Speedbumps to perfections
various facts about the design of the dreaming by
Edmund La'va
- All knowing Diety and Future Dead God
- One original idea of comabt was making it turned based, Keith fleshed out the entire system and how it would work, before Dan bitch slapped Keith several time and administered the cobra clutch on his sorry ass. Keith soon saw the advantage of real time combat.

- The Four playable races were originally Dreams, Husk of Gods, Faeries, and Technocracy. The names of the original three were changed in later write ups, and the fourth became what we know today as darksides.

- Lost souls were Keith's first major contribution for the game that Dan didn't tottally flip out and kill over. Why do they have no racial skills???? Because thier lazy, and ran out of ideas. Plus they liked the idea of having a generic race in any game. It wasn't until the game started they realized the beautifull beast they created with lost souls

-Draksides originally leveled up. Each Player was supposed to pick one of the darkside races and keep it as a second character of sorts. They got expierince much slower then PC's and could only buy general skill, and a selection of Racial skills. In hindsite, it was probably best this didn't happen.

- Who would worship a Dead God without good reason??? Everyone. Last year before faith caps gods regularly reached areas of 45-60 faith!!!!!!! It was madness. Some weeks gods had up to 80 faith. Pretty insane for what was supposed to be a non-combat race.

- the original damage calls were normal, and essence. That was it. The elemental calls were added as we added spells. Coldiron wasn't considered a different call until much later, when the designers realized how confusing it can become to have the attacker double the damage. No one never officially changed the normal call to silver. The players simply adopted saying this, and it just made sense, so today it stands.

-Originall new moon rules doubled all dark side stats!!!!!! that means a Wraith could throw double coldiron, and have twice as much mana to do so. Effectively making them 4 time more powerfull. Golems swung for TWENTY DAMAGE on new moons. Fortunatly they usually hit dead gods, who it barely scratched. Lesser Deamons still sucked.

-Greve and Kale were 2 characters Keith played last year. Their also the names of 2 characters in Titan AE. And no he didn't realize this. It is said he spent 4 days hammering himself in the nuts. They are the size of tractor wheels today!!!

-The concept of the dreaming began when Mike Stern said, someone should create a 24/7 larp taking place in the dream world. Me and Dan quickly came up with all the lore, rules, etc to bring this idea to light. He still claims credit for this idea. Don't listen to him. He is a buttmunch. He'll never score.

- Their were several goals set forward in the dreaming. To create  a game of political intrigue. To create a system were combat was a chess match of planning. to make a game that can fill spare time, and require minimal investment, and no costume. and Finally to meet someone in game and not know who they are out of game. Although all of these goals were accomplished to some degree, the real reason we designed the dreaming was to give Dan an Keith something to do when they were drinking. Apparently game designing is almost a hobby for theese two individuals. They will never score.

-While I'm on it niether will Josh

-Contrary to rumors/jokes, Armor was never part of the original rules, and will never be. If an armor system is ever introduced into the game, we will shut doors on the dreaming and commit sebuku.

- The racial skill trees were primarily designed by Keith and the non-racial skill trees by Dan. notice the drastic difference in systems and wording. They ran out of beer that week and didn't communicate as much. Thankfully they soon got a big shipment of MGD and the rest of the game is a seemless colaboration.

-In the original vision of the game thier was no need for mods. This went right out the window the first week.

- The disigners originally believed spellcasters were going to be the power class of the game. Remeber that Joe.

Tales of the Dreaming took over 3 months and 400 beers to complete. As well as one huge bottle of Vodka, and several bottles of Baileys.

-All hail Edmund La'va
Hosted by www.Geocities.ws

1