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Dream Park - A Dream of a Toolkit System

Started by enelson, May 08, 2008, 03:01:21 PM

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enelson

Based on this thread about FUZION http://www.therpgsite.com/forums/showthread.php?t=10148, I cracked open my Dream Park book again.

What did I find upon re-reading it? A wonderful generic/toolkit game. It'll handle modern, fantasy, supers, sci-fi, etc...

It has enough crunch to satisfy my gaming buddies, lite enough that I would want to run it, rules for spells and rules for super powers.

What changes would I make?

1. Currently, the system uses d6+ability or skill whichever is higher. I would change this to d20+ability+skill.

2. Increase the difficulties by +4 to account for the larger die and summation of ability and skill. An average tasks would need a 12+ to succeed. A skilled character would have a 2 or 3 for ability + 2 for skill for a total of +4 or +5 to the d20 roll.

3. I like the damage rules (roll a d6 and cross-reference a chart to determine your damage) but wouldn't mind making it more like Interlock.

4. Create fantasy races for it. Should not be hard but I need races.

Any love out there for Dream Park?
 

Seanchai

Quote from: enelsonAny love out there for Dream Park?

I like it. Wouldn't say I love it.

Seanchai
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Danger

Ah, memories...

My opinion: if repackaged, this game would be an excellent "gateway" sort of RPG to spring on the people.

Hell, I think it would do what Savage Worlds aims to do in an even easier to understand format.
I start from his boots and work my way up. It takes a good half a roll to encompass his jolly round belly alone. Soon, Father Christmas is completely wrapped in clingfilm. It is not quite so good as wrapping Roy but it is enjoyable nonetheless and is certainly a feather in my cap.

enelson

Quote from: DangerAh, memories...

My opinion: if repackaged, this game would be an excellent "gateway" sort of RPG to spring on the people.

Hell, I think it would do what Savage Worlds aims to do in an even easier to understand format.

I agree. It uses "standard" rpg conventions like hit points and a standard d6 die for all resolution. The only part they got wrong was not using a standard summation of ability+skill for action resolution.

Back to house ruling...trying to figure out how to use the Interlock damage system from Mekton II.
 

MoonHunter

Just to clarify, you are using the mechanics and concepts not the setting?

To be honest, I would just adapt some of the elements of Dreampark (class and abilities) to a Full Fuzion system (expand the basic stats to what fits your view of things. Sure that would be a d10, but you can change that scale easy enough.  Fuzion Lite is just that. I would expand it off into a more complete set.

If you are using the setting:
The setting seems like a great thing. I have tried, and tried, and tried but my players ran screaming before we started, to run a Dream Park game. If you are using the setting, some advice.

First: design and play the players. They need to have their own relationships, people scores, and reasons for being "in the game".  Make sure they also have ties to people "in the IGL" outside of their troupe. This provides them allies, mentors, nemesis, arch nemesis, people who hate them whom they don't care about, and so on.

Second: Get the team together either as a permanent troupe, or as a tournament team (players who vaguely know each other recruited by their leader from a pool of available players).  After one or two begining sort of adventures, they will gel as a team.. and they will stick with the group because of the tournament standing... even if they personally hate their fellow members.

Third: Make sure that life outside the game is a minor soap opera, including people trying to "buy them as a media property", sponsors, groupies, people trying to recruit them away from the team, people trying to buy off their performance, girl friends who do not understand, friends on competing teams, and so on.   Everyone gets an important scene or three outside a "Game Session" that will color the actual "Game Session".   Also don't forget little "dungeon runs" and "puzzle runs" like they had in book 2.

This means, you will be running two linked campaigns. The first is the episodic dream/ IGL campaign and the lite, but somewhat continous soap opera outside the arenas.   This takes more work than you would expect.
MoonHunter
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"The road less traveled is less traveled for a reason."
"The world needs dreamers to give it a soul."... "And it needs realists to keep it alive."
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Danger

I think some of my favorite parts of the book had to do with the whole "Plotting a story" bit and the genre mash-ups towards the back of the book.

Anyone run any of the what, three modules offered up for the game?
I start from his boots and work my way up. It takes a good half a roll to encompass his jolly round belly alone. Soon, Father Christmas is completely wrapped in clingfilm. It is not quite so good as wrapping Roy but it is enjoyable nonetheless and is certainly a feather in my cap.

pspahn

Quote from: DangerAnyone run any of the what, three modules offered up for the game?
I didn't even know they had published modules.  

This was a cool game.  I ran it a few times, years ago when I was researching Dreamwalker.  The concept is interesting and the were a lot of interesting bits in the text.  I didn't really play up the "life outside of the game" angle, but I wish now I had.  

Pete
Small Niche Games
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brettmb2

Did you guys ever see the Morpheus game? Similar concept.
Brett Bernstein
Precis Intermedia

MoonHunter

Yes, I saw (and own) Morpheus. It would of been a great game, in 1977, but not when it was published. It had mechanics that reminded me much of SuperHero 2044. It had a vague point buy system based on your character type. The other materials for the game were inspiring, but hard to follow.

The idea behind the game is great. The execution... well did not happen.
MoonHunter
Sage, Gamer, Mystic, Wit
"The road less traveled is less traveled for a reason."
"The world needs dreamers to give it a soul."... "And it needs realists to keep it alive."
Now posting way, way, waaaaayyyy to much stuff @ //www.strolen.com

Caesar Slaad

Quote from: enelsonAny love out there for Dream Park?

I think it's a great little system, with a lot of flexibility in a little package, and find it way more compelling than many modern games in the same category (Savage Worlds, I'm looking at you.)
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