Yume-Do, the Realm of Dreams

By Harzerkatze, in Houserules

Preempting Magnus here, we came upon the idea that establishing a few ideas for adventures in Yume-Do would be cool, so PCs can do dream quests or fight nightmares within dreamer's minds.

The Shadowlands book established how to go about that:

1) Establish rules that work only in Yume-Do

2) Offer Opportunity Uses within Yume-Do.

Central to Dreamland should probably be dream-logic: Stuff just happens or just changes all the time. Consequences are not as pre-determined: Falling off a roof often just shows you that you can fly.

Also, wanting something goes a long way towards getting something.

Ideas include:

- you can spend Opportunities to change any environment you are in.

- any Condition can be ended with a check to think it away

- it may be possible to think away opponents weapons (or think swords into wooden swords), as it is possible to think new weapons into existence

- one could think about making importuning invocations easier in Yume-Do (and availanle to non-shugenja, as dreaming to have magical powers is common). That has the advantage of limiting what PCs can do to already established options.

Oops, Magnus was doing the same at the same time...

Ninja-ed! :ph34r:

(Shinobi-ed, I guess?)

Let's close this and discuss Yume-Do in your thread, you offer way more details and ideas.