Image by Johan Egerkrans
Session Zero: Vaesen: The Dance of Dreams
In the remote Scandinavian wilderness, shadow puppets aren't all that they seem... and the dead haunt the dreams of the living.
$10.00
/ Session
Details
Once / Saturday - 9:00 PM UTC
Apr 25
Session Duration / 3–5 hours
2 / 6 Seats Filled
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About the adventure
Set forth on a journey of occult investigation and mythic mystery, as the Dance of Dreams is brought to light! To the south of the bustling metropolis of Uppsala, a quiet country inn hides murderous secrets, wrapped up in the fantasies of a young girl who aspires for more from her life. Vaesen is a game that blends folk horror and dark fantasy to tell tales of stalwart investigators investigating traditional fairy tale and ghost story monsters. It is in many ways similar to Call of Cthulhu, but with an emphasis on folklore and strange magic rather than cosmic horror. Vaesen uses a version of the Year Zero Engine also seen in popular RPGs like Tales from the Loop, ALIEN RPG, and Twilight 2000, with a dice pool system. Your characters are members of the Society, an occult organization dedicated to uncovering the nature of vaesen, strange fairy tale creatures that most people can't see. You are an exception: gifted (or cursed) with the ability to see vaesen for what they are, marked either by an early encounter or some dark secret of your past. Together, you've sworn to protect humanity from vaesen, though in some cases, you may find that it is humans who are as much at fault as they.
Game style
Combat Lite
Roleplay Heavy
Game themes
Meet the Game Master
Less than a year on StartPlaying
About me
I'm a substitute teacher and amateur game designer and gamemaster. I've been playing tabletop RPGs since high school, starting with Dungeons & Dragons 3rd edition before learning the ropes of other games. I have extensive experience playing and running D&D (3e, 4e, 5e), Call of Cthulhu (7th edition), and the ALIEN Roleplaying Game, though I've tried many other games as well. As a gamemaster I pride myself on being flexible and enjoying player input: if a player comes up with a novel solution, character, or scene idea, I'm almost always willing to give it a go even if it's not what I planned or what the rules explicitly endorse. I also put *a lot* of work into prepping and enjoy making custom handouts and house rules.
View Profile →Character creation
Creating your character
For character creation, we'll do a Session 0, during which time we'll walk through character creation together. Listed below is a quick rundown of how it works. First, each player chooses an archetype, which is a minimalist class. The archetypes available in the core rulebook are Academics, Doctors, Hunters, Occultists, Officers, Priests, Private Detectives, Servants, Vagabonds, and Writers. Additionaly sourcebooks add more archetypes as well, just be sure to check with me in advance if that's what you plan to build. After choosing an archetype, you choose your age. Younger characters have more attribute points while older characters have more skill points. After this you a lot points to both your attributes and skills, which you combine when making most rolls in the game. The combined number of points you have in an attribute and a skill when making a roll is the number of six-sided dice (d6s) you roll. There are four atttributes (Physique, Precision, Logic, and Empathy) and twelve skills (Agility, Close Combat, Force, Medicine, Ranged Combat, Stealth, Investigation, Learning, Vigilance, Inspiration, Manipulation, and Observation). Next, you pick a talent. Most archetypes have a suggested talent, but you're welcome to pick another talent if you prefer. After this, you'll select elements of your backstory. Each archetype has a few suggestions for your motivation, your trauma (when you were first exposed to the supernatural world), and your dark secret. You'll also decide how you know one or more of the other player characters. Finally, you'll pick your equipment, including a memento, which you can use to heal Conditions affecting you.
What to expect
Preparing for the session
You'll need Discord, as we'll be using that for chat and music, but for the game itself we'll be using Foundry VTT, which I'll provide a link for you can use in browser. You will not need to install Foundry.
What Arthur brings to the table
For this game, I'll be providing rules and a virtual tabletop with tokens and maps. I often use music as a background element in my games as well as handouts. Additionally, I'll provide pre-game and in-game coaching on how to play for those not familiar with the rules. When it comes to rulings, I default towards being flexible. If a player has an interesting but implausible idea, I figure it's more fun to roll for it rather than to just say no. The rules are there in my book to make things easier to tell the story, not harder.
Homebrew rules
We'll be sticking to the rules as written for the most part, though see above about flexibility.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Arthur creates a safe table
In Session 0 we'll go over the themes of the game, how to play, and make characters together. In addition, we will discuss safety issues including general expectations regarding behavior and what sort of content is likely to come up during play. I'll solicit feedback in advance as to what content players are or aren't comfortable with and make adjustments as necessary. In Foundry VTT, there will also be an X Card feature that players can make use of at any time.
Content warnings
Safety tools used

