H.P. Lovecraft' Dreamlands Roleplaying beyond the Wall of Sleep A Hardcover Sourcebook for Call of Cthulhu We all dream. For some, dreams can become reality. H.P. Lovecraft's Dreamlands provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the dreamlands, a huge gazetteer, dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters who dwell within the dreamlands, descriptions of the dreamlands gods and their cults, six adventures to help jump start a dreamlands campaign, and a new fold out map of the Dreamlands by Andy Hopp. Hardcover.
Includes the Adventures Pickmans Student; The Lemon Sails, To sleep, Perchance to Dream; Season of the Witch; The Land of Lost Dreams;Captives of Two Worlds by Sandy Petersen.
While this is primarily a game book, "The Complete Dreamlands" is a well-researched (for the most part) guide that collates information from Lovecraft, Lumley, and other authors (as well as some bits added by the book's creators) together- painting a terrific portrait of this fantastical counterpart to the "real" Cthulhu Mythos universe.
Planes-hopping stories can be truly terrible, so it's especially nice to find a whole collection of coherent stories involving trips to the lands of dreams.
Expanded version of the previous Dreamlands supplement, but achieves that expansion through an excessive incorporation of Brian Lumley-inspired material, which tends to shift the Dreamlands away from having a distinct and unique atmosphere and drifts it towards being a much more generic sword & sorcery setting. https://refereeingandreflection.wordp...
Basic Premise: A reference guide to the Dreamlands for people who run the Call of Cthulhu RPG.
Ok, so for those not in the know, Lovecraft basically created a world where people go when they dream. It's Lovecraftian fantasy roleplay, in essence. It's wild. I have a bit of an odd group of friends (you're shocked, I'm sure), and my style for running a game like Call of Cthulhu is largely to play referee as they go charging off tilting at windmills. I usually cause 1 or 2 weird things to happen to them, see what they do with those, and write the plot around their growing paranoia, adding complications where necessary. The Dreamlands book became a vital resource for me, as it had rules for more traditional fantasy elements that one doesn't usually see in CoC. Swords, for example. There's more here, and a fascinating breakdown of the concept of the Dreamlands, but I ended up using it for the crunch more often, which is weird for a CoC book.