In an upcoming Doctor Who RPG adventure, I'm going to allow my players to explore the dreams of their characters. This is just one element in a more complex adventure but, in developing the module, I'm realizing that dreams are central to the plot, and I can't pass up an opportunity to capitalize on this. There's so much potential.
I've had a quick look at the entry for "Amy's Choice" in The Eleventh Doctor Sourcebook. The preliminary online research that I've conducted on this has also shown me that I must pick up and play an RPG called Lacuna: Part 1. (People love it!) Many of the suggestions that I've come across relate to establishing a surreal atmosphere for each dream. I intend to have my players fill out a card, listing vivid memories and sensory associations for their characters, before we begin. These should provide the foundation for each dream. I also intend to make good use of my beloved Rory's Story Cubes. I've been seeking a way to incorporate these into our RPG sessions for some time, and they should provide the perfect means of introducing random, surreal, or unexpected elements into the dreamscape as we move along.
Does anyone have any creative suggestions as to how I might go about this? How might I make exploring the dreamscape a more exciting and rewarding experience in the game? Are there any mechanics in the Vortex system that might lend themselves to this kind of play?
Possibly the rules for interaction with the Matrix from the time traveler's guide (p.151+). Each character defines their own reality in dreams - but to command it and shape it they need self-belief and the will to do so- plus they first need to realize they are dreaming.
I'd also probably alter the difficulties for the following up or down depending on circumstantial factors (a strong desire, a lost love, a fond memory etc.)