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The Epic of Dreams is a tabletop RPG aimed to make your games vehement and legendary.
The Epic of Dreams is a tabletop RPG aimed to make your games vehement and legendary.
41 backers pledged $1,666 to help bring this project to life.

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The Epic of Dreams: Unbound Fantasy Roleplay

$1,666

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Welcome, to The Epic of Dreams

Core Rulebook Cover
Core Rulebook Cover

Hey! My name is Drew Cochran, and I have some great friends who love Roleplaying Games like I do. We've been developing the Epic of Dreams for five years now. We've playtested it, hacked it apart, built it back up, and refined it to where we think you'll really enjoy it. 

We believe that the pinnacle moments in roleplaying games is when all the players are enthralled in their shared vision, such that the action and drama and the fantasy itself immerses the senses. The Epic of Dreams is a table-top roleplaying game which focuses on delivering these experiences, and providing players and storytellers the means to do it with confidence. 

One way we accomplish this goal is by minimizing the time spent thinking about arbitrary maths. When you learn how to play The Epic, you will be able to both play in and run epic sagas without the need of dice, pens, paper, or even a character sheet! 

The Circle of the Muse

The Circle of the Muse
The Circle of the Muse

Instead of dice, we use a risk mechanic called 'The Circle of the Muse'. Players are called Heroes, and GMs are known as Singers. Together, whenever risk presents itself, the two parties join together to call upon the Muse and her Circle. 

The Circle of the Muse is a guessing game; a continuous circle of numbers, ranging between 1 through 20. The Singer will have a hidden number in their head, which the Hero will have to match in order to succeed. 

However, both numbers on the Circle have a Modifier known as Reach. Reach adds to each number chosen on the Circle, counting up. The harder the task is, the less Reach its' Circle will have. The more skills the Hero bears, the more Reach the Hero will have for that task.

Above, we have the Spearman and the Shieldbearer. Due to their skills in combat, each have a Reach of 3 when fighting. The Spearman is trying to match the Shieldbearers' number, while the Shieldbearer wants to evade the Spearman's attack. They reveal their numbers, and the Shieldbearer went low, when the Spearman went high. None of their numbers on the Circle match, and thus the Shieldbearer gets away unharmed.

Heroes

Thane Jormin and Bard Gan, in revel
Thane Jormin and Bard Gan, in revel

As we've claimed before, when one learns how to play The Epic, they can play without dice, pens, and paper. For Heroes, this even means the freedom of being able to do away with a character sheet. How does this work? 

It all revolves around the Hero player being able to remember their three Primary Attributes: their Story, Level, and Order Class. 

The Heroes' Story is by and large what it sounds like: the tale of who they are, how they came to be, and who influenced them. 

A Heroes' Level ranges from 1 through 9, and denotes how many feats of renown they've accomplished in their lifespan. 

Order Class is a unique stat denoting the general size of ones' race; it ranges from 0-7, with Heroic characters usually having an Order Class of 2. 

Our philosophy is, if you've made your character right, you're not only going to remember the important details about them, but you'll be so excited to play with them that you couldn't forget them! So, if you can remember your Story, and your Level and Order Class, you can combine those three Primary Stats to quickly drum up the other stats that play sometimes requires. 

Another bonus to characters in The Epic of Dreams is that you can quite literally play as any class or race that comes to mind, and still let those choices bear real weight. More on that in the book!

Here's also an example of a character in the game. We do have character sheets available for those who want them, and they will also be in the book. 

Derien the Bewitched
Derien the Bewitched

This is a prior design for the sheets we used, which we are still updating yet!

Excerpts from the Book

Here are presented some quotes from the book, without comment, to 'show our work', as it were. 

Heroes: Hubris
Flaws and Agonies also will be challenged and used as points of reference for roleplay, and are tied to the Hubris mechanic. It works thusly:

 Whenever a character finds themselves doing something nefarious or cowardly, they may claim Hubris to the Singer. Then, they will be asked to provide a ‘Soliloquy of Sin’, where time in the story stops, and the sinning Hero will recant the motives and reasoning behind their dishonor. The Singer may then grant them their claim, and then their character regains half their maximum Vigor for prioritizing themselves over others. Generally speaking, the act by which Hubris may be claimed are potentially damning ones, and lesser claims of hubris may be ignored, to the sinners’ doom 

Mysticism: Initiation Path
How one comes into the trade of the mystic arts and the implications that follow oft have more bearing on a mystic than the contents of the miracles they perform. Whenever a Mystic Skill is gained, the matter of their Initiation must be discerned. This path determines what their Mystic Skill offers them as they begin their journey, and how they learn new rituals throughout play. The three paths of initiation are Blood, Pact, and Scholarship. Depending on the circumstance or setting, certain traditions may only be learned through one or two specific paths. Otherwise, a conversation between the Hero and the Singer will decide. Here listed are the details and implications of each path. In addition to what is gained by each path, if a Mystic Skill is also a Forte, the mystic begins play with another Ritual of their choice. 

Warfare: Positioning
After the Haste Check, each side assembles into their position, moving at the determined increment of units equal to their Stride. The winners of the Haste Check take their position first. If a combatant is engaged in melee and tries to disengage, they may draw strikes towards them as they do so, which also take place during Positioning. These strikes usually cost Reactions to perform, and are taken out of the attacker’s following Exchanges’ Reactions.

Advantage will be given to different combatants due to their control over the lay of the land, and by winning Positioning, one force can gain favorable targets to strike over another, or even deny the opposing force the ability to defend that which they desire to. Positioning is where many battles are won or lost, before even the first arrow flies.
 

Mythos: The Songs of our Forefathers

In addition to our unique mechanics, the Core Rulebook also offers an in depth survey into the mythologies of the world, and puts these classic elements into the game in the forefront. 

The Epic is setting agnostic, but as we have found, much of the building blocks we have in modern fantasy stem from these myths. Thus, many character options one would look for may be easily found and ported from these original sources into many different fantasy settings with ease. 

The Core Rulebook features 150 classic rituals, 99 Omens, Dreams, and Miracles, and over 200 Bestiary entries, all coming from both the infamed and forgotten monsters and magicians of Earth's ancient lores. As a Singer learns the notes of the Epic of Dreams, they will unlock the ability to read any bestiary, fictitious or otherwise, and immediately know all of its' inherent stats, being able to run them in any saga they find themselves in.

And Now, the Part where You come in

The Epic Begins...
The Epic Begins...

The content of the book is already finished. We are currently in the editing process, while I myself am also busy creating the illustrations for the book. We need this initial funding so that we can cover our production costs; ISBN's, Copyright stuff, paying editors, and the cost to print. 

Our set goal here is the minimum production costs for a print run of 100 softcover copies. When we break it, we will add more copies to that print run, with our main stretch goal being to get the printing quality of the book as flawless and sturdy as possible.

The Core Rulebook
The Core Rulebook

The black covered booklet seen in these pictures is the Early Access copy of the book; The Golden Infant Edition. We were able to bring some copies of it to GenCon this year, it was such a blast! All of our open play sessions had full tables! I was dumbfounded at the response! 

Just to be clear, the Golden Infant Edition is a high-end playtest booklet. It is what has been featured in the Introduction video and in several pictures above.

The Core Rulebook shown above has been refined and expanded from that original product, and will be about twice the amount of pages that the original booklet has, which clocks in at 82 pages. It will have much more art than the Golden Infant, and approximately 40% more written content. 

We are so excited to finally be able to share this long time vision with you all!

We also wanted to share our first of several drama films, enjoy! Jormin's Venture...

 Follow us on Social Media for more content!
https://www.facebook.com/epicofdreams
https://www.instagram.com/epicofdreams
https://www.youtube.com/channel/UCxmbrqGt2mI6ajtdYbfBhMA 

Call the Muse. Ditch the Dice.

Bring your Sagas to Life.

Music in the Intro Video was "Eye of Oblivion" by Mid-Air Machine, used under the Attribution Share-Alike 4.0 International License.

Risks and challenges

We have all of the dominoes in place, but we really need the Kickstarter push to make this thing unfold.
We want to debut The Epic of Dreams at Carnage Con 2018, held in Killington, Vermont this year.

The event starts on November 2nd. It would be a really big break for exposure and tempo; we have much more left to share with you all yet!

The deadline for sending the order in to the printing company would be around October 12th in order for this all to work.

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    Early Access Copy: Golden Infant Edition

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Funding period

- (23 days)