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Rêve: the Dream Ouroboros

Rêve: the Dream Ouroboros Playtest Review by Michael Hill on 19/01/03
Style: 4 (Classy and well done)
Substance: 5 (Excellent!)
Use this gritty, realistic yet intuitive game system to enhance any fantasy setting or choose to embrace the full package of worlds and magic for a truly unique gaming experience.
Product: Rêve: the Dream Ouroboros
Author: Denis Gerfaud (translation by François Lévy)
Category: RPG
Company/Publisher: Malcontnet Games
Line:
Cost: Free Download
Page count: 50 (plus game aids)
Year published: 2002
ISBN:
SKU:
Comp copy?: no
Playtest Review by Michael Hill on 19/01/03
Genre tags: Fantasy
It was an odd kind of ‘review’ on RPG.net that caused me to examine the Internet site of Malcontent Games (http://www.malcontentgames.com/index.html). I’m not sure why my interest was piqued. The review seemed only to say, “hey, there’s this game out there and you might like it so give it a go.”

The site explains that the complete game, Rêve: the Dream Ouroboros, is comprised of three e-books, the first of which is a free download with books two and three costing US$13.00 (total) through the PAYPAL system.

Book 1: Journeyers is available in two download sizes, 5.8MB and 1.1MB. The ‘lite’ version is missing the optional rule chapters and all illustrations bar the cover picture. Take my advice and download the complete version – however long it takes, it will be worth it. The optional rules are inspired and the artwork throughout it similarly inspirational – and of an exceptional quality. Only one artist is used throughout (Rolland Barthélémy) his work serves to complement the text perfectly and provides continuity as the sample character evolves from chapter to chapter. This first book contains the rules for character creation, skill use and combat. As such it could be used for any game setting with only minor modification.

The game is a translation from the original French version, which according to the introductory text is now in its second edition – the first edition being published in 1985. For those familiar with Agone (another translation from the French language), let me allay any fears you may have – this is an excellent, accessible translation of what must have been an extremely eloquent text.

On to the game itself!

This review will be an examination of the first book in the series – books two and three deserve reviews of their own! At first glance, and despite a beautiful presentation, the game appears to be something of a ‘throw-back’ to the overly complexe games of the early days of our hobby; there are 18 characteristics, dozens of skills, fatigue points, life points, endurance points and a table to resolve skill rolls.

On closer inspection however, the reader is rewarded with a very pleasant surprise…

Game characters are indeed a collection of many characteristics, derived attributes, skills and spells. Fortunately, the process of creating your character is relatively painless – with the exception of skill levels, which are purchased from a pool of 3000 points! However, after spending less than 30 minutes, I had created a character entirely of my choosing that I understood and could introduce into a game immediately.

There are some calculations required to determine such things as Sustenance (the number of food and water points that must be consumed to stay healthy) – which is based on size; a Damage Modifier based on Size and Strength; Endurance, Life Points, Fatigue and a host of other factors which serve to fully define the character in playable game terms. Having done the math once, the scores are recorded on the character sheet (the most impressive and inclusive sheet I have ever seen – yes, even better than those works of art created by the Mad Irishman) and need not be calculated again.

Some might balk at the detail here. Do we really need to know how much food a character needs to eat? Can’t we just assume he eats when required? Well, of course you could but you don’t have to if you don’t want to. Players will no longer complain about spending points on rarely used survival skills because the DM (Dream Master) knows exactly how many Sustenance points that speckled woodcock will yield once caught!

The application of skills and the successful use of characteristics are determined by consulting a table and cross-referencing the governing characteristic level by the skill level – modified by the circumstantial difficulty level. The point at which the two numbers meet indicates the percentage chance of success. Although this process might sound needlessly cumbersome to some, the table is printed on the character sheet and does allow for the seamless introduction of various difficulty levels, degrees of success and failure and quality points. The table itself is probably no more complexe than that used by Victory Games’ James Bond RPG (for those that remember that fine publication).

My first viewing of the Resolution Table gave me cause for concern but now the table is my friend! It allows the player, whom having created his character and assigned skill levels which he understood, to examine the table and see for himself the percentage chance of success and failure when performing an activity or task, something everyone, gamer and non-gamer alike, can relate to.

Following a description of characteristics and skills and an overview of the mechanics of skill use, the reader is presented with a detailed equipment list and accompanying trade and coin system. Time and movement is then discussed and yes, traveling does accumulate fatigue points but in an intuitive way (unlike Hârnmaster for example) – characters choose their travel speed which determines the rate of fatigue – it they must reach somewhere quickly, the game mechanics help add a level of realism missing from most of our role-playing games.

Time in general is dealt with in an interesting an evocative way. The twelve hours of the day, each 120 minutes long, garner their names from the game’s astrological star signs, which are part of character generation. Rules are also found here for the completion of tasks, which are not necessarily completed with a single skill-roll. Task points are accumulated over time and when sufficient points are generated the work is finished. Task points are used in many other game systems and they work as well here as elsewhere.

Even sleeping is discussed – as it allows recuperation of fatigue and dream points (more on dream points in the review of book two). Those who already know of the games background will know how important dreams are!

Health, damage and disease are the subject of an entire chapter. Wounds are debilitating, painful and slow to heal. This is meant to be realistic and although, I myself have never suffered from a sword-wound, seems to do the job remarkably well!

A new layer of flavour is added here. Healing herbs and their application are described in detail. Again this makes use of character skills, which are oft overlooked. Combat and danger are dramatic – if there were no adverse consequences, they would be mundane. The chapter goes on to detail disease, poisons and the effects of fire, asphyxiation and starvation. The game paints the picture of a gritty and realistic world, much in keeping with the works of Tolkien for example.

The combat chapter is one of my favourites. Firstly, all the weapon statistics appear on the character sheet (did I mention that the character sheet was bloody good)! There is no need to delve into a rulebook whenever a character changed weapons.

The combat system itself is a fairly straightforward affair with activities taking place at their appointed time in the combat round, missile fire, for example comes before mêlée attacks.

Initiative is based on skill level, half the associated characteristic and the roll of 1d6. Again this calculation is made before play commences and is recorded on the character sheet.

The system allows for the seamless integration of special successes, fumbles and differing tactics. The mechanic that really adds colour to the battle is the difficulty level of the mêlée attack. The attacker chooses the difficulty level, if the defender wants to parry or dodge he must make his own skill roll at the difficulty level set by the attacker. With this system the gulf between a skilled combatant and a weekend-warrior really opens up. It allows the player to exercise some control over his character’s battlefield activities.

Damage is assessed with the roll of 2d10 on an easily read wound table. Results indicate reductions in endurance and sometimes life points and the accumulation of fatigue (characters can no longer embark on a 50-round D&D style battle without feeling the effects of exhaustion). The wound levels dovetail with the detailed healing rules perfectly and add more character to a system already dripping with personality!

The first book rounds out with a series of rules described as ‘optional’ but I suspect that they will be added to most gamer’s campaigns without a second thought. The rules detail the use of luck points, the application of astrology in a fantasy setting, morale – which deals with the characters overall feeling of wellbeing, a rule which I haven’t seen outside of the Song of Arda (check on the web for this free and excellent RPG currently under construction).

In summary what you have here – for free I might add, is a solid set of realistic yet eminently playable rules, which could be pressed into service in any fantasy world. Furthermore, the rules themselves, aside from being functional, have about them a unique flavour, which eases the players into the fantasy setting and makes them really feel part of it. For instance, if you are currently playing Decipher’s Lord of the Rings RPG but find yourself struggling with the overblown, flavourless and tedious rules that they have served up for Middle Earth fans – throw them out immediately and switch to Rêve!

You could do that of course. But you would not be doing yourself or the game the justice deserved.

I haven’t mentioned the magic system, which is fully detailed in Book 2: in the Dreamtime, which aside from being unique in every sense of the word is without doubt, the finest interpretation of magic-use I have seen. When your character casts a spell in Rêve, you will feel as if something truly wonderful is taking place. Magic is not just another way to get things done; it is something entirely different and very, very special. I’ll write more on book two in my next review.

In Book 3: Worlds; the author sets out to detail the backdrop of Rêve. This is not a dressed up version of a tired old medieval Europe with monsters and magic tacked on. This is a vast multiverse, where, despite its limitless boundaries, the adventure lies in the details. I’ll revisit book three in my final Rêve review but for now let me say just this of the third volume; anyone who can’t find at least 10 adventure ideas on every single page, has absolutely no imagination!

Finally, my thanks to Vincent Vandemeulebrouck who posted the first review of Rêve on RPG.net. Although Vincent subsequently apologised to RPG.net readers for not giving a detailed account of the game – he set me off on a journey that changed my views on a hobby that I’d been involved in for what was beginning to seem, altogether too long! Thanks Vincent!

Go ahead; download Book 1: Rêve: the Dream Ouroboros for free right now. Then if you really want to enjoy the hobby of role-playing do yourself the biggest favour of 2003 and shell out a measly US$13.00 for books two and three. Having done that, you’ll have access to some excellent free adventures and game aids from Malcontent’s web site. Not to mention the best RPG of the year!

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