Any use of dreams in your campaigns?

I like many of the ideas suggested so far. So I'm not gonna resuggest those techniques.

We use dreams, trances, visions, and related material in game rather frequently.

This also might be slightly off the track of your original intentions but I also use dreams to trigger the imagination (my own and that of my players, and as source material for adventures and related matters).

I also think that you can use dreams, trances, visions, etc. to create in-game parallel adventure and campaign realities (and competing realities), as well as to modify skills, abilities, capabilities, and the nature of magic.

Good luck to you.
 
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One of the PCs awakens from a vivid dream that sticks with him;

In the dream, you are in a classroom with a bunch of other students. Some are talking in accented voices about coming from a far-away land and how their own countrymen seem strange to them now, as if they have changed so much that they can never come back. You end up talking with one girl who is playing some word game with another girl that also involves the name of a country she can’t seem to figure out. The teacher is a tall woman with long black hair, who doesn’t seem to do any teaching so much as lean back and ignore you while various discussions take forth, rarely interjecting some comment or correction, although she seems a bit bored, and even dismissive at times.

At the end of class, you are looking a picture that someone has made with chalk in one of the desks, of a young boy with hair forward in a mop over his eyes and a white mask covering his lower face, along with another girl, a half-elf with amber colored eyes, who is wondering who drew that, since it’s been there forever. You leave class together, only instead of a hallway, you are in a damp tunnel, leading up to the sunlight. The girl you are with walks out into the sunlight, but you stay behind.

And how it worked into the game;
On the streets of the city, you bump into a woman in the market place, she’s got a severe expression and was clearly distracted. She’s dressed in a moderately expensive looking dress with a tight leather bodice, painted to match, and has a fair amount of makeup on. Her hair is shoulder-length and brown, dyed with red henna, and her eyes are amber. She has clear half-elven ancestry, and you know you recognize her from somewhere. She looks up ready to snap off an angry comment, from the looks of it, but stops herself and just stares at you before turning to leave.

The girl from the marketplace is a high-price courtesan. Talking to her takes time and effort (the PC will likely have to 'pay for her time'), since she refuses to believe that you are who she thought she saw for a second.

It turns out that she lived through whatever dream you just had as a child, almost 40 years ago (which is why you can’t be the boy she saw, because he was human and would be much older)! Only it wasn’t a ‘classroom,’ although she admits that children might want to remember it that way. It was a slave-pen in a bluffside cavern near the city, where slavers would stow away their illegal cargo before sailing into port to meet with their underground contacts. This particular pen held only children, and the ‘teacher’ was a dour-faced black-haired woman who made sure that they were fed and that nobody got away. Almost all of the children were young girls, with one or two exceptions, and were mostly human, with a few halflings and a single half-elf. The two girls who spoke of their homeland were from the Scarlet Brotherhood, sold into slavery by their own parents, who had been holding out for blonde-haired, blue-eyed children, and sold off their ‘impure’ kids.

The ‘chalk drawing’ of the masked boy was made by an earlier inhabitant of the pen, scratched into the rock with another rock, and some of the kids would fantasize that the masked boy was going to come and rescue them some day.

The half-elf woman remembers a gift for sorcery even then, demonstrating Animate Rope (which she uses these days on high-paying clientele, who have strange interests) and explains that she used it on the twine holding the bamboo ‘bars’ of their pen together, and then to restrain the woman standing guard over them, while the children made a run for it, the larger ones carrying the smaller ones in a dash for freedom. Other guards at the end of the tunnel made short work of that escape attempt, and only she escaped, to return to town and find that her mother had vanished in the months she’d been away, and turning to a life on the street, finally landing herself in a job at an upper-class brothel, thanks to her ‘exotic looks.’

She can be convinced to point the PC in the direction of the slave-pen, in the bluffs to the east/west/whatever of the city, but points out that it’s been forty years.

What do the players find at the old slave pen? Small bones from children who died there? A fresh batch of child slaves being kept there by all-new slavers (the old ones having retired)? Ghosts and dust and unpleasant memories? Evidence that someone high-up in the city that they’ve been dealing with was one of these original slavers, forty years past? Ideally, some mix of all of the above, to have RP, immediate combat encounter and political ramifications after-the-fact.

[Dreams sent by ghost of the original boy, long since dead, he wants to become the masked boy who rescues this new batch of children, brought into the caves that have lain empty for decades.]

The PC who had the dream may turn out to be the reincarnation of the boy from the dream, who died in the ill-fated escape attempt. Or the ghost of that boy might be sending him that dream, aware that new slavers have taken residence in the cave, and attempting to summon someone to come rescue these new children from dying as he did, or worse, living with the sort of life that would have befallen him. If the ghost-child possesses or just influences the PC, he might even end up combing his hair down over his eyes and wearing a white mask over his lower face when he rescues the new captives, fulfilling the idle wish of some children that are long-dead.

[The party ended up fighting a couple of cannibal cultists, who had some tie to the Fighter's contact in the city, from which he'd just learned Dodge (small red herring, they were from the same place, but the NPC was not a member of this slaver group), freed some children, and then had to fight the orcish pirates who were smuggling the slaves into the area, along with a strange aberrant sorcerer who had a flying tiny squid (vaguely darkmantle-ish) as a familiar, and who escaped by diving overboard and never coming back up to the surface... ]
 
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Dreamscapes are one of the "otherworldlier" aspects of the setting in Changeling: The Lost, the one nWoD line that I'm interested in. All changelings are natural oneiromancers who can either visit the dreams of others directly when invited in or take the scenic route through what they call the Skein, the totality of all dreams past, present and future. There's a wide variety of tricks that they can pull off while inside someone's head, from uncovering suppressed memories to implanting subconscious suggestions to seeking out prophetic visions, and dream combat against the local threats uses stunting rules similar to those in Exalted: imaginative or thematically appropriate descriptions receive a bonus.
 

I have written out dreams that PCs have had in both D&D and in Call of Cthulhu. I usually put them in fairly cryptic symbolic terms. Sometimes they get flashes of real places or people who will make appearances later in the campaign or where things are going on, but the specific reference is usually obscure at the time they have the dream.

In CoC, I used imagery of a PC, who was losing his sanity, being reborn (in a more literal sense than latching onto a new religion) at the base of a mountain with a giantic form of Nyarlathotep, the Bloody Tongue standing at the horizon. I still don't know if the player ever realized how graphically my oblique imagery was intended to be interpreted...
 

I use dream sequences at least once a campaign. I often use it to set up for building up dread with some sort of boss character; in the dream the character(s) are overwhelmed and die - it tends to create a great amount of tension when the characters finally do encounter the villain, often a reluctance to do so and great relief if they win.

I've also used several "not-dreams"; the characters find themselves engaged in some activity that seems dream-like (often created by illusions or other supernatural occurrences), and become convinced this is a dream sequence - only to discover that it is, in fact, NOT a dream and they are wide awake and the consequences are very real.

Finally, I once used dreams to portray characters living another life entirely; these were run in tangent to their current adventures and when they would rest they would switch to these other, more powerful characters. Eventually, the party came to learn that they had, in fact, were the individuals in the dream and had been slain and their souls imprisoned in a demi-plane in which they were now adventuring. The dreams were actually memories of their former lives and, after regaining their memories and escaping the demi-plane, the insights gave them the knowledge they needed to beat the villian the "2nd time around."
 

I once had a campaign in which the realm of dream played a major role as a secondary adversarial presence stirred up by the machinations of the BBEG. After awakening a long dormant nest of dream larvae (epic lvl handbook) and sparking a war between them and the lords of the Quori (little bit of Eberron bleedover as the transitive planes [Astral, Shadow, Dream, Mirror, and Spirit/Ethereal] are the only ways to jump between campaign settings in my multi-verse and it's very dangerous) which tore at the sanity of all sentient beings throughout the world and flushed the nightmare beasts (MM2) the world over with fell power (one of these was secondary threat throughout first "season" of campaign). Eventually the PC's had to mount up on dream dragons and put an end to this psionic war for the good of all creatures, and crowned a successor to the to throne of the Dreamlord in fashion very similar to that which took place at the end of Neil Gaiman's Sandman comic series. The BBEG didn't care at that point though, as he had moons to smash and dread gods to unleash.
 


I love using dreams and visions in my game. They're a great way to set the atmosphere and supply background information. Actually, my current campaign involves an alignment of the plane of dreams with the material plane, so dreams increasingly have a tendency to become real and what seemed to be real might turn out being a dream, after all.
 

I used dreams in a recent adventure. One of my players ran a half-elf ranger/cleric who decided he wanted to become an arcane archer. Of course, this was just after he found out that arcane archers existed, so he hadn't been "steering" his character's advancement towards becoming one (he had no arcane spellcasting levels, for instance, nor the feats required to meet the prerequisites). But, the player was only eleven, so I decided that every PC had an unusually vivid dream that night.

The ranger/cleric dreamed of a slain elven arcane archer, whose remains were abandoned in the back of a cave, and awoke with a vivid image of the cave's location in his head. A human cleric of Pelor dreamed of how the cities of both humans and elves alike existed under the same sun, reinforcing the fact that this quest saw favor in Pelor's eyes. A druid dreamed of being attacked by a large carnivore in the dark, which was a bit of foreshadowing, as the arcane archer's remains were guarded by the spirit of the dire bear that had killed him. And finally, the human rogue dreramed of an erotic encounter with the four female assassins they had just recently fought (and slain), which had nothing at all to do with the adventure but was exactly the type of dream that particular character would have.

The adventure went well; they fought a band of orcs on the way to the cave, found the slain arcane archer's remains, and then were attacked by the dire bear's ghost (which had a unique attack ability of shunting anyone it hit with its ghostly claws into the ethereal plane, where it could then pick them off at its leisure). Sure enough, the druid got hit by the bear, just like in her dream, and was trapped alone in the ethereal plane with the ghost bear, but fortunately the bond between the ghost bear and the arcane archer had spontaneously manifested by granting the wielder of the arcane archer's bow the ability to track the ghost bear wherever it went, to include shunting the wielder to the ethereal plane if that's where the bear went. So the ranger/cleric got to rescue the druid (played by the player's mom), and a bit of the arcane archer's spirit remained behind in his bracers - which effectively "loan" the two archery feats needed to become an arcane archer until such time as the character can learn them himself. The ranger/cleric took a level of sorcerer the next time he leveled up, and he's been taking levels of arcane archer ever since.

The players all had a good time, and I think the dreams enhanced that, especially as it wasn't something we had ever done before.

Johnathan
 

I used dreams in a recent adventure. One of my players ran a half-elf ranger/cleric who decided he wanted to become an arcane archer. Of course, this was just after he found out that arcane archers existed, so he hadn't been "steering" his character's advancement towards becoming one (he had no arcane spellcasting levels, for instance, nor the feats required to meet the prerequisites). But, the player was only eleven, so I decided that every PC had an unusually vivid dream that night....
So the ranger/cleric got to rescue the druid (played by the player's mom), and a bit of the arcane archer's spirit remained behind in his bracers - which effectively "loan" the two archery feats needed to become an arcane archer until such time as the character can learn them himself. The ranger/cleric took a level of sorcerer the next time he leveled up, and he's been taking levels of arcane archer ever since.
Johnathan

I like how you handled that with the 11 y/o. I play with a couple dozen kids as well and feel that you need to listen to what they want, and if somewhat reasonable, find a way to make that part of their character and/or their story. Well done.
 

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