So, what the heck is Dreamland?

So, what the heck is Dreamland?
Photo by NASA / Unsplash

Dreamland 2d6 is a story-rich, tactics-inspired TTRPG with a unique and expansive setting placed in a corporate dystopia. It also features supernatural elements, science fiction, and space. Much inspiration was taken from conspiracy thrillers.

Dreamland has a stat system, the foundational building blocks of your character. I took direct inspiration from Fallout's SPECIAL. I like SPECIAL better than PERFECT, if I'm being honest; having unique letters for each stat makes them instantly more recognizable.

Those stats plug into a variety of skills, allowing the player to explore the world in their own unique way. This allows for a vast build versatility among players, and should accommodate for a wide variety of playstyles.

Next up, we have other supporting stats.
- HP, HP Regeneration and Limb damage; very basic RPG content
- Sanity is going to be a lot of fun, and was one of my favorite pieces of implementation. Sanity break is how many points you can lose from your sanity pool before starting to crack. Just don't let that pool hit 0.
- Radiation damage, functioning less as a second health bar and more as a foundation to implement a mutation system.
- Second Chance is a value based off of your Fortune, which is basically a character "Get Out of Jail Free" card for dangerous scenarios.
- Movement speed and carry capacity; how fast you can move, and how much you can carry.
- Overencumberment is not factored for yet, but will be. Bulk cap is the amount of loot you can steal in a single Pickpocket attempt.
- And finally, Loot, which is the value which affects the loot you get, based on Fortune.

Then there's the action system. There will be several posts to discuss how I'm handling actions, but at its core it inherits much inspiration from the Pathfinder 2e three-action economy, with a touch of Divinity Original Sin 2's action system.

This is just a foundation. I have more posts in the future which will discuss vehicles, factions, setting, worldbuilding, themes, storylines, et cetera.

I honestly envision the game as a self-contained ecosysytem of mechanics nestled together to be able to tell nearly any story in a scifi, modern, apocalyptic or even pre-modern era.

As of 5/6/2026, I have been actively playtesting mechanics since January among my tabletop group (and hopefully future staff, if this all kicks off 😄). I do plan on including a link to my Discord server reserved for direct discussion of conversation in the near future.

Peace, love, and many thanks;
Nat 20