Playing Of Dreams And Magic

Of Dreams and Magic features a two-part game system that offers as much detail or simplicity as desired by the play group, letting veterans of the tabletop world get their kicks right alongside first timers.

The Over/Under die system ensures that players are the star of their own dreams. By offering a controlled range of outcomes, players can now be certain their characters will not be shockingly undermined by bad luck with a die roll.

Competitive Advantage Points (CAP) offer an elegant method for players to take complete control of how their character's actions play out. Playing as a grand wizard in a fantasy tale? Let CAP show you how each spell you cast can be affected by your decision making. Choose to devote more of your effort to a spell's range and it will sail further. Put more focus on its destructive force and watch the enemy suffer. With CAP, no longer do players choose a vague desire when they act, now the power is in their hands to determine exactly how their character has performed.

How it Works

All die rolls are made using two ten sided dice. One die, referred to as the “Over” die, represents how far above (or Over) a character’s base level of ability they can perform. Similarly, the second die (the “Under” die) represents how far beneath (or Under) a character’s base level of ability they can perform. When rolling, the numbers on the face of the Over die are positive, and the numbers on the face of the Under die are negative.

When a roll is required, a player rolls their Over die and Under die simultaneously to achieve a result that ranges from -9 to +9.
To determine the result of this roll, the player simply combines the two values (one positive and one negative). This result is then added to the Ability score that is being tested (usually a skill + an attribute.) That result is then compared against either a difficulty or an opposing roll. The difference between the result and the difficulty is then converted into a currency called CAP, which allows players to further modify their successes.

As a practical example, if you wanted to throw a Fireball, you would roll your two dice, add that result to your Shaping score, then compare your final result against the difficulty. In this example, lets say your final result was a 10 and the difficulty was 5. This would give you 5 CAP, which you could then use to modify your fireball. Perhaps you could spend 3 CAP to make it fly a little further, or 1 CAP to do a little extra damage, or maybe all 5 CAP to have the Fireball apply a damage-over-time effect. In this way, a player has more options than simply pass or fail, but can more finely define the results of their efforts.

Here is a rules preview that works for both ODAM and Dreamscape: Laruna!