I also think Matt oversteps with regard to describing reactions to the dreams (and other times). I just think the mechanism for planting a plot hook is cool.I like Critical Role but would agree in that I'm generally not a fan of Matt dictating the reactions of the PC's like he does in dreams or visions. I know they all trust him and prefer it that way but it's not my preferred style since it verges into affecting player agency over their characters' reactions without calling for a roll or asking for their direct input.
Dreams are fine. Of course D&D is a very magical universe. There are a LOT of ways to convey plot hooks. Prophecies, omens, and portents (of which dreams may be considered one flavor) are all good. Of course, a plot hook could also simply materialize out of thin air, literally! A god could simply drop it out of the sky, or hand it to a PC, as could any other sort of 'patron' or 'messenger'. This is only scratching the surface. So, my basic response is, "why would I lean heavily on ONE of these methods?" I like variety, give the players a surprise. I voted 'occasionally' on the basis of I am sure I have done it a couple times, but never more than once in the course of any one player's play of the game. I've rarely repeated ANY theme multiple times!I follow Critical Role and Matt Mercer uses dreams very effectively to give adventure hooks to his players, or if not that then at least provide motivation to follow up on some part of their PCs backstory. It works very naturally (when he does it) and helps to keep the PCs goals and stories central to the adventure.
I regret that I have never used this trick once for my players (and really if you run published adventures you’d not have much call to). But whenever I kick off another campaign I plan to try and feature it for the same purpose.
How about the rest of you? Do you let dreams influence your players? If you do, how has it worked out for your table?