[UA] Dream sequences (was gas w/ fries)

Nick Wedig mrteapot at disinfo.net
Sun Apr 15 17:23:27 PDT 2001


>Speaking of which, does anyone have any techniques for working effective
>dream sequences into a game?  My problem is the usual one of "GM focus
>equals importance."  When I start describing a dream, people automatically
>know that it's going to be an unusual one, and that takes a lot of the
>impact away from it.
>
>I sometimes get away with it by not telling them in advance that it's a
>dream, and not giving them any strong cues that it is a dream until a
>goodly ways in, but that seems to be a trick that works only a couple of
>times a campaign.

In the game I ran, half of which was in dreams, I'd run unimportant dreams as well as important ones, so the PCs didn't know which is which, though I did detail important ones more.

The same question occurs in normal gameplay, if you think about it.  An encounter with some convenience store clerk will be glossed over, but if the clerk is secretly the PC's long lost brother now become an evil cult Leader and a key NPC, then some more detail may be important and might clue in the players.  Sometimes you can use this deliberately as well as accidentally.

Mr. Teapot
your long lost brother now become an evil cult leader

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