Nevermore: A True20 Worlds of Adventure Setting

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Nevermore: A True20 Worlds of Adventure Setting

Postby jaldaen » Tue Jan 17, 2006 4:19 pm

Steve Kenson wrote:• Nevermore (Expeditious Retreat Press): Where reason fades into the mists of myth and dream you’ll find the land of Nevermore, fey retreat from the cold, hard world, realm of dreams—and of nightmares. Mortal dreamers mix with mysterious fey and discover that dreams can sometimes be realer than reality.


Hello All,

My name is Joseph Miller, the semi-charmed designer of the Nevermore campaign setting for Expeditious Retreat Press. I figured it would be a good idea to set up a thread to answer questions, entertain comments, and generally revel in the presence of the good people of the Green Ronin board. So commence the questioning, start up the lively discussion, and pass the fairy wine!
Last edited by jaldaen on Mon Jan 23, 2006 10:06 am, edited 1 time in total.
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Postby Stormborn » Tue Jan 17, 2006 7:23 pm

Can you give us a little more on your take on fey? Are we talking cute little winged pixies and talking badgers (I'm guessing not but had to ask), "historical" fey (and if so which cultures and what eras), the odd and ill defined standard d20 MM type of fey, modern dark fiction's baby stealing elves with pointy teeth, or other?
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Postby jaldaen » Tue Jan 17, 2006 9:55 pm

Stormborn wrote:Can you give us a little more on your take on fey? Are we talking cute little winged pixies and talking badgers (I'm guessing not but had to ask), "historical" fey (and if so which cultures and what eras), the odd and ill defined standard d20 MM type of fey, modern dark fiction's baby stealing elves with pointy teeth, or other?


Actually all the above (even the d20 MM type of fey though they will be better defined in regards to the setting) are present in some shape form or fashion since Nevermore is designed to allow most any fantasy setting to be intergrated with it.

That being said, I drew heavily upon "historical" fey, especially the Scottish concept of the Seelie and Unseelie courts, the blessed and unblessed fey. This concept is core to the presentation of the fey in Nevermore. This dualism is mirrored by Nevermore in its fanciful and nightmarish landscapes and inhabitants. Both opposing courts fight a subtle war against each other allying or using the mortals to bring about their vision of Nevermore. As such the history of the world ebbs and flows from darkness to light, good to evil, winding its way towards a doom both courts fear will be realized by the mechanations of the mortals.

There are a few among the Seelie court that migh fit into the winged pixies with talking badgers, but most members range in personality from the playful prankster to the solemn councilor, all guided by a genuine concern for the future of the world and its inhabitants. The Seelie are the noble protectors and benefactors of the Nevermore's mortal races seeking to guide them and bring them hope.

As for the Unseelie court, there may be a few baby stealing elves with pointy teeth, but most members are skilled in the arts of deception and cruelty and regard Nevermore as their rightful inheritance. The Unseelie are deceivers and malcontents ceaselessly crusading against mortals and their allies.

As the release schedule for Nevermore is finalized I'm hoping that one of the products we put out will be focused on the fey as I'd love to write up the different types of fey based on their "historical" counterparts (especially Scottish, Irish, and other European fey) with unique twists based on elements within Nevermore.

If you have any more questions let me know and I'll answer them ASAP and ADAP (As Detailed As Possible). :wink:
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Postby Stormborn » Wed Jan 18, 2006 5:49 am

Thanks for the info! I look forward to getting a better look at it.
Check out No Other Gods from Highmoon Media!
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Questions And Answers from Other Threads

Postby jaldaen » Wed Jan 18, 2006 8:24 am

Here are some questions and answers from other threads detailing more information about the Nevermore campaign setting. Feel free to use them as a spring board for your questions:

So how about a brief synopsis of the new setting?


Nevermore is an epic fantasy setting caught between the forces of hope and doom. It is a reverie on the verge of madness where the Seelie and Unseelie courts struggle against each other, each hoping to shape Nevermore to their noble dreams or vile whims. But mortals have established themselves within the world of Nevermore bringing their own conflicts into the dreamland of the fey. These men and their dreamlords have changed the landscapes, inhabitants, and essence of Nevermore for both good and ill over its history. The stage is set for the fortunes of the dreams of the fey to be decided, and only time will tell whether the world will flower around a pool of peace or wither in the fires of vengeance.

Nevermore sounds like something I could really sink my teeth into, as I love horror (Ravenloft) in any form. What inspired Nevermore?


Nevermore was inspired by the work I did on Dreamscapes for Adamant Entertainment. While exploring all the possibilities of running a dreamscape campaign, I was inspired to start writing a campaign setting based on the twist that it existed as a dream... the collective dreamland of the fey. Then I imagined what could happen in such a place. Would the fey so prefer the reverie created for them that they would want to give up their lives outside the dream and be "reborn" into the reverie. What would happen if the fey split into two opposing courts (Seelie and Unseelie) with different visions of the future? What would happen if a pregnant woman was brought physically into Nevermore? What if one of the inhabitants of Nevermore revealed the existance of the world to mortals in order to save his mortal lover and her family? How would both fey courts respond? How would Nevermore respond? What if to protect the mortals one of the Seelie Court opened a rift into a plane of forgettfulness that dispersed the Unseelie army and sent the world into a Forgotten Age? What if by the time this age ended the mortals had learned the secrets of dreamweaving becoming full-fledged dreamlords? How would the fey react to this new world? What would the mortals do with their new found powers? Would the conflicts of the mortal world cross over to Nevermore? Or would their conflicts become even more frightening than before? What would happen when Nevermore experienced the murder of a dreamlord and the unquenchable vengence of his children? Would the land of dreams turn into a land of nightmares? What if the tears of a child awoke the world from this time of dread and brought a sea of tranquilty to this scarred land? How long could the mercy of a little child and her siblings hold back the gathering fires of hatred seething beneath the surface? What would the next age of Nevermore bring? Hope, terror, both?


Based on your knowledge of True20 how would the system fit for running a Raveloft game and could Nevermore slide into it easily?


Hmmm... there are definately areas of Nevermore, such as the nightmarish Dreadlands, that would lend themselves to running a Ravenloft-genre horror game... in fact that was one of the main reasons I designed Nevermore in the way I did. I want Game Masters to be able to use any fantasy setting they want in conjunction with it. Now the only difference is that in Nevermore both the heroes and villians can preform fantastic feats improbable, if not impossible, in the real world. In addition, trueborn (those born within Nevermore), both good, evil, and inbetween gain surreal powers, which accent their inner psyche and allow them even greater ability to shape the world to their whims.

As a big fan of Changeling, Underworld, Neverwhere and Dark Ages: Fae, what things can I expect to like about Nevermore?


Good question... I think you will come to enjoy Nevermore more for its differences from the above than the similarities, but that being said there are many similarities and echoes of these settings within the world of Nevermore (at least from the cursory knowledge I have of them)...

The central role the fey play in Nevermore's history and its future comes to mind. This world is full of all kinds of fey (and the rules provide the information needed to create a reborn fey character) from the noble Seelie to the malicious Unseelie. After all, this was their reverie, before it was revealed to mortals.

There is also a dark edge to the setting, the world has a melancholy note that hangs over an otherwise fanciful opus. That is one of the reasons I named it Nevermore, using Edgar Allen Poe's "The Raven" as some small inspiration. There is a raven hanging above the door of the world, one the fey see quite clearly and they despair in the end that their world will end in the shadow of a demon's dreaming... and they will be nevermore.

Of course I also wanted their to be a sense of wonder and hope in the setting... after all not all dreams are nightmares. So I also wanted to also focus on the fantastic possibilities of living in a dream. What marvelous sights one could see, what tremendous structures could arise from the imaginations of fey and mortals, what bizzare and beautiful creatures could populate such a world. It is these surreal features I think that will draw GMs and players alike into the world of Nevermore.

Last but not least, though not necessarily a similarity, Nevermore is designed to be weaved into and out of any other fantasy worlds (such as the above) with as much or as little effect on a campaign as the GM wants it to have. Also the malleable nature of the world allows GMs to use whatever adventures they would like in conjunction with the setting as anything (even modern landscapes) could be found in Nevermore. This flexibility and openess to the integration of other settings will hopefully make Nevermore even more useful to a GM than a campaign setting might normally be.

Is Nevermore a modern fantasy?


Nevermore is a epic fantasy setting with a surreal twist, first and foremost. However, the setting itself leaves open the possibility of including modern material as Nevermore has many "unmappable" and maleable regions where one can find anything from ancient ruins to modern skyscrappers... thus allowing GMs to use whatever material they want in their own Nevermore campaigns, even material from other settings! ;-)

Now the main focus of the world will be exaggerated fantasy, but depending upon the interest I may be talked into at least putting out a "How to run Nevermore as a Modern Fantasy" web-enhancement (or even a product), but Nevermore will need to succeed as a fantasy first, then it can start branching out into other genres.

Is the feel more horror or fantastic discovery with the fey elements?


The world is designed to do whatever the GM wants it to do. There are horrific elements found throughout Nevermore and its five domains: the Dreadlands, the Wyrd, the Heartlands, the Hedge, and the Eye.

The Dreadlands being a domain of living nightmares where the landscape and its inhabitants are almost all bent toward some evil end, especially the three terrible dreamlords who live here.

To foil this there is the Wyrd where fantastic locales and creatures can be discovered and explorered and the only limit to the world is one's imagination. The realms within this domain wander from place to place as the thoughts of their dreamlords roam around the world's endless possibilities.

The Heartlands, where the fey rule, are split between the Seelie and Unseelie Courts, the former led by King Oberon seek a peaceful existance with the growing number of mortals entering Nevermore, while the latter led by Queen Mab want to cleanse the world of the taint of mortals. The world of Nevermore was created for the fey as a retreat from the world for those fey being driven back by mortals from their ancient homes.

The fey are major influences over the development of Nevermore's history, but mortals have grown in power ever since their arrival centuries ago and have changed the face of the land forever. As evidence of this power, the humans have joined the ranks of dreamlords founding their own realms and even establishing two new domains within Nevermore, the Hedge and the Eye.

The Hedge was created to protect the Eye from incursions by the various nightmarish and chaotic forces within Nevermore and does so with extremely dangerous and difficult natural and unnatural obstacles.

The Eye, on the other hand, is the most populous and stable of Nevermore's five domains. Four of the most powerful dreamlords dwell here. Allied together their cities have prospered since Nevermore's last great war, the War of Songs, but the hard won peace is slowly drying up as the fires of old hatreds flare and new ones are sparked.

Are the characters going to be from this world, or from another place and cross the boundary into this world?


The setting is designed to be played with characters coming from another world into Nevermore or with characters born in Nevermore (known as Trueborn or Reborn Fey). This allows a GM to use Nevermore as an occassional element in their main campaign, as a dual-campaign with another setting (or more than one), or as the main campaign setting itself. Trueborn characters leaving Nevermore and entering other campaign settings is also an interesting possibility though not one that will be focused on.

Are PCs all human??


The setting supports all the classic fantasy races and in addition introduces the concept of the "trueborn", these individuals are creatures who are born in Nevermore from mortal parents. The trueborn are the same race as their parents, however their psyches are reflected in their physical appeareance and manifested in supernatural powers. These aspects range from the alignment of one's spirit with a particalur element to an intrinsic connection to a specific totem animal, and anything imaginable inbetween.

What additional mechanics (if any) to True 20 does Nevermore use?


Nevermore builds off of the True20 mechanics that are already there and exagerates them in such a way to accentuate the surreal nature of the world.

One of the primary systems used in Nevermore is a modified Conviction system, which allows supernatural and super heroic actions. In addition, Dream Conviction can be used to influence the world of Nevermore itself by shaping it and its inhabitants to one's whim. Of course pushing Nevermore too far and too fast creates its own problems and so a backlash rule is included, which represents the will of the dream itself and let's just say that the dream doesn't like to be pushed around.

We also include a Dreamer role for trueborn and reborn fey characters. This role focuses on wielding the surreal energies within Nevermore and controling the supernatural aspects each trueborn manifests within the world.
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Postby jaldaen » Sun Jan 22, 2006 3:30 pm

Here are a few more questions I've received:

How would the setting handle collective dreaming? Does the setting resemble a bunch of demiplanes or is it more like Tel'aran'rhiod from WOT?


Nevermore is presented as the collective dream of all the creatures that live their... It began as the collective dream of the fey, but as mortals entered the plane new "domains" where opened which range from the very stable Eye to the nightmarish Dreadlands. In some way these different domains act like connected demiplanes and have their own domain traits which encourage or discourage certain surreal actions. There are also areas which are unmappable within Nevermore, especially the domain of the Wyrd. These areas provide ample opportunity to create a Tel'aran'rhoid for whatever campaign setting you are using.


Do monster on the fly creation rules exist? It would seem to me that a dreamscape campaign would mean that nightmares may have a chance to manifest into reality at a moments notice.


These rules are not included in the campaign setting entry, but once we get around to putting out a monster book for Nevermore I think this rule would make a welcome addition (or perhaps this would be a good web-enhancement article). I should not that some information is included in regards to creating Nightmares based off of the True20 creature creation rules, but space did not allow a detailed treatment of nightmares (and dreamspawn) and leave most of the leg work to Narrators.

For quick nightmare creation, until the Nevermore monster book (or web enhancment) comes out, I'd suggest using a creature with similar abilities to those you'd like for the nightmare and then add in the "progeny (nightmare)" background abilities and go from there.

Thanks for the questions and always feel free to ask more of them ;)
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Design Diary #1

Postby jaldaen » Fri Jan 27, 2006 7:45 am

Nevermore Design Diary #1: What is in a Name?

For the past few years I have devoted myself to a name and a concept. The name was Nevermore and the concept was the creation of a unique campaign setting. The former sprung from reading too much Edgar Allen Poe as an adolescent and the later from a desire to do “something completely different” as an adult, which may in fact come from watching one too many Monte Python skits as a child. And thus it might be said that my entire life has lead me to this moment, to this designer’s diary, and to the question I hope to answer for you today… What is Nevermore?

The Short Answer

Nevermore is a True20 capstone dreamscape campaign setting.

Translation, please?

Nevermore is a surrealistic and living capstone campaign setting designed to be used in conjunction with other campaign settings (True20 and even d20, with a few modifications) or as a standalone campaign setting.

Now the above translation might not be the most thorough, but it does hit the important themes I wanted to found the Nevermore setting upon and the ones I will discuss within the rest of this designer diary.

Surrealistic Setting– The Ever-Changing Pillar

Nevermore is first and foremost a dreamscape campaign setting and this is the “hook” that drives the setting and influences every bit of crunch and fluff in Nevermore. The campaign material is designed to transform the races and roles of the world into more fantastic versions of themselves by building upon the True20 Core Rules. In addition, the rules expand the possibilities available to characters when they take an action. I won’t go into details at the moment (as doing so would mean I’d have a very long design diary and nothing else to talk about later), but as with all good fishermen I will put a worm on my hook, and mention that “Dream” Conviction will play a very important role in portraying the surreal abilities available to characters within the world of Nevermore.

Living Setting– The Breathing Pillar

A central theme in the design of Nevermore was the desire to bring the bizarre, fantastic, and grotesque to the fore, not only as props, but also as living and breathing elements within the realm. Toward this end I spent a good amount of time and effort over this past few years, shaping the setting in such a way that the land itself, could interact with adventurers on a meaningful basis and play a central role in their campaigns. This decision to essentially “personify” the world was a pivotal one and naturally led to the notion that Nevermore could be likened to a living and ever-changing creature, a shapechanger of sorts that could birth both dreams and nightmares. So how do you design a campaign world that is ever-changing and shifts landscapes, seasons, and even creatures upon a regular basis?

Capstone Setting– The Overarching Concept

From the above translation you can probably figure out what I mean by “capstone”, but what exactly are the implications of such an approach to a campaign setting? There are quite a few, especially when creating a setting that is bizarre in both nature and scope. After all, how does one create a campaign setting suitable for any level or theme of play and still make it different enough to draw out the surreal spirit of Nevermore? Using the time honored design philosophy of K.I.S.S. (Keep It Simple Stupid) I decided that the best way to make Nevermore accessible to almost any campaign setting was to provide simple rules that grant the Narrator some easy to follow guidelines, but are flexible enough to allow Narrators to use Nevermore as they see fit, instead of how I see fit. In many ways Nevermore is not just designed to be a campaign setting, but also a supplement on how to run and play dreamscape adventures. It is also designed to be adaptable and the rules accommodate everything from side treks to campaign length adventures without undue interfere with what is going on in your normal campaign (since adventuring in Nevermore occurs while the characters are “asleep”). To be sure, the Nevermore campaign will require both imaginative and flexible players and Narrators, but the reward will be well worth the extra effort.

Actually that is a good question to delve into in the next designer diary entry… so stay tuned for: Designer Diary #2: A Shapechanger Named Nevermore and a more in-depth look into Nevermore and the concept of the “living” campaign setting.
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Nevermore Design Diary #2: A Shapechanger Named Nevermore

Postby jaldaen » Fri Feb 10, 2006 11:50 am

Nevermore Design Diary #2: A Shapechanger Named Nevermore

When we last left our intrepid designer he was speaking about the ever-changing world of Nevermore, and asked the question: How do you design a campaign world that is ever-changing and shifts landscapes, seasons, and even creatures upon a regular basis?

Two Concepts, a Designer, and a Baby

So I had made the decision, for better or worse, till death do us part, to wed the dreamscape hook with the “Living” campaign setting theme. Soon a cadre of concepts was born and I had my hands full trying to potty train them so they would be presentable in public. As with childrearing, rules design is sometimes a joy, other times a headache, and on occasion a little bit of both. One must also nurture them and allow them to stretch their legs and run around for a while. Now unlike children, rules can legally be redesigned and even dropped entirely from the family. This was true for Nevermore and it has gone through no less than four complete revisions to get to its current incarnation in the True20 rules. There are a few concepts however, which have made it through their adolescence with a minimum of disciplinary problems and have their heads on straight enough to talk about them as a proud father would his son or daughter…

Cycles: As Nevermore Turns…

Nevermore has no day or night, but it does have what are called “cycles”. At the beginning of each cycle there is an event called the “turning”. This phenomenon causes the atmosphere (which includes celestial bodies and seasons), the lands, and even some of the inhabitants of Nevermore to change in subtle and sometimes drastic ways. As implied by the preceding sentence these shifts fall into the following categories: atmospheric, domain, and progeny.

Domain Shifts: Making a Mountain out of a Mole Hill

Domain shifts change the landscape of Nevermore from the sudden eruption of a mountain from the ground (where a mole hill once was) to the almost unnoticeable rearrangement of the cobblestones in the streets of a city (but perhaps includes a secret code). These transformations can provide both flavorful settings and potential adventures for both players and Narrators to explore. In addition, they make Nevermore into another character, albeit a mysterious one, in the lives of the adventurers who explore its domains.

Atmospheric Shifts: Not Just Weather Patterns Anymore

Atmospheric shifts deal with the climate of Nevermore, but not just the weather patterns, it also changes the heavenly bodies displayed in a certain domain and even the perception of colors and light. One cycle a domain might be plagued by a blizzard, while after the next turning it might skip spring and summer and head directly to autumn. So too the heavenly bodies shift from one cycle to the next with no set suns, moons, and stars. Finally, this kind of shift can alter the hues of a domain and cause green things to appear red, or turn all color into shades of black and white. These changes can be used to create a particular mood a Narrator might want the players to feel or foreshadow things to come in their current adventure.

Progeny Shifts: Now that is a Dreamspawn of a Different Color

The last shift is called the Progeny shift and it affects dreamspawn and nightmares…

Wait a Minute! What Are Dreamspawn and Nighmares?

In short, they are the “progeny”, or offspring of Nevermore, created from its essence and making up most creatures and ordinary folk in the world. If you were to think of Nevermore as a movie the progeny would play roles in the extra and bit parts. They are in truth a part of the setting and thus shift along with it at the turning of each cycle. A nameless merchant one cycle could suddenly become captain of the guard during the next, or a kindly old lady with a walking cane could turn into a mean old matriarch wielding a cutting board.

We Now Return to Your Regularly Programed Progeny Shifts…

… Progeny shifts change the psychological, emotive and physical characteristics of the dreamspawn and nightmares throughout a domain. They can be slight changes such as a random dreamspawn the adventurers are in contact with having his facial features slightly changed. Others can be breathtaking, such as random dreamspawn and nightmares changing their attitudes or creature types.

Of course domain, atmospheric, and progeny shifts are not the only ways Nevermore is transformed. In fact there are many ways in which characters can cause the world to change through subconscious thought. But such a discussion must wait until next time when we discuss: Nevermore Design Diary #3: Dreamweaving: What the Government Doesn’t Want You to Know
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Nevermore Design Diary #3: Dream Weaving

Postby jaldaen » Fri Mar 03, 2006 7:01 pm

Nevermore Design Diary #3: Dream Weaving: What the Government Doesn’t Want You to Know

Have you ever had the experience of realizing you are in a dream? Have you ever changed your dream consciously? This is called lucid dreaming by some in the government, but in Nevermore it is called dream weaving and it plays an integral role in the way the dreamlands and characters interact with each other. Now how does one dream weave? Well, that is the secret the government doesn’t want you to know and the one I’m about to reveal, but first I need to talk about Dream Conviction.

What is Dream Conviction?

Dream Conviction represents the subconscious energy a character possesses and his ability to enhance himself and influence his surroundings in a Nevermore. The spending of Dream Conviction is similar to that of Conviction, but represents bending the essence of Nevermore to the character’s will in order to produce some extraordinary effect.

What Dream Conviction Can Do For You

Dream Conviction can be used to create a variety of surreal effects within Nevermore. The following list of uses for Dream Conviction has been liberated from an ultra-top secret government dream lab facility. Unfortunately, I was unable to obtain all the data they have gathered on this newly discovered energy before I severing the link, but it’s a start.

Walking on Sunshine

Dream Conviction can be used to perform improbable deeds of skill, such as balancing on a beam of light, climbing a waterfall, and leaping buildings in a single bound.

That Little Something Extra

Extraordinary feats can be preformed and unbelievable challenges can be overcome through the expenditure of Dream Conviction, giving a character the edge he needs during a particular encounter.

That Was a Close Call

With Dream Conviction, a character can call upon the assistance of Nevermore when in need to escape from desperate and dire situations, even certain death.

These Weaves are Made for You…

Last but not least, a character can use Dream Conviction to influence Nevermore’s progeny, atmosphere, and landscape. With Dream Conviction a character can create a delicate butterfly to deliver a message, summon a nightmarish skeleton to serve some vile purpose, calm a raging fire, call forth a terrible storm, raise an ivory tower to shelter in, or bring low a hillside with the wave of a hand. A character can also use his influence with Nevermore to call forth boons and blessings upon himself from curing wounds to seeing visions of things to come. There are even dream weaves, which are created when important inhabitants of Nevermore die or are reborn.

Backlashes: I’m Sorry I Can’t Let You Do that Dave…

The practice of bending Nevermore to a character’s desires through Dream Conviction is not without its hazards. Pushing the world too far and too fast can create a negative reaction by the world to a character’s actions. These backlashes can range from minor inconveniences, such as tripping over a banana peel to world-altering events, like a gigantic chasm opening in the earth and swallowing an entire city.

So now that you know more about Dream Conviction I think you are ready to know the most interesting discovery in the ultra-top secret government files. But first I need to change computers, states, and a few other details of my personal background to keep the Government off my trail. So I will see you again in a few weeks (hopefully) when I unveil the most intriguing information the government does not want you to know: Nevermore Design Diary #4: Dreamers and the Dreams They Dream
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Postby jaldaen » Thu Mar 09, 2006 8:25 am

How modular is Nevermore?


Nevermore is definitely meant to be modular. It is designed to be run as a campaign in its own right or as an add-on to another campaign setting. In the latter case, narrators can determine how much affect Nevermore has on their own campaign worlds. It could be used as a simple plot device or it could be an integral part of the plot of an adventure. The dreamscape setting also allows adventures to occur while the heroes are asleep in their own world meaning that the "rest" period can be put to use by a Narrator without impeding the course of a "real" campaign. Also what might seem like "days" in the dreamlands could all take place in the span of an evenings rest.

What kind of adventures do you run in Nevermore?


One thing about running adventures in a dreamland is that virtually anything is possible from grim and gritty horror-based encounters to high-flying wuxia type of action adventures. Now it must be admitted that Nevermore has an epic fantasy bent, but even that genre is not hard and fast because there are areas in Nevermore where anything is possible even modern and science fiction settings (imagine the reaction of fantasy characters when they stumble across a crashed space ship or a high rise full of horrors). Nevermore also allows characters to perform super heroic actions (even at low levels) through the expenditure of Dream Conviction, which means they will be able to adventure in strange settings and face even tougher enemies. In addition, Nevermore has a number of built in adventure hooks, plot lines, and powerful antagonists to drive a wide range of campaign types. The world has 13 greater dreamlords (and a plethora of lesser ones) who have helped shape the dreamlands into what they are. Each of them has their own goals. Some seek to keep the peace, while others want war. Only blood, tears, and time will tell whether dreams or nightmares will rule the dreamlands.

How do you keep players from saying, "So it's all just a dream? Yeah, I did that adventure once."


Note the below assumes you are using Nevermore as a complimentary campaign setting to an already existing one:

The important thing to remember about Nevermore is that although it is a dream world, it is not a dream. It has real effects on those within it. The normal assumption for Nevermore is that death in it means death in the mortal world. However, a Narrator can determine that death in Nevermore does not result in true death (so that it does not interrupt their main campaign), but rather has some other type of effect (they are not considered to have rested, they are fatigued, they loose one point of Int, Wis, or Cha, etc.). It should be clear to them that this is not just another "dream." Also the adventures within Nevermore could foreshadow those in the real world, grant hints to the main storyline of your campaign, or even be an integral part of foiling an enemy's plans. This is where the ingenuity of the Narrator is needed most, the occasional side-trek to Nevermore from another campaign is all well and good, but it is of greater importance to find a way to integrate these side-treks into the main plotline of a campaign and thereby bring about some tangible benefit to the characters' successes in Nevermore.

As for using Nevermore as a stand alone campaign setting it is be important to make the world live and breathe for the players by exploring the adventure hooks and plotlines already there and developing your own based on them. In this way Nevermore becomes a surreal campaign setting and not just another "dream." Show the characters that although this is a dreamland life and death still play a role here. The world may be fanciful, but it is equally dangerous for them and their loved ones. Help your players care about the setting and its inhabitants just as you would a normal campaign and both your players and you will be greatly rewarded with a rich and unique experience.
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Postby BSF » Thu Mar 09, 2006 7:32 pm

Hey, that post looks familiar! :)

Jaldaen, would you prefer discussion here, or cross-posted back and forth with EN World?
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Postby jaldaen » Thu Mar 09, 2006 9:52 pm

BSF wrote:Jaldaen, would you prefer discussion here, or cross-posted back and forth with EN World?


Cross posted would be grand ;)

It keeps all the information out there in one place for each forum that way no one is left out of the loop b/c they don't visit one website or another.

Keep on Dreaming!
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