a player struggles with coming up with a name, have them name their
character when they return.
While the players break, you can complete your notes on the Guide
sheet. Did you forget about that? Go ahead and catch up now.
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Guiding Advice
W hile guiding the players through Dream Mapping and Character
Creation, listen to their responses and get familiar with what the
players are creating. What are the players looking forward to? Did they
talk about where they want to start? Get a feel for where they want their
game to go and not go. Plan for the stuff they like and skip over the stuff
they don’t.
Use the Guide Sheet to take note of names, Belongings, and Relation-
ships to incorporate them into the story. Noting Tags and Strategies may
help you prompt new players in play. Write the Dream and the first few
Milestones on your sheet. Throughout Character Creation, write down
some bullet points of what you imagine for the first session.
Notes for Bullet Points:
¤¤ What’s stopping the PCs from achieving the next Milestone? What's
the problem?
¤¤ Who's behind the problem? Why?
¤¤ What Relationships will make the story more compelling?
¤¤ What Belongings will make the story more compelling?
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Vision Rolls
What do the players have in mind for our next Milestone? What prob-
lems do they suggest? What can you take from their suggestions? Do
they want combat, negotiations, legwork, or investigation? Do their vi-
sions talk about action, adventure, drama, romance, horror, or noir?
Each player's vision is a hypothetical answer to a hypothetical situation.
Use as much or as little of their suggestions as you want! These are
meant to supplement your own ideas. Often, they'll supply all you need
to get your game session rolling!
Revealing Visions
Visions reveal more than just story possibilities, they tell the Guide what
the players want from their experience. Encourage players to speak
their mind, there is no right or wrong answer, so don't let it feel that way.
¤¤ Limit each vision to about 30 seconds or a minute for time's sake.
¤¤ Vision Rolls are intended to jump-start a session with possible
problems or to fuel the Guide with more ideas for a future session.
Take Notes
Use the Guide Sheet to record their answers. These will come in handy if
you want to prep between sessions or need to revisit a suggestion later.
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Thoughts on the First Session
The Dream Map’s Milestones and the players' visions will give you goals,
problems, and who to focus the session on.
Our Dream is the story we are trying to tell. The first Milestone is where
we need to go. Put the players on a path toward it.
¤¤ Imagine a situation that grabs the characters and puts them on a
path to achieving that goal. Use their visions to help you!
¤¤ Start the players close to the action. Give them a chance to feel out
their characters but have it ready right around the corner. If the players
do not jump to action, the problem is right there to jump at them.
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Introduce a Tag Vote
Initiate a Tag Vote to introduce the concept to the players. Say, I think
your character is (proposed Tag). Ask the other players if they feel the
same. If there is any hesitation, explain that things change only in the
case of a unanimous vote. Try having players vote with a thumbs-up or
a thumbs-down.
Give the first player to initiate a Tag Vote a free Tag or Belief point. These
can also be good incentives to have players help introduce their charac-
ters or the other PCs into our story.
81
Finding Problems
Guide, you listened to Character Creation, observed the Dream Map-
ping, and heard their Vision Rolls. What problems do we have?
Each problem needs to stand in the way of the next Milestone and
threaten a player character's goals or wellbeing. The more PCs it af-
fects, the quicker it is to get everyone on board. Otherwise, you'll need
to spend more time in-game setting up the problems and getting PCs
invested. The more time you have to play the game the less of a prob-
lem that is.
With every problem there is always a who and a why.
¤¤ Who is behind the problem or what makes it a problem? If there is
someone or something, you are going to have to figure it out and
give it a name.
¤¤ Why is it a problem to the characters? Because it thwarts the next
Milestone. Give each character a reason to want the next Milestone
to occur.
Dice Problems
Once players start rolling the dice, there are going to be rolls that suc-
ceed with a catch and rolls that utterly fail. A success with a catch is go-
ing to create a problem. A double failure is going to create a problem if
not a Challenge. Each double failure outside of a Challenge is an open
door to escalate the problem or current situation negatively for the play-
ers. In fact, a conflict can always escalate into a Challenge if you feel that
time permits.
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Creating Challenges
Challenges are made up of Health ratings and Tags just like PCs. They
are quick and easy to create.
Like real life, anything can be a Challenge under the right circumstances.
Tagging a Challenge
A Challenge’s Tags need to describe what advantages it has on the players.
The advantages may be physical, mental, spiritual, magical, environmental,
you name it! These are used by the Guide to challenge the players' dice
rolled successes.
Try to avoid Tags that may become a catchall! You want them to give the
players something to work with, or better yet, to work around.
Assigning Ratings
If you have difficulty justifying a rating or another Tag for the Challenge,
it probably doesn’t need it. If you need one later, make it up then.
Health ratings are easy to create on the fly! Remember our 1-10 scale?
If 4 is average and 10 is godlike, where does your Challenge fall in be-
tween? Consider who is dealing with the Challenge. Is it harder for that
character to deal with? Does it deal with their fears or insecurities? Some
Challenges are harder for some people!
Examples
¤¤ Getting out of work early with my boss breathing down my neck.
Tags: Deadlines • Poor Work • Bully
Mind 5, Body 5, Spirit 6
¤¤ Stopping a Riot.
Tags: Violent • Fires • The Disenfranchised
Mind 5, Body 6, Spirit 7
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Examples, Continued
¤¤ Disarming the bomb before anyone gets hurt.
Tags: Delicate • Ticking • Where is it
Mind 7, Body 7, Spirit 6
¤¤ Finishing your research paper while babysitting.
Tags: Crying • More Data • Due Tomorrow
Mind 6, Body 5, Spirit 4
¤¤ Acing the big interview.
Tags: Gender Bias • Disheveled • Exhausted
Mind 6, Spirit 6
¤¤ Getting her phone number.
Tags: Too Pretty • Doesn't Know I Exist • Out of My League
Mind 5, Body 6, Spirit 6
¤¤ Catching a runaway.
Tags: Fast • Dirty Tricks • Has Good Aim
Mind 6, Body 6, Spirit 5
¤¤ Whodunit?
Tags: Prepared • Dangerous • Mastermind
Mind 8, Spirit 7
¤¤ Escaping the Labyrinth.
Tags: Sound Proof • Stone Walls • Maze
Mind 7, Body 7, Spirit 7
¤¤ Landing a malfunctioning airliner!
Tags: Hysterical Passengers • No Radio • No Pilot
Mind 7, Spirit 8
¤¤ Cornered by starving vicious predators.
Tags: Hideous • Vicious • No Where to Run
Mind 5, Body 7, Spirit 7
¤¤ Convincing ancient Tormiek to change his ways.
Tags: Heard It All Before • Dragon • Fueled by Hate
Mind 9, Body 10, Spirit 7
¤¤ Finding a clue in the haunted halls.
Tags: Horrible Visions • Unearthly Sounds • Past Regrets
Mind 6, Body 5, Spirit 7
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Using Challenges
Challenges focus the spotlight on critical moments, tense moments, im-
portant moments. The outcomes of Challenges complete Milestones or
defeat player characters. Challenges are the moments that help charac-
ters realize their grit. Pour on the description and help players immerse
themselves in their characters and the situation at hand.
Encourage players to describe their action in whatever way excites
them. You're going to frame their action into a dice check. If they want
to jump 10 feet in the air or need a chandelier to swing from, let them
have it! Dreamchaser encourages the players to do cool things by not
making them harder to do.
Flow
Let each Challenge be whatever they need to be! Go play-by-play or
bounce from scene to scene to capture only the most interesting parts.
Help Challenges be cinematic for the players by describing how their
actions effect the Challenge. Give each scene drama and tension with
your descriptions. Embrace the players' creativity!
85
Myths
E very great story has Challenges. They make us stronger. They place
value in adversity. Each Milestone represents a building block nec-
essary for a character to rise to the occasion. The Challenges that Mile-
stones present prepare the characters to do the impossible and meet
their Dreams head on. On the path of every Dream are defining mo-
ments. Myths breed defining moments. Myths are those impossible sit-
uations. Myths are the hardest Challenges.
Not everyone gets to the end of the road. The universe puts Myths in
front of us to test our mettle—our preparedness. It may be a mighty ad-
versary, an extraordinary circumstance, or a point of no return.
Defining Moments
Myths represent the special Challenges that arise to give us defining
moments. To give us our stories—our lore. It has been said that anything
worth doing is worth fighting for. Myths encompass the moments that
bring the best out of us—that define us.
Harder Challenges
Myths are Challenges with more risk and more reward. Each is a special
Challenge that affects a certain type of Milestone or situation. Myths
are difficult, requiring defeat in 2 Health ratings and have 5 Tags. The
Dragon can even apply 2 Tags to challenge player successes. Each Myth
grants rewards for character growth. Some raise ratings (even beyond
Legend). Some offer Belongings with a Relationship. Others provide
powerful new Tags.
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The Black Knight
The Black Knight is a Challenge of preparation or leadership. Like the
Knight, can the PCs stand firm in their conviction. Are they ready and
capable for a quest—for a cause?
The Black Knight affects Milestones that ready a character for our
Dream. This may be about equipment, facilities, or putting together a
team. Challenges within this Milestone have added difficulty in suffi-
ciently gathering what the Milestone requires, more obstruction. A new
challenger may arise and soon, run them out of business.
Defeat the Knight to gain an Organization!
Timing
The Black Knight generally tests a PC when preparation seems to be
going well or easy. The Knight sees no value in testing the completely
unprepared. Where's the sport in that?
Timing
The Twins arise when a question of two rival ideas must be conquered.
They force a character to choose between two maxims.
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The Haunt
The Haunt represents that which holds us back. The loss that a character
cannot get past. The hardship a PC still hasn't forgiven themself for. The
loved one they cannot forget. The pain that just won't go away. The code
that you betrayed. Some things we regret. Some things haunt us.
Defeat the Haunt to raise your Spirit rating by 2, gain a Relation-
ship, or raise your Belief by 2.
Timing
The Haunt arises when a PC is alone. It creeps under their skin when they
are about to rise to the occasion. It cripples them with doubt and holds
their self-confidence at bay. It seeks characters out when they have cast
away their friends. It cripples them when they are brash. It gets them
killed when they are weak.
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The Unicorn
The Unicorn represents a special Challenge particularly suited for one
PC. This Challenge will test you and only you—to your limits. The Unicorn
is almost always a prize, a reward. It taunts the PC, tempts them. Not to
say it wouldn't challenge others, but it's an epic personal challenge for
one PC in particular. Who will it choose? Every character innately knows
the Challenge of the Unicorn, the difficulty it represents.
The Unicorn Challenge may be completed on a solely individual player
basis or with the help of other players. While the other players cannot
physically deal with the Challenge, they can use their turns to take ac-
tions against the Challenge's Mind or Spirit. They can do that by imagin-
ing actions on their turn that support the PC in question. Maybe a flash-
back scene of moral support or a lesson learned. Possibly a redundancy
plan in case of emergency.
Defeat your Unicorn to raise a rating by 1, to a max of 9.
Timing
The Unicorn is elusive often appearing for a glimpse at a time. A distant
shadowy prize beckoning a PC to chase. The Unicorn can appear at any
time but appears most frequently when a character is preoccupied. It
knows the best time to graze.
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The Dragon
The Dragon is the ultimate Challenge. It's the boss at the end of your
Milestones. It waits there among them; enter its lair and let the final bat-
tle for your Role, your duty, begin. The Dragon will force you to confront
your greatest weakness or challenge your greatest strength. Fight it for
all the marbles. Fight to prove you belong.
The Guide can challenge players with 2 Tags on their turn instead of 1.
Defeat your Dragon to become truly legendary at any 1 Strategy or
Health rating. Raise a rating by 1 up to a rating of 10.
Timing
It waits for you. It has always been waiting for you. Enter its lair and let
the final battle for your soul begin. The Dragon is generally best suited
for longer games instead of one-shots. Sessions with Dragon Challeng-
es are generally deserving of their own session. They can run long if
players don't spend Belief to deal with them.
Each player has a final Milestone. In a long game, it waits for each player
character there. In a short game, it may come in the final Milestone or
wherever the Guide sees fit.
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Planning Beyond the First Session
The Dream Map will make your life easy! The pursuit of Milestones acts
as plots directly, inspires plots indirectly, and helps guide the players
toward our Dream.
If you like to improvise, write up a few bullet points when you come to
each game session and work off of the Vision Rolls. If you'd rather plan
ahead, enjoy the ease and minimal time spent preparing for your next
game. Dream Map, make characters, and Vision Roll on the first session.
Use the gathered information to fuel your next session and inspire your
players to think about what's to come!
After the first session, you'll have a lot more to work with. Problems will
be established. Characters will know each other. We'll see how their Re-
lationships work together. Their journey so far will begin to foreshadow
things to come. Problems will create adversaries. Character's Strategies
will tell you how they like to solve problems and beat Challenges. Future
Milestones will begin to take shape.
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Performing
Have fun and don’t sweat the small stuff! The players want you to suc-
ceed. If you run into a problem, the game stalls, or you could just use
an idea, ask the players! This is a collaborative storytelling experience
for the enjoyment of everyone at the table. Don’t pressure yourself into
being the sole entertainer. Involve as many players as you can, as fre-
quently as you can.
Where Am I?
Set the players up for success! When they arrive in a new scene or place,
engage their senses. Take some time and tell them what they see there,
how it smells, what sounds are being made. Don’t spend more than a
minute on this, though. Being concise leaves more to the imagination.
You just want to lay kindling and spark their imagination.
92
Envisioning a Perfect Success
Have fun with the excitement and energy that rolling doubles can have
on your game. Get the players involved on creating the possible out-
comes! Use the following questions.
¤¤ What's the best possible thing that can happen right now? (Success)
¤¤ What's the worst possible thing that can happen right now? (Failure)
Ask each player the appropriate question, side more with the player
who rolled the dice when coming up with the Critical Success outcome.
Side more with the other players when coming up with the Critical Fail-
ures. A Critical Both will require a mix of both the best of times and the
worst of times. Descriptions should be elaborate and amazing! Share
that fun with the players.
Spending Belief
Players can spend Belief to buy success for their characters. Use of Hope,
Faith, and The One give players the opportunity to take chance out of the
question when they really want something to happen for their charac-
ter. Hope buys a Double Success. Faith buys a Critical Success. The One
grants the player the ability to dictate a Double Success, Success with a
Catch, or a Double Failure as needed during a scene or its Challenges.
Players can spend Belief at any time they need an outcome, even after
a roll, but before an outcome is stated. Critical rolls always stand, even
blocking the use of Belief.
Trouble getting players to spend Belief? Give them poker chips, tokens,
coins, or counters to represent their Belief. Have them place the stack on
their Belief circle. When they have the Belief just sitting there, they won't
forget about it and will be more likely to spend it.
Using Tags
Tags are designed to describe a character for better or worse. Use them
to help players immerse themselves in a character. Tags can remind us
of who we want our characters to be. They can also reflect the difficulty
and trauma that limits us. Use the bad times to help the good times
shine. Without tension, where's the excitement?
When using Tags, have the player reroll each die individually. Each reroll
is another chance for a critical roll, as players grow accustom to this, it
will drive tension as well.
93
Challenging Success
Whenever a player rolls a dice check and gets successes, you can have
them reroll their successes due to a Tag that hinders their action. Outside
of a Challenge, don't feel like you have to hold Tags against the players.
Use this tool when the player imagines an action their character isn't fit
for. Use it to help them get more into their character's headspace. Who
is their character and what would their strategy for success be?
The exceptions to this are Negative Tags. Similar to a Challenge, the
Guide is actively encouraged to hold a player's Negative Tags against
them. Like a Challenge, the player knows this and is encouraged to work
around their character's difficulties or to embrace them.
94
Play Structure
If you are new to being the Guide, try out the 3-Act Structure. This should
look familiar from the advice so far.
3-Act Structure
1. Introduction and Inciting Incident
2. Rising Action, Montage, Improvement, or Acquisition
3. Climax or Resolution
Act 3: Resolution
Shit goes down. The moment we've all been waiting for is at hand. This
should be exciting, enjoyable, and rewarding. Think cinematically and en-
gage the players senses with your descriptions. Each player should have
an interesting part to play. When it's over, the Milestone will have been
achieved or failed. Failure should send the characters back to the drawing
board or worse. Success should be sweet with the spotlight on the charac-
ter whose Milestone was achieved.
95
Pacing
The fewer players in a scene, the shorter the scene should be.
¤¤ Don’t play 5 minutes without involving at least 2 players.
¤¤ Don’t play 10 minutes without involving all the players.
Don’t waste time on boring activities or routine procedures unless the
players enjoy it. Skip time or fast-forward day-to-day activities and un-
eventful travel. If you need to know an outcome in that time, have a
player make a dice check and let them describe it.
Our Story
Let players explore what they want to explore with their characters. If
one player is taking something too far, ask them where they're going
with it. Let the players decide if that character’s actions are creating a
more entertaining story or needs to be reined in.
96
Setting
"Our world is a shared experience fractured by
individual perspectives."
-Brian Miller
In Dreamchaser, the setting doesn't limit our Dreams, it fits to them.
There's a reason we don't start with a setting. There's a reason we start
with a Dream. Let the Dream be paramount and the setting whatever
makes for the most interesting story. Some Dreams imply a setting; take
the opportunity to use it or imagine something different. Each Milestone
will begin to detail a setting in our minds. Your PCs' Strategies, Relation-
ships, and Belongings will further influence the setting. Let the game
help you create the setting you need.
The setting's a back drop, an environment, a sand box to play in. It's an
imaginary stage where scenes are set and characters are used to build a
story. Dreamchaser is a game about dreams and the characters that pur-
sue them. Dreams may take you to other worlds, other times, other di-
mensions, or just past the next door. Let the setting work for your game
and not the other way around. If you want to create a setting, create only
what you need for your story or what fits the scope of the Dream Map. If
it doesn't add fun to the chase, what's the point?
Let the setting be vague; it leaves more to the imagination. Good ideas
are easier to introduce because there are not as many facts to consider.
Many details can create unnecessary roadblocks in your head. The more
unnecessary information you establish in your setting, the more there
is to consider and remember. Don't box yourself in! Save that precious
processing power for improvising. Players benefit too! They can spend
less time hesitating over questions of realism and more time playing.
Making Choices
Sometimes, you'll have to make choices on what the setting is and what
it isn't. Some games will be hard-pressed to define a setting throughout
Character Creation. If that's the case, probe your players a bit. Pose your
thoughts of what the setting seems like. See what interests them and
then run with it.
97
Thoughts on Setting
Modern/Near Modern: The easiest introductory setting would be here
and now. The modern time is a setting you know more completely than any
other. You are prepared to offer that to your players at a moment's notice.
Maybe you have a time or setting that you prefer. The 80's were be-
fore widespread Internet and cellphone use. The 90's were before smart
phones and before apps became a thing. Your unique take on the world
is what makes the modern setting new and interesting to players. Don't
be afraid to exaggerate your perspective or change a significant mo-
ment in history, just to spice it up. The masses could be cynics in a dark
world or fanatic positive enthusiasts. Politics can be corrupt and tyran-
nical or a just and fair system in the best interest of the people. Your
perspective of the world is your own, no matter the setting, bring it to
the game world.
Players' Favorite: What setting do your players love? Do you share a
favorite TV show or book series? Have a favorite video game? This game
is about dreams and the characters that pursue them. The setting is only
as fun as it pertains to the Dream or to the players. Pick one that adds a
twist or element that will liven up your game. Using a favorite setting is
a great way to introduce new players to the game.
98
Optional Rule: World Tags
Have a setting in mind? Do we know things about the game world?
Are there certain inalienable truths?
Explore World Tags...
A World Tag describes the game world just like a Tag describes a char-
acter. World Tags are setting Tags that are readily available to use. May-
be Heroes never die. Maybe all major characters can leap buildings in
a single bound. Maybe there's no gravity in this world—maybe there's
no love.
99
Allies
D reamchaser is designed to entertain 2-4 players. Have more play-
ers? Don't let that discourage you! Just add Allies!
Purpose
Allies are usually around for some reason. Tie the Ally to the current
Milestone or have them show up to lend a hand.
A Good Impression
Just like any other PC, give the Ally a time to shine. It may make enough
of a good impression on that player to add them to the fold! Allies are
great characters for first time roleplayers or guests. A recurring role from
a routine guest may lead to an expanded role like having a Milestone
or two of their own. Just have the players fit them into our Dream Map.
100
101
Afterword
Who We Are
Our dreams give us purpose but just because you know your character's
purpose doesn't mean your character does. Maybe she did as a child
or for the span of a daydream until it escaped her. Maybe it's what she
always wanted, even dreamed about, but learned the pay was too small.
Heard the rewards were too few. You the player know that purpose.
Belief makes us strong, brings our dreams into focus, and even bends
the boughs of the world in our favor. Use the Dream Map to lead your
character to their greatest potential but please, don't forget to enjoy
the journey. Chasing your dream will be a rollercoaster, a ride of ups
and downs, that tries to scare you around every corner. In our difficult
moments we learn the value of our triumphs.
102
Playtesters
Thank you to the 107 Playtesters whose names I remembered to gather
and to the many others that I may have missed. Dreamchaser is a better
game because of you and I have been enriched by your stories.
103
Kickstarter Backers
Thank you to all of the 309 Kickstarter Backers who helped make Dream-
chaser possible! You've helped my dreams come true.
104
Kevin Henley Matthew Paul Yu Simon TheDonnie
Kevin Innarelli McFarland Peiblit “smescrater“ Tim “Kleehv“
King Anwar Matthew Ryan Petri Leinonen Carter Shirk
Avasi Shoemaker Phillip Bailey Sir Jason of Timothy
Kisa Gryphon Maurizio the Azure “GMT“ Grant
Quasi
Locusti Hills Todd Zircher
Kite Winters Quinn
Melvin Smif Sir Wade Toju Xinshu
Korean DC in- Wongkew
side Dreamer Menachem SkavmeisterC Tom Jones
Ricardo Ochoa
Kyle Simons Cohen Snowren Tony E.
Rich
Merry Crystal Featherfall Calidon
Kyle Urban Lescouflair
Michael A Soutalgon Topher 009er
Lady Perker Richard
(@alperkow) Persin Kreutz-Landry Space Tracy Murray
Lakshman Michael Riley Bowman Stephanie Tricia Victor
Godbole and Brian Bryant
RnJ Rust Trip
Goubeaux Stephen Space-Parasite
Laura Rob Abrazado
Järvenpää Michael “Shmoo“ Gill
Rob Vicki Hsu
Bridges Steve Lord
Lester Ward Donoghue Vincent
Michael Feir Steven K. Baptiste
Liam Murray Rob Onofrey
Michael Watkins
Lisa “Dr. Rob Winkler Vincent
Holland Storycomic. Eaton-
Cthulhupunk“ Robert and
Padol Michael com Valencia
Amanda
Merlan Stras “The Vladimir
ljtrigirl Daley
Michael Parker Dreamer“ Filipović
Lord Robert Carnel
Michael Acimovic
VonHooton Rod Meek We Hate Bards
of ApplesVale Pietrelli Svend
Romain Whingknütt
Michael Pureka Andersen
Lucas Bell _the Seer Will
Michael van T. Julian Bell
Lucy Ron “Khaalis“ William
“wyrdness“ der Woude Tara Zuber
Owen Hedden
Fletcher Mikailos -Keeper of the
Ron Windauer William Paul
Luis Felipe Mike Nachtigal Autumn Clock
Ronald Pyatt Sanford
Takano Morgan Weeks Tayler Stokes
Rorythicus William Scott
Luis Gomez Mr. Kyle Teaser & Palmer II
Russ Brown Firecat
Lyn Rogers Vafiadis Willy Kaceres
Ryan Fraedrich (Katja and
M. Murphy Naepta Wright S.
Samwell Quinn Ulrike)
M. Trout Nespress Johnson
Thomas Terry J
Mad King Nicholas W. Zach Rockwell
Sarbin Brandush
Christopher Peddicord Zikkurat
Scott Hillier Thaddeus
the First Nick
Sean McHale Ryker
Madelyn C “The Guru“
Mendez Sean Paul The
Malcolm Coull Daimadoshi
Noralie Petrusha
Marcus Flores The
Oliver Peltier Seth Surber
Marcus Ilgner Freelancing
Oliver R Shead Shahazadei
Marissa Kelly Roleplayer
Our Hero Andy Shane
& Mark Diaz The
Bearden
Truman Patricia Arce McAwesome
-Magpie Shannon!
Patrick & McCulloughs
Games Samantha Shinya
The Pastor
Mark Butler Harris HANATAKA
Sam Hershey
Matthew C Paul Sir Dennis A.
The Rosenthal
Franklin Lukianchuk Thornberry
Family
105
Index
Allies 100-101 Mind 35, 42, 58
Belief 10, 14-15, 66, 93 Myths 86
Benefits of Belief 14-15 Black Knight 87
Spending Belief 14-15, 93 Twin Giants 87
Tags 14-15 Haunt 88
Belongings 10, 47-48, 76 Unicorn 89
Examples 48 Dragon 90
Body 35, 42, 58 Neighborhoods 49
Challenges 16, 53, 58-63, 83-86 One Shot 63
Create a Challenge 83 Organization 35, 46, 76
Combating 61 Players 8
Dealing Damage 61 Player Characters (PC) 8
Dealing Tags 61
Problems 57, 82
Examples 61, 83-84
Examples 82
Health 58
Using Tags 62, 83 Ratings 11
Character Creation 34, 75 Reason 35, 41, 76
Character Growth 17, 65-66, 81 Relationships 10, 35, 44-45, 76
Examples 45
Character Sheet 34 Labels 44
Critical Rolls 13, 61, 92-93 PC Relationship 45
Critical Both 13 Restore Belief 45
Critical Failure 13 Tagging Relationships 44
Critical Success 13
Role 10, 20-21, 25-27, 72
Damage 16, 42, 58, 61 Examples 26
Dice Check 12 Scenes 53
Rolling Dice 11
Session Length 9
Double Failure 12, 61 Ending the Session 81
Double Success 12, 61 Significance 81
Dream 20-24, 71 Spirit 35, 42, 58
Vague 24
Soul Skills 10, 41, 76
Dream Map 20-22, 31, 71 Examples 41
Examples 23
Strategies 10, 35, 39-40, 75
Dream Mapping 8, 12, 16, 20-21, Examples 40
31, 71-74 Labels 39
Gratitude 53, 67, 81 Success with a Catch 12, 61
Guide 8, 10, 70, 78 Tag Vote 17, 53, 65, 81
First Session 71
Performing 92 Tags 10, 15, 34-38, 75, 93, 99
Planning 78-81, 91 Challenge's Tags 16, 62
Play Structure 95 Challenging Success 16, 35, 93
Pacing 96 Examples 37
Setting 97-98 Negative Tags 16, 38, 62
Overused Tags 37
Guide Sheet 71, 77-79 Tag Limits 38, 65
Health 10, 42-43, 58, 76 Session Tags 99
Healing 43, 63 Title Tags 94
Imagine 35, 41, 76 Vision Tags 38, 54-55
Milestones 8, 20-21, 28-30, 66, 73 World Tags 99
Examples 28 Vision Rolls 8, 17, 52-55, 79, 81
First Milestone 81 1 Success, No Tag 79
Too Many 30
106
1 ouR DReaM Name: aJ STEP 1 Pitch a Dream.
STEP 2 Imagine your Role.
My Role 2 STEP 3 What do you want to experience?
STEP 4 Describe your PC with 3 Tags.
STEP 5 Imagine 3 Strategies below Legend.
STEP 6 Assign 10 points among Soul Skills.
5 sTRaTegies My MilesTones 3 STEP 7 Assign 12 points among Health.
Legend 8 1. STEP 8 Imagine 3 Relationships with a Tag.
STEP 9 Imagine up to 3 Iconic Items.
The Best 7
STEP 10 Name your character.
Expert 6 2.
Strategy
Skilled 5 7 healTh
3. Mind
Beginner 4
Body Max Current
Spirit
Tags 4
6 soul skills Negative Tags 8 RelaTionships
Imagine True Love
Reason Tags
Soul Skill Intimate
Tags
Vision Tag Close
Tags
Belief The BenefiTs of Belief Casual
Belief Ability Cost Action Tags
• •
• •
ouR DReaM
• •
Milestone 2: Milestone 3:
Character Creation Notes: Vision Roll Notes: Character Creation Notes: Vision Roll Notes:
• Q1 • Q1
Q2 Q2
• •
• •
• •
• •
Visit imagininggames.com for
downloadable character sheets,
guide sheets,
examples
and more!
If you could live out any story, any
moment—what would you experience?
Before you is the Dream Map and with it—a
path to destiny. We all have a purpose, a
duty, a dream. Will you pursue it?
Will you chase your dreams?
Dreamchaser adapts to your needs, not
the other way around.
¤¤ Dream Mapping tailors each game to what the players
want to play—the story they want to experience.
¤¤ The Guide (Game Master) creates any story character
or challenge they need on the fly. Spend your time and
attention engaging player characters and driving the
story forward.
¤¤ Use Vision Rolls to inspire immediate play or to fuel
future play.
¤¤ Character Milestones break stories into short sessions
or chapters. Play them consecutively or fit them into
busy adult schedules.
¤¤ Collaborative Character Creation that empowers player
creativity, spawns immersive characters, and sets them
on to a mutual goal.
¤¤ Game play that gets players in the head of their character
with every roll—drives the story forward with every roll.
¤¤ Simple rules that empower players to create their
own strategies for success and allow them to defeat
challenges in whatever way fits the story they want to
tell. Dreamchaser is fueled by your imagination!