We are funded! Check out our first stretch goal below!
What if you learned that all your life, you had been lied to? You had always been told what was wise and what was foolish. What was possible, and what was impossible. All your life, you had been so sure of how to separate reality from fantasy. But what if at night you closed your eyes and dreamed a dream where you overcame these limitations? What if it was so vivid, so real, and when you woke, you found the dream's magic had carried over? What then? Well, you'd be an Anima! You would come to learn that magic IS real and your dreams DO matter.
Of Dreams and Magic is a tabletop roleplaying game about living in a world where anything is possible. Sporting its own unique rule system, Of Dreams and Magic provides everything needed to help you and your friends share stories of any kind, in any setting.
Players assume the role of dreamers called Anima as they face off against their mythic nemesis - the Doubt. Opposed by the Doubt and the nightmares it commands, players can experience single stories or entire campaigns in any setting they desire. If you can dream it, you can play in it!
Play groups can now string together entire campaigns of different genres and have all their experiences be tied together by a single set of characters if they should choose to do so.
Craft characters with unlimited possibilities. Use a classless, skill-based system to fully realize your character with exactly the look, concept and ability you want. Then choose your character's dream identity and powerful magics from several pregenerated designs or use the completely modular game system to design your own unique dreamself. Be a cybernetically enhanced warrior, a teleporting super hero, or a knight with the blood of dragons. They're your dreams, make them the way you want them!
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.
Don't just take our word for it - check it out for yourself! Download a FREE PDF of the ODAM sample gameplay rules. This sample also includes a free playable story so you can jump right into playing Of Dreams and Magic!
For a more in depth look at some of the game mechanics in use, check the game system updates listed here:
Living with the knowledge that anything is possible will change a person's life. Anima may share the world with sleepers, but they do not live the same lives as them. Once they have struck their first blow against the Doubt, things change. Dreaming you were a pyromancer burning your way through an army is one thing, finding you could still burn down a house when you wake up is quite another!
Besides their literal recalling of their dream ability, once they are aware that all they require is the conviction to break the Doubt, they will find that even magics steeped in actual history can be made real. Some may learn to commune with spirits like the shaman of lore, while others may turn to darker practices of blood and sacrifice.
Facing your nightmares personified can be a harrowing experience, but it will be one you must repeat unless you give in. One moment of fear, one truth too painful to face, and the Doubt will seep its grip back into your mind and heart - crushing your will to believe in magic forever.
In our world, there are those who believe in magic . . .
DCMA - A sophisticated agency founded by a pioneer of Anima society, this group reaches out to new Anima who are so often scared and alone. Helping newcomers join the fold and face their nightmares with conviction and companionship is the DCMA's primary objective, with the close second being policing their brethren's actions
. . . and those who believe in nothing.
M.O.X. - The Minions of Xorigrot are a cult-like group of Voids - Anima who have been crushed by the Doubt. Being subsumed by the Doubt ruins an Anima's mind, creating a vicious hatred for all things unnatural. Taking after their namesake, members of M.O.X. seek to further the Doubt's will. By allying with the agents of the Doubt and using its powers, they hunt Anima who were once their kin in an endless crusade to annihilate all who cling to the belief that magic is real.
Anima society is plagued with strife on both a personal and cultural scale. Some seek unity among dreamers, hoping for a world where the Doubt no longer exists. Some seek dominance, longing to prove their dreams are superior. Battle lines are being drawn.
We plan to create a fully edited, color illustrated 300 page core rule book offered both digitally and in print. This book will contain everything needed to tell and play full campaigns - the entire core rule system, and everything you need to know about The Doubt in our world and how you'll break it. In an effort to create the best RPG game book possible, outside professional assistance is required. We've already completed the majority of the writing but your help is still needed! Your support will allow us to secure the art, graphic design and editing needed to produce this project at the high standard you deserve - we want this book to be a long-standing addition to your gaming shelves. And most importantly, without you, Of Dreams and Magic would just be a book. It takes your support, your dice, and your stories to make it a game.
In an effort to create the best RPG game book possible, outside professional assistance is required. Your support will allow us to secure the art, graphic design and editing needed to produce this project at the high standard you deserve.
ODAM Publishing is a company with plans to make inspiring, high quality games that anyone can enjoy. Founded by life-long gamers who were dissatisfied with what the marketplace offered, ODAM Publishing seeks to deliver quality games that any gamer would be excited about. We intend to use public feedback to help ensure fans and hobbyists can get everything they want from the games we produce.
We work primarily with two great artists who have helped us make the world of ODAM come alive, and we've asked them to introduce themselves to you:
Patrick Tsao: Twenty nine years ago a boy named Patrick Tsao was pulled, kicking and screaming, into our magnificent world. After spending a few years recovering from the experience, one day he picked up a single purple crayon and the rest, as they say, is history... whoever "they" are. His artistic qualifications consist of a BFA in Computer Art he found in a bin outside of Syracuse University, an MFA found in a slightly smaller bin outside of NYU, and years upon years of artistically-inspired starving. An avid gamer, tabletop player, webcomic reader and Dungeon Master, he aims to cut his personal swathe through the geek-art world one project at a time, fueled by ungodly amounts of caffeine, guarana, green tea and gin. His work along with all of his contact info may be found at www.patricktsao.com
Phillip Simpson: My name is Phillip Simpson and I have been an illustrator for 5 plus years now though I've been drawing and creating my entire life. It reall is all I know. I like to attribute this skill to my family. My mother was a painter, and so was m older brother. It was my brother, though, who really influenced me by showing me the immensely creative worlds in comic books and video games as well as the beautiful works of artists like Frank Frazzetta and Todd McFarlane. From there I kind of just took the ball and ran with it. I took every art related class available and spent every other period sketching away in my notebook (which sometimes made handing in my homework a bit unordinary at times). I then studied at Savannah College of Art and Design and built up my fundamentals which was followed by me throwing my hat into the freelancing ring where I developed my style. A few of the publishers I've worked with include Bad Moon Books, Level 99 games, Marcher Lord Press, Savage Mojo, Mososh Inc among many others.
"Working on ODAM has been one of those unique experiences for me. I couldn't have asked for a better group of people to work with. They gave me more than enough freedom to create and were incredibly passionate about their project (which is rare these days)." - Phillip Simpson
We have reached our goal and are excited to announce our first stretch goal: The DCMA Campaign Pack.
Listed below are some of the stretch goals on the horizon:
- The Vault - Arm yourself against the Doubt with 50 fully illustrated equipment cards ranging from modern-day weaponry to artifacts of awesome power. Easily reference your equipment and its benefits outside your character sheet!
- The Animus Pack - Unlock 15 fully illustrated and designed character Animus for your game group. Complete with unique Aspects and Remnants, these beautifully rendered identities will help bring to life the dreamers of your stories.
- The Reaver Pack - Prepare to face 10 uniquely designed foes as the Reaver Pack gives you new and dangerous ways to hunt Anima. Each Reaver possesses its own individual story concept and fully fleshed out abilities for game use.
And even more, with your support!
Risks and challenges
Whenever dealing with outside input, there is always the risk of delays.
Fortunately, we have already made it a point to work with some excellent illustrators who are just as excited as we are to see the project come to life.
We've also preemptively contacted editors and printing vendors to properly plan the project's budget and timeline.Learn about accountability on Kickstarter
- (30 days)