16 July 2024
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The future is in your hands in this gorgeous, Hope-Punk roleplaying game of dreams at the end of the world. Dreams and Machines may be set when humans are struggling, but humanity is everywhere to be found.
Written by George Chrysostomou
It’s rare to come across a title that’s as all-encompassing, ambitious, and deep as Dreams and Machines. That doesn’t just extend to the gameplay mechanics. Every single element of this roleplaying title has been carefully crafted to empower the players and gamemasters to build a new world, full of possibilities. The books themselves are gorgeous collector’s pieces and truly capture the tone that Modiphius Entertainment is looking for. As a relatively new title on the market, Dreams and Machines had to leave a lasting impression and it has done so with flair. Not only are these guidebooks going to jump from the shelf, but they are there to be poured over after purchase, with fans sure to find something new on each page.
What is Dreams and Machine's Players Guide?
A bit of background is needed to get a full understanding of how the Player’s Guide and Gamemaster’s Guide (both of which are reviewed here) fit into the wider Dreams and Machines line. In August of 2023, Modiphius launched the Dreams and Machines Starter Set, which included key rules, a story to play through, and a general overview of the world. Shortly after this, the Player’s Guide and Gamemaster’s Guide were released, complementing one another and adding to the Starter Set. While the books recommend also purchasing that original text, the two guides featured here work fantastically without that context. Unfortunately, players probably will have to buy both guides to get a complete picture though, adding to the start-up cost of joining the Dreams and Machines world.
What is Dreams & Machines RPG?
When picking up either of these books, the first thing that stands out is the sense of voice. Dreams and Machines has been given a distinctly futuristic, science-fiction feel, which is tempered harrowingly by a post-apocalyptic twist. Despite this ominous backdrop, there’s great beauty to be found in this world, and the illustrations of the text prove that. I don’t think I’ve ever seen an RPG guidebook with quite so many gorgeous pictures, truly bringing the bold settings and characters to life. There’s a sketchy quality to the aesthetic and a homemade feel to the entire book. It’s even annotated by a critical character, with funny asides and childlike doodles bringing real personality to the piece. Guidebooks can sometimes be dull and heavy, but both the Player’s Guide and the Gamemaster’s Guide are a joy to read.
That desire to create ease of access and the need to gift information to the reader as efficiently as possible is carried over beyond the visual elements. From neat summaries to plot breakdowns, and an endlessly useful Quick Reference section at the back of both books, Dreams and Machines has its audience in mind with every choice it makes. A handy pair of usable character sheets completes the player’s toolkit.
Dreams and Machines Story
Narratively, the RPG is set on Evera Prime, a host world that was formerly cut off from Earth and experienced a devastating war that almost wiped out humanity. This dangerous planet played host to a robotic uprising, pitting the dreams of man against the cold brutality of machine. Dreams and Machines thus invites players to inhabit a world that is in the midst of rebuilding but continues to be plagued by reminders of that bleak history. In the context of the gameplay, this means battling against both android enemies and other humans attempting to shape the new world in the image of their own ideologies.
That concept of renewal is what creates such an inspiring premise for players and gamemasters to create in this open landscape. The book goes into great detail about the different factions that have emerged and the roles they play in shaping Evera Prime. Whether it’s the self-reliant titular Dreamers who look to nature to create a path forward, or the hunter Spears who protect human life against the mechanical monsters at all costs, there are a good variety of character archetypes to build from. The Player Guide hosts examples of stock characters to play as, allowing newcomers to jump straight into the action. The guides even suggest methods for naming the characters you’ll inhabit for an authentic experience.
It’s not just the characters that have been given a great deal of thought. Both guides provide extensive information about the religions and ideologies of the regions, the locations that play such critical roles in human development, and the flora and fauna that give a naturalistic edge to the cyberpunk setting. At times perhaps this is too much information, but it’s delivered so succinctly that it’s easy to get lost in the magic. A massive timeline of the planet is a great example of this in action. Worldbuilding is of the utmost priority for Dreams and Machines and the enthusiasm for those ideas can be felt in each word. It wouldn’t be surprising to see a push for some kind of cinematic adaptation down the line, because of that incredible richness.
Dreams and Machines Mechanics
Now to the gameplay mechanics and how Dreams and Machines’ core components interact with those building blocks. The game utilises a 2d20 system which is utterly effective in putting the focus on the story and streamlining a campaign. Players are defined by 4 attributes: Might, Quickness, Insight, and Resolve. They also boast Skills and Truths which can help them on their way. While a Skill measures a basic action like Move or Fight, a Truth is an undeniable fact about a character or situation that could affect gameplay. Talents also come into play, highlighting niche areas of expertise.
Skill Tests measure the success or failure of a player’s choices, both in combat and throughout the bulk of a campaign. The Gamemaster can bring in ranging difficulty settings and use Threats to challenge players, but party members can spend their own Spirit and gain Momentum to give them an edge. Despite a varied array of technical terms to learn, reading stats and setting up a player’s key characteristics aren’t overly complicated, once again putting that emphasis on storytelling.
Speaking of story, both Guides also feature brilliant narrative elements to inspire your campaign. While the Player’s Guide includes a short story providing insight into the character mentioned throughout the book, Kari, the Gamemaster’s Guide offers a full campaign complete with QR codes to scan, quick-use overviews, and opportunities to expand beyond the epilogue. The suggested campaign, Secrets In Lost Rios is organised into three acts which build upon one another to an exciting crescendo as players are sent to recover the remains of a fallen friend. It’s definitely a good starting point for new players, but the book does make mention that it works better as a follow-on from the Starter Set.
In truth, there’s almost too much in these two texts to include in this review, with imaginative inclusions in every section. The enemy wakers, the vault of weapons, or the craft of weaving; countless moments of brilliance have a real impact on gameplay for readers to explore for themselves.
Should you play Dreams and Machines RPG?
It's a must-play game.
The parting message here, is to go out and experience Dreams and Machines in whatever form you can. This is an RPG to watch and although it may be a costly game to dive into, it’s one that offers a real alternative to the classics that benefits from a well-balanced, experienced, and varied party. Dreams and Machines is masterfully inventive, incredibly detailed, gorgeously curated, and a standout in the genre. RPG fans will find their creativity unleashed with this exciting title.
Try Dreams and Machines if you liked Cities Without Number, which, though is another newcomer to the scene, those who love the Cyberpunk-esque tone of it and the freedom to craft an open world, will enjoy the nuances of Dreams and Machines.
You can always start with the Starter Set, available on Amazon.
About Dreams and Machines
Designer: Chris Birch
Publisher: Modiphius Entertainment
Pages: 222
Players 2+
Age 14+
Price £35
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