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General Forge Forums => Actual Play => Topic started by: Bill Cook on May 23, 2004, 01:04:01 PM

Title: [Sorcerer] First Campaign II (SPOILER)
Post by: Bill Cook on May 23, 2004, 01:04:01 PM
(See session I here (http://indie-rpgs.com/viewtopic.php?t=11031&highlight=).)

Two down, two to go.  My group ran the second session of our premier Sorcerer campaign.  Things are starting to click a little better.  I think an e-mail I sent last Wednesday was quite helpful

Quote from: Bill Cook
Hey, gang.

I had a lot of fun last session, running the system for the first time.  There's a couple of things I want to smooth out: pacing and weaving.

Pacing
I think pacing suffered from lack of input and a task-ish mindset.  (I include myself in this comment.)  The sparity reflects our inexperience with Sorcerer, but the forum has clarified most of my uncertainties.  Basically, the GM is responsible for (1) creating a cast of NPCs who are the figures in the PCs' Kickers, having some connection or as primary actors, and (2) setting up situations that mix the PCs with the NPCs, such that (a) the player may address the Premise of his Kicker by (b) making a choice.

i.e. The GM says who and why (for the NPCs); the player says what and how (for the PCs).

Task vs. Conflict
When I say "task-ish," I mean task vs. conflict.  We want to pace to the next conflict without stopping.  Exploring the game world is fun, and we will surely do some of it.  It can even be what a system features; but it's not design intent for Sorcerer.  I'm somewhat awkward with setting up conflict and take comfort in calling for tasks, so I ask for your support in making this shift.

Bottom line: let's work together to pick up the pace by suggesting conflict-centered situations.

Pretend like you walked into a restaurant with a full service kitchen; they make everything from scratch.  Here's the hitch: they don't have a menu.  So you have to describe what you'd like to have.  Then they bring it to your table; kind of what you had in mind, and yet, surprising in ways.

A great example from last session is Logan asking to be mixed in a scene with a would-be parent.  It was player input, relevant to his character's Kicker, that centered around conflict (i.e. a mysterious woman that Lore reveals as a powerful sorceress) and choice (i.e. "Would you like to come home with me, sweet child?").

Weaving
Another challenge are the disparate narrative threads.  The solution?  Weave, baby, weave.  I think we're all ingrained with troupe style exploration as a ritual of play, and as it turns out, it has its advantages; namely, everyone's a present part of what's going on.

I think a good model for multiple, parallel narratives is Pulp Fiction (without the lack of continuity): secondary PCs are in the current scene but not necessarily part of the action.  And we've had some instances of this.  e.g. Vinnie (Luke's character) drove Agent Styles (Jason's character) to the Johny Thomas (And here I squelched some benign, immersive banter.  Sorry!), Karl (Nick's character) buying drugs from the High-Flying Eagles with Styles looking on, etc.

When you're starting to claw your eyes out from fighting to pay attention to what's happening to somebody else, react accordingly: wait for the cut (i.e. "Ok.  We're done with that.  Who's next?  I think it was Cory . . ."), and suggest a weave of your character or a way to entwine threads, if you see a connection.  Or if it's too good to pass up, and it's for the current narrative, just shout it out:)

-Billy.

P.S. Jason, I owe you one Humanity check to gain for putting Miles in a safehouse.  Nick, I owe you one Humanity check to lose for accepting money for sexual service to buy blow.

P.P.S. Clarification: in my previous note, the penalty cut-off for death is for a count of lasting penalties.

P.P.P.S. Next session is this Saturday, the 22nd, starting between 10 and 11pm, at Luke's house.

The expectations of the players are evening out.  I'm more comfortable with the nature of my duties as a GM.  And we're getting some really wa-hoo scenes: