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Wakeside: What Dreams May Run

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It starts with a Dream.

You’re talking to your dead uncle at a circus. He says the Dreamside has a job for you and hands you a Mylar balloon. You wake up with it tied loosely to your ankle.

Now it’s 4 a.m. and you’re about to break into a billionaire’s mansion with three extra-dimensional bounty hunters to capture a fugitive Nightmare.

The Mylar balloon doesn’t come off.

You haven’t slept in forty-nine hours.

You’re starting to hear other people’s thoughts.

Failure means reality collides with the dream realm, driving the whole human race insane. Success means capturing a psychogenic alien thought-form.


Can you catch

What Dreams May Run?


By ancient compact, the Dreamside send three agents to rendezvous with a champion of the waking world. Together, they must bind the Wakesider inside its Passage with an Oneric Lock. There’s just one problem: they’ll be caught in the collapsing Dreamscape as well! It’ll take all their wiles to track the Passage, trap the Wakesider, and escape before it all comes crashing down!

What is this Game?

Wakeside: What Dreams May Run is a Tabletop Role-playing Game (RPG) for two to five players. One player is the Dream Master (DM). The others are Agents  Figments, Wishes, Nightmares, and Lucid Mortals dispatched to bring in Wakesiders from the Wakeside. 

What is a Wakesider?

Sometimes fugitive dreams slip into the WakeSide, threatening to collapse the veil between worlds. Using susceptible mortals known as Passages, they cheat the ancient boundaries between our realities. Their mere presence in the Wakeside threatens all human sanity.

The opening spread of Wakeside. Describes the setup for the game and what type of game it is. Also defines the termShowdown rules spread, describing the unique mechanics for resolving the capture of a Wakesider within the dream of their passage.


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Customer avatar
Bob V May 12, 2025 8:58 am UTC
PURCHASER
For the past few days, I have soloed my way through Wakeside: What Dreams May Run (25 pages, at DriveThruRPG). This is a Tabletop Role-playing Game (RPG) for two to five players. One player is the Dream Master (DM). The others are Agents — Figments, Wishes, Nightmares, and Lucid Mortals dispatched to bring in Wakesiders from the Wakeside. So, I played one of each (four total). To solo this, I used The Solo Investigator's Handbook (97 pages). The adventure started (in the 1920s) when the Agents received their mission from the Dream King. The human (Lucid) received instructions through vague omens and he joined the other three (Dreams). So, the PCs went to a city that was having problems. In the diner, Simone occasionally opened the door and looked out into the city. He was not surprised when he heard a woman scream. The other PCs overheard the comment, "Did you hear the scream? It must be the Gray Building causing problems again." The PCs asked for directions and headed straight there. They started...See more
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Customer avatar
Gabriel W May 12, 2025 1:43 pm UTC
PUBLISHER
That is awesome! Thanks for sharing, glad you enjoyed it!
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Customer avatar
Austin H May 13, 2025 12:55 am UTC
PUBLISHER
Thanks for playing! And commenting! 'The Gray Building' is super ominous, well done.
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25
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File Last Updated:
May 04, 2025
This title was added to our catalog on May 05, 2025.