Dream Askew
Dream Askew
Askew.
Dream Askew gives us ruined buildings, ruined lives, ruined faces, loaded
handguns, psychic powers, heartbroken underdogs and turbulent skies,
asking What do you do next?
Prior to play, print off this entire document (rules, diagrams, Character Sheets, and
half-page Situation Sheets). Gather some tokens (10-20) and pencils. Read these
rules thoroughly, to ensure you understand them.
Imagine that the apocalypse didn't happen everywhere at the same time.
Instead, it happened in waves. It's still happening in waves. You were hit
recently. You've fallen out of the society intact.
Gather together 3-5 people, including yourself. Read aloud the previous column
(What Is Dream Askew?).
You've found others who you can relate to, and you've banded together with
them to form a queer enclave. Gangs roam the apocalyptic rubble, and scarcity
is becoming the norm. And just beyond our everyday perception, howling and
hungry, there exists a psychic maelstrom.
Dream Askew is a game about post-apocalyptic lives. Its a game that queers
the post-apocalyptic genre, exploring how the apocalyptic process could
impact our sexuality, genders, livelihoods, experiences of marginalization,
and experiences of liberation.
It's a story game. You create a character and then you play as that character
- narrating their actions, making their life choices, speaking their words,
demonstrating what it would mean to be that person. The game is full of
tools to make this task easier.
Dream Askew is a game for 3-5 people. It takes 3-4 hours to play a full session.
Take turns reading the italicized description text for the Character Sheets and
Situation Sheets aloud. Then, ask everyone to choose a Character Sheet that they
are excited to play.
Place the How To Do Character Setup diagram on the table and read the
following aloud:
This diagram walks us through creating our characters. Let's move through it
together, step-by-step.
Once everyone has finished, go around the circle and give everyone a chance to
describe their character to the group. After describing their characters, each player
picks a question from this list to ask to the person on their left, and another to ask
to the person on their right:
Next, everyone chooses a Situation Sheet. Three of them have a plus-sign right
below the title. These three are mandatory - they must be among the Situation
Sheets included in each game. With additional players, choose which of the
remaining three Situation Sheets are also included in this game. If a sheet isn't
included, its ideas and content might not appear in your game.
Right below the title of each Situation Sheet, it mentions the characters that it
tends to be most directly tied to. Try to avoid picking a Situation Sheet that is most
directly tied to your Character Sheet. For example, if you're The Iris, don't also play
The Psychic Maelstrom.
We work collaboratively to set up scenes. Scenes are narrated back and forth
between us. They're an opportunity to be surprised, to find out what happens
next. A scene can start in several different ways - with a line of dialogue, with
a request to learn more about a specific character, with a juicy question that
takes some time to answer, or with a spark of inspiration.
When someone is describing their daily life, the rest of us should ask
them questions, especially questions that reveal who else is there and what
the larger scene is like.
Soon enough, details will coalesce and a scene will emerge.
As each scene unfolds, anyone who isn't directly involved can ask questions
and add little details. Questions might reveal who else is present, or other
important pieces of context. Little details might add smells, sounds, scenery,
and other accents.
Scenes might explore the daily lives of the characters, the unfurling fate of
the queer enclave, the dangers that face a character who wanders out into
the wasteland, or a tender moment between two world-weary lovers. If ever
the group is unsure what a scene that's in progress is about, they can end it
or continue playing in hopes that its purpose reveals itself. Scenes can take
anywhere from five to twenty-five minutes of real-world play time.
A scene can end when someone cuts to a new scene, or when people start
asking questions about what might be happening elsewhere. A scene
might also naturally shift from one location and tone to another, effectively
becoming a new scene altogether.
A scene can end with questions lingering. If we move on to a new scene, we
can safely assume that lots of ordinary things happened in the meantime wounds might have been tended to, necessary supplies scavenged, food
eaten, and the like. The next scene can take place moments later or days later.
Either way, we'll make assumptions about the events we skipped over, and
clarify if it becomes necessary.
As you create and play through scenes, pay attention to whether everyone
is being given equal space to talk. If someone hasn't been receiving much
spotlight, someone can set up a scene that centers on their character.
When you play a character, you narrate their actions, make their life decisions,
and speak their words. You describe the state of their sleeping area, and the
way that shafts of light hit their unkempt hair.
If there's a minor or antagonist character who belongs in a scene, and it's not
clear who should step in and play them, anyone can do it. You can trade off
responsibility for a minor character whenever it makes sense to, especially if
they become entangled in one Situation and then another.
Place the How To Play Your Character diagram on the table. Read through it
together, learning how to play characters. Then, read this aloud:
We use Principles to guide our decisions. We use Moves as prompts whenever
we need something to say. We play to find out what happens.
It's best to avoid situations where a single player is playing both sides of a
conversation. Trade off responsibility for a minor character if this happens.
A full session of Dream Askew will take 3-4 hours. Your characters will
encounter problems and try to handle them. Your situations will evolve. Your
story will organically develop a little arc of its own.
Situations are big chunks of the game's setting. We each play one, in addition
to our character. Of the two roles, playing a Situation is much more abstract.
You introduce new characters and dilemmas as it feels appropriate, and as
suggested by your Principles and Moves. You add interesting details to the
world of Dream Askew, details that all our characters need to navigate.
There will be a moment that feels like the end. Thank everyone for playing
with you. Decide whether you'll get together again for a sequel session.
Place the How To Play A Situation diagram on the table. Read through it
together. Then, read this aloud:
Situations aren't going to require your attention all the time. It's fine if your
Situation doesn't have a big impact on the story that gets told. You'll probably
end up investing more of your attention in your character than your Situation.
Make moves on behalf of your Situation when it feels right to do so.
Special Thanks
Jackson Tegu, An Sheep, D. Vincent Baker, James Stuart, Robert Bruce,
Ariel Imbrium, Hilary McNaughton, Daniel Wood, Mel White, John Rock,
Jez Gordon, Danilo, Fred Hicks, Salavant, Jeremy Zimmerman, Evan Silberman,
Jeremy Tidwell, Joe Beason, Mikael Andersson, Mark Nau, Sean Nittner,
Aaron Friesen, Jesse Wolfe, Kimberly, Greg, Richard Greene, Bryan Rennekamp,
Jonathan Walton, Helen Apocalypse, John Harper, Jess Downs, Philip Espi,
Julia Ellingboe, Scott Underwood, Larry Bierworth, Chad Reiss, Rob Kirchner,
Rafael Rocha, Dylan Nix, William Lee, Brendan Adkins, Cheryl Trooskin-Zoller,
Mark Diaz Truman, Nathan Black, James Graham, Amy Fox, Inga Hensing.
Introducing
The Iris
1
How To Do
Character Setup
This is the name of the character type.
Choose a Name
Shadow, Lively, Smith, Pallor, Azure, Damson, Raksha,
Kite, Monsoon, Micaela, Burroughs, Tion, Pity, Brace
Choose A Look
4 frame, angular frame, disfigured frame,
slim
Strong Moves
4 out of harm's way.
Get
How To Play
Your Character
Principles are guiding ideas for playing
your character. Don't worry about
memorizing this list, but do glance at it
from time to time and let it influence you.
Whenever either of these situations comes
up, follow the special rules explained here.
The first of these two Special Rules is an
incentive for other players - tell the other
players about this rule, and remind them
of it occasionally as you play.
Whenever someone looks at you expectantly, and you don't know what to say
next, pick a Move and narrate how that
thing happens. Don't say the name of the
Move - just describe it happening.
1
3
Principles
1Make your character fallible and relatable.
2
Special Rules
2
Whenever
someone invites you to use your psychic
gifts on them, they gain a token.
Move unseen.
Use your psychic gifts on someone.
Restrain someone, physically or psychically.
Lash out with your signature weapon.
Regular Moves
Weak Moves
5 unwanted attention to your movements.
Draw
Queer
1
Enclave
2 tied to: The Arrival, The Tiger
Directly
How To Play
A Situation
This is the name of the Situation
We queers were always living in the margins of a society that didn't want to see or
3 our existence. Our very lives were creative resistance. We found solidarity,
validate
love, and meaning in the strangest of places.
Apocalypse didn't come for us first. But it did come for us. The neighbourhood
fell. Our stopgap survival solutions were rendered obsolete. Everything changed.
What lies in the rubble of apocalypse? For this queer enclave, could it be utopia?
Principles
4 provocative questions about
Ask
the enclave's members and its
physical spaces and build on the
answers that others give.
Craves
5
Community.
Safe space.
Equality.
Thriving and growing.
Moves
6 someone starting a project.
Show
Introducing
The Iris
Choose a Name
Principles
Choose A Look
slim frame, angular frame, disfigured frame,
soft frame, steely frame, willowy frame
calculating eyes, dead eyes, wet eyes, arresting eyes,
caring eyes, pale eyes, ruined eyes
androgynous, concealed, femme, transitioning, gargoyle
Special Rules
Whenever someone invites you to use your psychic
gifts on them, they gain a token.
Whenever someone has sex with you, the next move
they make needs to be a Weak Move.
Strong Moves
Regular Moves
Weak Moves
Introducing the
Maestro
Choose a Name
Principles
Choose A Look
pinched face, warm face, tired face, honest face,
scarred-up face, friendly face, flawless face
quick hands, precise hands, tattooed hands,
calloused hands, slight hands, fresh manicure
femme, butch, androgynous, transgressing, raven
Special Rules
Whenever someone offers you a new gig, or gets
hooked on something you provide, they gain a token.
Immediately after having sex with someone, you can
make a Strong Move without spending a token.
Strong Moves
Regular Moves
Weak Moves
Introducing The
Stitcher
Choose a Name
Principles
Choose A Look
knowing eyes, appraising eyes, skittish eyes,
covered eyes, modified eyes, red eyes
scarred hands, clean hands, greasy hands,
gloved hands, worn hands, busy hands
pangender, agender, conforming, transgressing, raven
Special Rules
Whenever someone asks you to make, fix, or do
something special for them, they gain a token.
Whenever you have somebody up on your operating
table and get to work, gain a token.
Strong Moves
Get out of harm's way.
Ease somebody's pain.
Have everything required to fix or make something
right away with no compromises or sacrifices.
Jury-rig a temporary solution while under duress.
Ask someone "What supplies does your character
have that they could easily part with?"
Ask someone "When was the last time that your
character felt truly happy?"
React by abruptly seizing control of a situation.
Regular Moves
Weak Moves
Realize you're missing key supplies required
to make or fix something.
Tinker with an object, leaving it dangerously
volatile or irrevocably broken.
Isolate yourself to work on a secret personal project.
Ask someone "What has your character lost that
can never be recovered?"
Fail to react, suffering the consequences.
Introducing the
Tiger
Choose a Name
Principles
Choose A Look
scarred face, baby face, pretty face, weathered face,
tattooed face, masked face, tough face, narrow face
slender arms, sporty arms, tattooed arms, burned arms,
decorated arms, shot-up arms, a busted arm
rocky, hard femme, high femme, stud, man, gargoyle
Special Rules
Whenever someone relies on you to solve one of their
problems, they gain a token.
Whenever someone has sex with you, choose one:
they gain a token or you take one of their tokens.
Strong Moves
Get out of harm's way.
Lead your gang into battle.
Say just the right thing to extinguish someone's
fear and bolster their confidence.
Kill someone.
Ask someone "What resources is your character
doing without right now?"
Ask someone "How could I get your character
to do what I want them to do?"
React by abruptly seizing control of a situation.
Calmly watch on as your gang reacts for you.
Regular Moves
Weak Moves
Introducing the
Torch
Choose a Name
Principles
Special Rules
Choose A Look
Strong Moves
Regular Moves
Weak Moves
Ostracize one of your followers.
Admit you don't have the answers to
someone's question or problem.
Botch a ritual, exposing yourself to
danger or ridicule.
Threaten someone or something more
powerful than you.
Introducing the
Arrival
Choose a Name
Principles
Choose A Look
tired frame, starved frame, sturdy frame, plump frame,
muscular frame, hunched frame, bandaged frame
calloused hands, polished hands, slender hands,
scabby hands, capable hands, trembling hands
ambiguous, concealed, conforming, transitioning, raven
Special Rules
Whenever someone gives you an opportunity to
prove yourself to the community, they gain a token.
Whenever someone has sex with you, choose one of
their Moves and add it to your character sheet under
the same Move category (Strong, Regular, Weak).
Strong Moves
Regular Moves
Weak Moves
Confess something and seek forgiveness.
Threaten or coerce someone.
Accidentally open your brain to the
world's psychic maelstrom.
Run out of something that the queer enclave
doesn't have steady access to.
Demand an explanation from someone.
Ask someone "Does your character feel okay
with me being here right now?"
Fail to react, suffering the consequences.
Enclave
Scarcities
Queer
Directly tied to: The Arrival, The Tiger
We queers were always living in the margins of a society that didn't want to see or
validate our existence. Our very lives were creative resistance. We found solidarity,
love, and meaning in the strangest of places.
Apocalypse didn't come for us first. But it did come for us. The neighbourhood
fell. Our stopgap survival solutions were rendered obsolete. Everything changed.
What lies in the rubble of apocalypse? For this queer enclave, could it be utopia?
Varied
Directly tied to: The Maestro, The Stitcher
Principles
Craves
Principles
Craves
Moves
Community.
Safe space.
Equality.
Thriving and growing.
Competition.
Knee-jerk reactions.
Uncomfortable bargains.
Less for some, more for others.
Moves
Show someone acting foolishly
out of need and desperation.
Put necessary supplies at risk.
Introduce a traitorous individual.
Spread disease.
After every move, ask
"What do you do?"
Maelstrom
Intact
Psychic
Directly tied to: The Iris, The Torch
Society
Directly tied to: The Arrival
Close your eyes, open your brain: something is wrong with the world. That
something is the psychic maelstrom. It's just beyond our everyday perception,
ever-present and howling.
For some reason we thought the apocalypse was going to hit everybody at the
same time. But nothing happens like that: neatly, evenly. The apocalypse comes in
waves, pulling and tugging at the peripheries of good society.
It can offer guidance, protection, even flashes of brilliant inspiration. But it's
hungry, and nobody knows what price it demands in return.
Apocalypse is only a distant nightmare for the privileged, a cautionary tale about
what might happen to them if they should fall from the master's clutches. You'd
be surprised what one of those people would do to keep their society intact.
Principles
Craves
Principles
Craves
Human dependence.
Moments of frenzy.
Erasure of meanings.
Intimacy.
Moves
Foreshadow a threat.
Put something precious at risk.
Enter into someone's sensory
experience at the right moment.
Bleed psychic instability into the
immediate area.
After every move, ask
"What do you do?"
Orthodoxy.
Its own preservation.
Profit in all exchanges.
Ignorance of outsiders.
Moves
Gangs
Realm
Outlying
Directly tied to: The Tiger
Digital
Directly tied to: The Stitcher
People had wildly differing ideas about what the collapse of law and order meant
for their future. Some shuffled the mortal coil at the first sign of real danger.
Others took to the hills, equipped with water purifiers and dried goji berries.
Everything we'd ever known or said was embedded somewhere inside it. Even
though the digital realm was young, it was hard to remember back to the way life
was without it. It seemed as permanent as it was pervasive.
But some people stayed right where they were, armed and alert. Ready to carve
out an empire by whatever means necessary. Stop whatever you're doing. Crane
your neck just a tiny bit. You can probably hear their roaring in the distance.
Apocalypse pulled the digital realm to pieces. Networks fell into disconnect.
Satellites blinked out. Computers were ripped apart and stripped of their precious
metal content. But humans are wily and resourceful. They know how to salvage,
re-purpose, and rebuild. Maybe the digital realm still has a future.
Principles
Craves
Principles
Craves
Territory.
Unspoken fealty.
The smell of fear.
Home-cooked meals.
Moves
Put a gun in someone's hand.
Tell them the risks involved in
going somewhere out there.
Bring gossip in from
the wasteland.
Give someone the very resources
that a gang is hunting for.
After every move, ask
"What do you do?"
Expanded networks.
Human dependence.
Shared knowledge.
Disregard for flesh.
Moves