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[DITV] Where do the Dogs sleep while in town?

Started by Brian Newman, December 13, 2005, 11:22:26 PM

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Brian Newman

I'm running tonight and I just realized this.  Some towns take more than one day for the Dogs to resolve, or they stay and help with chores and what not.

Where do they stay?  Does the Steward put them up in his/her house?  Do other people put them up?  Do they stay in a barn?  Do they stay in the congregation hall?  Do they camp out?

Also, another question: how do you spring family members on them?  "Come quick!  Brother Jadon's been shot!  (Oh, by the way, that's your uncle.)" seems... unfair.  Do you introduce them in the opening statements about the town?

Judd

I have found that this is often an interesting question.

Sometimes they stay with an old friend.

The rich sinner who is leeching the town dry often wants them to stay with him.

Most often they stay in the Temple, I'd think.

But its an interesting question for the players to decide.

In the end, they sleep wherever they damn well please.

Vaxalon

The Steward, traditionally, invites them to stay at his house.

If he fails to... there's Something Wrong.

The Dogs may accept or decline, as they wish.  If they decline, or if the Steward fails to offer, another person may offer.

Nighttime is a great time to have Things Happen.  I would not gloss over it.  Since travel usually happens during the day, I usually have Dogs arrive at a town in the late afternoon or early evening.
"In our game the other night, Joshua's character came in as an improvised thing, but he was crap so he only contributed a d4!"
                                     --Vincent Baker

Lance D. Allen

The Temple was the default option with my old group. I sort of imagine the place having a large meeting hall for services, a couple offices for the Steward and any other staff, and 3 or 4 sleeping rooms for putting up newcomers who've not found a place to settle in, Dogs, or anyone forced out of their home by circumstance, etc.

As for springing relatives... Why not? Unless a player has some specific reasons why they wouldn't have family in a given town or something, then I think it's not a problem to assume that fully half or more of the towns they visit will have a second cousin or some closer relative. As it is, I don't see your players getting mad about it.. It's a free d6 relationship, after all.  

If you still feel there's a problem, there's certainly nothing wrong with telling them at the outset, or even before they reach the town. You could even ask them upon arriving.. "So, anyone got a relative in this town?" If someone says yes, just take one of the people on your list, and make 'em related to the Dog.

Paka makes some good suggestions, as well.
~Lance Allen
Wolves Den Publishing
Eternally Incipient Publisher of Mage Blade, ReCoil and Rats in the Walls

Brand_Robins

I think Paka got the "where the people that can kill anyone in town at will sleep" question pretty well, so I'll go with the other one.

There are a few main ways that I introduce family members:

1. They hear the Dogs are coming to town and come to tell their relation about all the crappy things other people are doing to them.

2. They hear the Dogs are coming to town and come to tell their relation about all the good things people are doing and how they shouldn't hurt them.

3. As the Dogs ride into town I say, "You've got a relation in town, your mom will be upset if you don't go say hi at some point. She'll also be upset if you kill them, so watch it with the shooting in the face, okay?"

4. The PC decides that someone is their relation, just on the moment, and takes that Blood dice and is all "THEY SHOT MY BROTHER, NOW THIS TOWN IS GONNA DIE!"
- Brand Robins

Brian Newman