The Beckoning Dream

Setting & Lore

Much of the setting & lore details are only accessible in the full playtest document. The following elements are defined as they comprise the essential elements necessary to understand the narrative mechanics and ground yourself in the intentions of The Beckoning Dream.

Dream World / Dreamlands

Where characters exist and interact when they are dreaming. This is where the decks are shuffled and the game is played.

Dreamer

A person capable of influencing the Dream World while they sleep, both consciously and subconsciously. Every player character is a Dreamer.

Dreamer’s have…

  • A Dream. A personal goal that drives them in their journeys throughout the Dreamlands.
  • A Deck. The Major and Minor Arcana cards represent what this Dreamer is capable of.
  • A Guide. Defined at the beginning of each dream / session.
  • Bonds. Potent memories connecting them to other Dreamers. New characters start with none.
  • Boons. Powerful abilities that change the way a Dreamer interacts with the core rituals of play. New characters start with none.

Major Arcana

The 22 named cards (typically numbered 0 through 21) in a standard 78 card tarot deck. They are powerful cards with unique abilities. They represent the influence and powers of specific ideas in the Dream World that often appear as archetypal representations of their namesake. Ex: there is a literal High Priestess in the Dream World.

Mundane World

Where characters exist and interact when they are not dreaming. Your characters will Reflect on what has occurred and prepare for the next dream.

Nightmare

Entities in the Dream World that embody fears both personal and universal. They are dangerous.