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Rêve de Dragon expliqué par le Dude


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  • Scriptarium
Posté(e) (modifié)

Surtout le démarrage de scénario in medias res devant le chef de gare (probablement une ancienne technologie gnome) 🤭

Modifié par udhessi
Posté(e)
Le 08/03/2023 à 12:21, udhessi a dit :

Surtout le démarrage de scénario in medias res devant le chef de gare (probablement une ancienne technologie gnome) 🤭

C'est la partie de la garde qui crie «gare»…

🚉

  • Kanaillou en chef
Posté(e)
Le 05/03/2023 à 12:55, Thias a dit :

Bonjour tout le monde, j'ai écrit un billet de blog sur un thème similaire, «Jouer à Rêve de Dragon». Je ne parle pas tellement du système – d'autres l'ont fait, probablement mieux que je ne le ferrais – mais plutôt du feeling de l'univers et comment ça se joue…

https://wiesmann.codiferes.net/wordpress/archives/35276

 

J'ai lu le billet en question (merci à Thias pour cette analyse). J'ai trouvé le contenu pertinent et intéressant. Je n'avais notamment pas fait le rapprochement avec la Terre Mourante de Jack Vance, même si j'ai toujours considéré qu'il y a le même humour un peu absurde et sarcastique dans les univers de Denis Gerfaud et de Jack Vance.

Et je rebondis sur son contenu pour dire que le groupe de joueurs de RdD dont je suis le gardien des rêves joue dans Asthar et l'Unirêve ; cela génère quelques complications par rapport à la façon « normale » de jouer à RdD, mais, d'un autre côté, cela ajoute plusieurs possibilités qui seraient impossibles sans l'Unirêve.

Posté(e)
Le 2/22/2023 à 3:38 PM, Kroc a dit :

I'm taking the liberty of pasting below a description of Dragon Dream which was given by David Hazel Lions on the RdD Facebook Group , because I found it really good:

As for the rules, they are intimidating but actually quite simple. 

The rules often have the complexity that we expect them to have, if you see Dragon Dream as an extremely complicated gas factory, then you will tend to want to make too many rolls, check too much if there is not a specific table. And if it seems too simple you will perhaps imagine that you are playing badly.

In reality, the system is to be seen as an extremely simple base that revolves around a single resolution table. Understanding it is understanding the game.

Characteristic on the ordinate, skill on the abscissa, the intersection of the two gives the result not to be exceeded with a 100 die. And that's it.

The GM can decide to give a possible bonus or penalty, in which case this bonus/penalty is added to the skill to define which column to look under.

It's intimidating at first because we have tons of skills, we see +2 -4 scores everywhere, we see this table full of numbers. But in reality, it's just crossing a row and a column to see the chances of success.

The rest can then be added as an optional module. And will always be linked to this table anyway.

We can add a morale system, if a character eats a good meal and has fun then he is more efficient in his tasks. Nothing complicated, it's just a +1 bonus that will be added during a skill roll.

And finally everything is like that to come back to this table.

Next to that there will be a damage table which is quite basic (you throw two dice and it indicates whether you have a scratch, a light, serious or critical injury)

And a random encounter table in the specific case of the half-dream.

In itself, it's not more difficult to present than a donj' or anything else.

For the universe, it's a travel game. The important thing isn't so much the heroism of the characters as the change of scenery their journey brings.

The idea is for players to always be surprised, never sure which position to take. Each location has its own customs to discover.

This is not a game with an encyclopedia where players can perfectly understand the political system and anticipate what behavior to expect from the population of a village.

Clearly there are players who want to be the dragon-slaying heroes who massacre goblins one after the other and save entire countries, leaving a lasting mark on the kingdom. While not an impossibility in RdD, it's not necessarily the main idea.

The characters are travelers, they are not necessarily highly trained soldiers chosen by the gods. They each have their own goal that pushed them to travel, and to develop themselves, along the way they will discover the dangers and wonders of the world. But when their action is finished they will change dreams without ever returning, the trace left behind them is of no real importance. It is more the impact on the travelers because each adventure will have enriched the Journey. 

The game system also allows you to really link your character's story to their abilities. We find ourselves justifying having put a few remaining points into swimming because our character grew up next to a river where they paddled as a kid. The experience kid is always an opportunity for narration (I ask my players to tell the dream that led to their gain of XP, they describe to me how they dreamed of being in the middle of a storm, holding the helm of a sailboat when they take points in navigation for example.)

For anyone looking to enhance their gaming experience or perhaps even improve their skills in game design or storytelling, courses like the ones offered at MyAssignmentHelp can be a great resource to deepen your understanding of complex systems. If you're feeling overwhelmed with your current academic workload, you can always ask them to do my online class to help you balance your time between gaming and studies!

This is a great breakdown of Dragon Dream! I love how it focuses on simplicity, with everything tied back to the central resolution table. The emphasis on narrative and exploration over typical heroics is really refreshing, and the way character progression is linked to personal story experiences is a cool touch. It seems like it would appeal most to players who enjoy narrative-driven games, but the core mechanics could still support more traditional dungeon crawls if the group prefers that style.

  • Boutiquier
Posté(e)
Le 19/09/2025 à 07:39, smithjohns a dit :

C'est une excellente analyse de Rêve de Dragon ! J'aime beaucoup la simplicité du jeu, où tout est lié au tableau central de résolution. L'accent mis sur la narration et l'exploration plutôt que sur les exploits héroïques classiques est vraiment rafraîchissant, et la façon dont la progression des personnages est liée à leurs expériences personnelles est une touche sympa. Ce jeu semble particulièrement plaire aux joueurs qui aiment les jeux axés sur la narration, mais les mécanismes de base pourraient tout à fait convenir à des donjons plus traditionnels si le groupe préfère ce style.

Tout à fait.

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