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Topic: Midnight game prep: A Dornish Crown
Started by: StalkingBlue
Started on: 1/28/2005
Board: HeroQuest


On 1/28/2005 at 4:05pm, StalkingBlue wrote:
Midnight game prep: A Dornish Crown

The following are prep notes for the ongoing campaign, last session discussed here: http://www.indie-rpgs.com/viewtopic.php?t=14027

(Note: I’m adapting material from Fury of Shadow here. Thanks again to the authors for lots of evocative material.)

The other player is on a trip to India so I'm expecting to run at least one, if not two more solo sessions for Katrin’s player Lucy.


A Dornish Crown


Shadow forces are gathering for a final onslaught on Erethor, aiming to drive through to Aradiel’s court and destroy the greatest remaining stronghold of the free world. If Caradul falls, the worlds of elves and humans can no longer stand.

Yet as Lady Katrin, heir of the House of Baden, is about to meet Prince Roland Redguard face to face for the first time, the resistance forces in the North are far from united.

Among the Dorns, only three Houses remain free, and each operates much in isolation. Redgard holds court and fights orcs in the icy north of the Veradeen, sandwiched between orcs and elves, far away from other human concerns. The Norfells have turned their back on their lands wasted by orcs and on all collaborators and have taken to piracy on the Pellurian Sea. The Badens live and act undercover in Baden’s Bluff and other occupied cities; for them at least on the face of it, survival means collaboration.

Among elves, the ancient alliance between Snow Elves and Wood Elves is crumbling as the front held by Snow Elves long is crumbling under constant orcish onslaughts. The Elven stronghold Autilar is reaching out for an uneasy truce with the Ice Fang Mother’s tribe, supplying arrows in return for a guarantee that no Black Mirrors will be built on Ice Fang Mother’s land. The Wood Elf court in Caradul is responding in a way long practiced in their dealings with human settlements in Erethor: by cordoning itself off.



Major NPCs:

Roland – Prince of Redgard, Lord of Skyrfell Pike, captain of Roland’s Raiders, a brash and charismatic man. Decades ago he promised to his dying father that he would sweep the orcs and treacherous Sarcosans off the continent and bring Dornland to its former glory. He’s been holding on to this bit of frozen rock, fighting orcs, nurturing his hatred. But he’s isolated, getting old and going nowhere fast. Veddia, who seemed a good way to strike up an alliance with the Badens, is getting more demanding by the day; and now the White Elves, who used to be guides and allies, have turned their backs on all that’s right.

Reifels Redgard is a disappointment to his father, a scholarly cripple who makes maps and dabbles in magic. He loves Snow Elves and values their knowledge, and can’t understand why Roland banned them from his court. Reifels fears and lusts after Veddia in equal measure: he can’t make up his mind whether to court her or loathe her for luring her father into a relationship that may well give him a more warlike son. Reifels has long searched for clues on the fabled ancient Dornish Crown to please his father. Now he believes he has something, but is looking for a more beneficial deal than telling Roland for little gain.

Veddia Allin, Tam’s Allin’s* sister, is Roland’s bodyguard and mistress. She was born into a clan traditionally loyal to the Princes of Baden. Seven years ago she left Baden’s Bluff when Prince Iodor** would neither acknowledge her as his mistress nor grant her a formal position in his resistance network. Veddia is fiercely protective of Roland and determined for him to attain his goal of kingship, seeing this as her own best route to a queenship that her birth wouldn’t warrant. A recent sickness she’s slow to recover from has convinced her that Reifels is working his “sick Elf magic” to do her harm.
*Katrin’s lover
**Katrin’s father

The tracker Nollorn, only son to Uilia, Snow of Autilar, is one of the last Snow Elf children born in this Age. When twenty years ago orcs overran the Pike to get at the Elven children kept safe there, Nollorn was among those saved by Bernt in a suicidal rescue operation that cost Bernt his leg and his love’s life. In an age when Snow Elves, beset on all sides, are turning away from old allies and reaching out to new ones, Nollorn acknowledges his debt and holds firmly to his belief that humans must be dealt with honourably. He feels he has failed Bernt utterly in losing Katrin to Roland’s Raiders.

Charankh the Blind was a priestess of the Ice Fang Mothers when a raid against the humans went bad and she was captured by Roland’s band, four years ago. These days food, preferably still squirming and begging, seems her main concern. How much sanity remains in her after being tortured, mutilated and held in a cage for the entertainment of Roland's court and rare visitors, is anyone’s guess.

Xione, Spirit of Winter. Or someone. Not sure what, if anything, I will do with this.
Howling winds harass and try to whip enemy intruders off the narrow ledge that leads up to the top of Skyrfell Pike, but die down to a gentle whisper around friends.
The Elves speak of a Snow Elf warrior who fought off a pack Fell on his own in the woods and in the end (mortally wounded) was shielded by Xione’s breath so he could move to the top of the Pike and die in peace by a holy pool in a grove. Xione still watches over elves and their friends to this day.
Asking among Roland’s people, you’d hear of Skyrfell, a Dornish hero of an earlier, more glorious age, who led his clan to victory against orcs holding the hill and first built a stronghold there. According to them the howling winds are the furious ghosts of Skyrfell and his warriors, who dyed the path in their lifeblood to secure a place for the rest of their clan, and continue to watch out for Redgards and those friendly to them.




tbc.

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On 1/28/2005 at 8:58pm, Mike Holmes wrote:
RE: Midnight game prep: A Dornish Crown

StalkingBlue wrote: (Note: I’m adapting material from Fury of Shadow here. Thanks again to the authors for lots of evocative material.)
Is this a supplement for Midnight? I think that it's fascinating how authors for D20 settings come up with some really, as you say, evocative NPCs and such, loaded with potential to bring out themes in PCs. All which can't get into play with any ease, because it's not about killin things and taking their stuff.

Shadow forces are gathering for a final onslaught on Erethor, aiming to drive through to Aradiel’s court and destroy the greatest remaining stronghold of the free world. If Caradul falls, the worlds of elves and humans can no longer stand.
Cool, the stakes set at nothing less than the fate of the whole world. I think this is what Midnight is, again, theoretically for, and which I'll bet never gets seen in D20 play.

Yet as Lady Katrin, heir of the House of Baden, is about to meet Prince Roland Redguard face to face for the first time, the resistance forces in the North are far from united.
The conflict is already palpable. Can they put aside their entrenched differences in order to serve the greater good of saving all of creation?

Among the Dorns, only three Houses remain free, and each operates much in isolation.
Three factions to deal with here, one antithetical, one neutral, and one helpful. Lots to work with there.

Among elves, the ancient alliance between Snow Elves and Wood Elves is crumbling as the front held by Snow Elves long is crumbling under constant orcish onslaughts.
And the victims that need help are in two factions, one already dealing with the enemy, and the other that wants nothing to do with those come to help. Excellent.

OK, what's a "Black Mirror." Better yet, what are the stats for a Black Mirror? Sounds too cool.

Let's do a Grabbiness check. Grabiness being the quality of an NPC that makes them grab PCs in a way that the player will be interested in.

RolandWell, the obvious thing was stated at the start, Roland needs to join forces with folks so there's a chance of saving the elves from their impending doom. So he wants our PC to come along. Again, I sense an implicit conflict here - why aren't their houses united already? What stands between them? What is it that Roland might have to swallow, in order to get her to join?

Reifels Redgard loves and hates his father, apparently. Cool. Wants more than just recognition from his father for his work in getting the crown...OK, why does he need to come to our PC in order to get this? Doesn't feel he can approach his father directly? Or does he think that he can get our PC to join up making it a package deal for the crown and her? Or, perhaps he wants our PC to do something about Veddia? What does he have to offer, however, that would make Katarin do something to her lover's sister? Is he good looking...?

Veddia AllinSeems pretty straightforward that she wants what Roland wants, for the PC to join up. She might also want the PC to check out Reifels to see if he's doing magic. Also, Veddia might hold a grudge about Iodor, and/or not like her brother messing with Iodor's heir. So she might directly attack Katrin, or, better, try to involve her in some intrigue only to later betray her, and make Katrin look bad - character assassination. This conflict in the character makes her interesting. She might also simply make Roland bargain harder in not giving in to Katarin's demands.

NollornOK, this guy's background seems to indicate that Katarin has already joined up with Roland. In any case, he seems to want to get Katarin on his side to help with his people's problems. So that's cool as a tug in another direction entirely. What does he have to offer to her?

Charankh the BlindMad is tough. But maybe she only plays mad. Maybe she still plans her escape. Can she get Katarin to help out? Does she have some information to exchange for this, something she's seen in a vision? Or maybe she just wants revenge, and just wants to give Katarin information that will set everyone at everyone else's throats? What sort of info would best go to Katarin?

Xione, Spirit of Winter.These spirits want to protect the Redgard folks. So they want to keep Katarin with Roland, no doubt, if they're aware of the situation. If not, then perhaps they have news about some threat on a more spiritual level, and Katarin is the only one they find to tell (spirits are convenient that way). Or maybe the spirits think that she's some prophecized hero come from the outside to save the Redgard as predicted. Sounds like an opportunity to potentially join an Animist Practice. This involves potentially alienating the people where she's from or something, perhaps?

Note that the initial "Grab" by an NPC is often a Bang, though not always. It might just set up a bang in a following scene.

Mike

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On 1/29/2005 at 1:49pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Oh wow. Brilliant. Oh help... :-)


I'm replying to the grabbiness questions first, a list of Bangs based on them follows. (And afterwards a reply to the general stuff in your post.)

Mike Holmes wrote: RolandWell, the obvious thing was stated at the start, Roland needs to join forces with folks so there's a chance of saving the elves from their impending doom. So he wants our PC to come along. Again, I sense an implicit conflict here - why aren't their houses united already? What stands between them?


Well-entrenched differences in their approaches to fighting the Shadow. In Roland's eyes, Iodor is nothing but a degenerate collaborator who won't dirty his hands in enemy blood, while Iodor sees Roland as an elf-hugging, head-in-clouds idealist. That Roland's main source of inside intel on the Badens for the last few years has been Veddia (through family contacts), doesn't help. Veddia hasn't told Roland the truth about why she turned her back on Iodor, and while she may believe her reports to be truthful, they are certainly tainted by that old grudge.

What is it that Roland might have to swallow, in order to get her to join?


Hm. Until just now Roland's been seeing himself as the only Dornish Prince who's in a position to claim the Crown and reunite the Dornish Houses under a High King. The line of Norfell is ending (no male successor, yes that House is patrilinear - do you notice something? ;) ). And as to the Badens, Roland doesn't see Iodor in a position to challenge him and the last anyone heard of Iodor's heir, his only daughter Katrin, was that she was going down the drain drinking; that was four or five years ago.

And now she turns up on his doorstep. What's more, allegedly accompanied by a Snow Elf, although that one has seems to have made his escape for now.

She's claiming her title - and quite obviously she isn't like her father. She's carrying a big sword and a veteran's scars (I'm assuming, have to ask Lucy that). So she's a rival, potentially, or perhaps finally an ally he'll be able to talk do, and do things with? And she's female, which only adds to the options, especially seeing that Roland evidently isn't feeling he has an adequate heir.

So at this point, anything looks possible from trying to enlist her, to offering her a strategic alliance (whether purely political or by marriage), to deciding she's too dangerous and had best be disappeared.

Reifels Redgard loves and hates his father, apparently. Cool. Wants more than just recognition from his father for his work in getting the crown...OK, why does he need to come to our PC in order to get this? Doesn't feel he can approach his father directly? Or does he think that he can get our PC to join up making it a package deal for the crown and her?


I think he expects that if he approaches his father about the crown, he'll be either mocked and sent away or the will be wrenched from his hands and his father will send "more competent men" to do the deeds and earn the glory. Since his father broke with the elves, he may even begin to feel that maybe he is a better heir than his father thinks (the Snow Elves may have indicated this to him already - hm, or Nollorn might do this in play...)

He's sure to hear immediately that Katrin was seen in the company of a Snow Elf, reason enough to approach her and feel her out. He may even pitch himself to her as a more reasonable and reliable ally than Roland, especially if he realises that there may be conflict between Katrin and Veddia.

Depending on how they get along, he may even hatch a mad dream scheme in his head about him as High King of Dorns and Katrin as his Queen ... which would be even cooler if Roland is pursuing a simiilar idea at the same time.

He might try to get Katrin to get the Crown for him and be content to be his queen (a big mistake if he assumes that's going to work...), but might actually settle for her as High Queen with his oath of fealty as King of Redgard.

Or, perhaps he wants our PC to do something about Veddia? What does he have to offer, however, that would make Katarin do something to her lover's sister? Is he good looking...?


I really like this a lot. He's watching Veddia's influence on Roland with concern. In his eyes, she's responsible for Roland's decision to break with the snow elves (not true, it's his overwhelming hatred of orcs); what worries him even more is that she's apparently talking against him behind his back. If she beards Roland a child who may turn out a more desirable heir to Roland, that would put him (Reifels) in a dangerous place.

Not entirely sure what he could want done to Veddia, possibly get her discredited. Katrin may well have a handle on her there if she realises what the circumstances of Veddia's leaving Baden's Bluff were (she was still growing up at the time). Maybe we get a chance to find out in a flashback.
If Veddia has dealings with Charankh (see below), exposing that to Roland may well discredit her completely.

So what does Reifels have to offer? His support? His help in saving Nollorn? If it's important enough, the crown?

As to his looks, I don't see him as striking, in fact his lack of charisma (combined with a crippled arm and leg) would play a big part in his father's distaste for him. What might appeal to Katrin is his mindset - openness towards elves, no foul words about collaborators, a genuine love for learning and a deep conviction that beauty and peace and freedom can return to this world.

Veddia AllinSeems pretty straightforward that she wants what Roland wants, for the PC to join up.


Not so straightforward, see her grudge (which might include Katrin, hell we'll have to play that flashback - I'm thinking the domestic storm as her mother forces her father to throw Veddia out, or the last encounter between a jaded Veddia and a tired, unengaged Iodor).

For her Katrin is a potential ally (because she can help Roland get what he wants) but also a big danger (because she could undermine Veddia's position).

(Playing with the gender roles again here - hey, it's new to me! And fun. Hope Lucy likes this stuff.)

Depending on how the Katrin-Roland situation plays out Veddia might try to get Katrin on her side, work to weaken her position, or backstab her. In any case I think she has the instinct to know that she needs to gain a handle on Katrin quickly.

She might also want the PC to check out Reifels to see if he's doing magic. Also, Veddia might hold a grudge about Iodor, and/or not like her brother messing with Iodor's heir. So she might directly attack Katrin, or, better, try to involve her in some intrigue only to later betray her, and make Katrin look bad - character assassination. This conflict in the character makes her interesting. She might also simply make Roland bargain harder in not giving in to Katarin's demands.


I like the character assassination, thanks, you're giving me some wonderful ideas for Bangs.

NollornOK, this guy's background seems to indicate that Katarin has already joined up with Roland. In any case, he seems to want to get Katarin on his side to help with his people's problems. So that's cool as a tug in another direction entirely. What does he have to offer to her?


That tug is already in place. Katrin was on her way to meet Nollorn's boss and hear more about the Snow Elves' true situation (at her former commander and now friend Bernt's request) when Roland's men intercepted her. Poor Nollorn is so going to be dragged back into this...

Charankh the BlindMad is tough. But maybe she only plays mad. Maybe she still plans her escape. Can she get Katarin to help out? Does she have some information to exchange for this, something she's seen in a vision?


Oh a vision. That's it of course, she has visions! Thank you.
She's the one who hears the spirits talking in the winds (elven Xione, the Dorns or maybe the defeated orcs, or all or any of them). Enough to drive one mad if one isn't mad already... and definitely enough to give her a handle on the situation.

I'm thinking someone needs to be consulting her (preferably in secret because this wouldn't be a "done thing" at an orc-hating, orc-fighting, orc-mutilating court). I'm going to have to decide whether I want Reifels to be the one, or Veddia, or Roland. Whoever it is is going to become a whole lot more vulnerable when others know about it and would be able to expose it.
(If it's Roland that would explain why he's made sure she's been kept alive for this long.)

Or maybe she just wants revenge, and just wants to give Katarin information that will set everyone at everyone else's throats?
What sort of info would best go to Katarin?


Have to think about that one.

Xione, Spirit of Winter.


Have to think about this, too, if I link it to Charankh there's got to be a common dramatic solution to both. Of course what Charankh says may or may not be what the spirits tell her, their interests might not be exactly identical to slightly understate it...

Besides, there may be ways to contact the spirits directly, but they might be difficult, dangerous, unreliable or any of the three. Erm in other words, involve a HeroQuest perhaps...


Note that the initial "Grab" by an NPC is often a Bang, though not always. It might just set up a bang in a following scene.

Mike


Ah right. Noted.

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On 1/29/2005 at 2:32pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Possible Bangs (and Grabs)

Grouped by NPC, for easier reference to the above. I'll rearrange them in a more logical order to use in the session.

Roland:

- challenges Katrin to prove she is who she claims to be.

- if/when he learns that she's been working with Wood Elves, he offers to accredit her as the Princess of Baden and representative of the Houses of Redgard "and Norfell" (the latter not quite a valid claim), to speak for the Dorns at an upcoming Elven Council. This of course will mean her taking an oath of loyalty to him, a minor matter....

- proposes a strategic alliance through the time-honoured institute of marriage, if things appear to be going smoothly.

- has his guards stop Katrin from leaving, telling her she will leave as his wife and representative, or not at all.

- if Katrin declares herself openly for Nollorn, Roland has her arrested as a traitor and spy.

Reifels

- finds an opportunity to speak to Katrin alone after listening to her talking to his father and Veddia (at dinner in public). Tries to strike up sympathy, possibly by mentioning elves or letting an elf-made item he carries show.

- tells Katrin some of his worries about Veddia. If she indicates understanding or agreement, he asks her to find an opportunity to "speak to his father" about Veddia and "warn him" against her.

- offers help in freeing Nollorn if she helps him with Veddia.

- warns her not to accept his father's offers because her father means to exploit her, as he has always exploited him, and suggests he'll support her (in secret) with advice on the law and politics of the situation. (Hey! He's a lawyer! 'nother ability in Reifels's char notes...)

- offers information on the Dornish Crown and his continued support for her as Princess of Baden in return for her supporting him.

- proposes a strategic alliance through the time-honoured institute of marriage, if a rapport develops between them.


Veddia

- stands at Roland's shoulder as Katrin first meets him.

- approaches Katrin to feel her out and sow doubts about Reifels and others in her mind, representing herself as "the only honest Baden soul" on Skyrfell Pike and insinuating that House Baden should be the First House of Dorns (talking sugar-sweet lies about Katrin's father if necessary).

- tells Katrin about her fears of being magically poisoned by Reifels and asks her to find out what he's up to.

- Hm, why can't Veddia have heard of the Crown... she might tell Katrin that Reifels knows it or even has it secreted away somewhere to spite his father, but she needs proof to convince Roland to take more drastic measures against his son.

- suggests that Katrin accept Roland's offers on the face of it, including any oath of loyalty or betrothal, but write a letter to her father stressing that when the time comes she will declare for the House of Baden and take the Crown for herself. The letter, of course, will be intercepted, and end up in Roland's hands.

- sends Katrin an anonymous note, "If you are a true Erunsil friend, come to the top of the Broken Tower at moonrise." Interesting only after it becomes very clear to Katrin that being a friend of snow elves isn't considered a good thing at Redgard's court.

- or better: hands Katrin a dagger in front of Roland and demands she kill Nollorn to prove who's side she is on.

- if very desperate (and if Katrin has openly declared herself for Nollorn), sneaks out and shoots a guard in the back with elven arrows taken from Nollorn, to make it appear he's a killer and an enemy of men.

Nollorn

- is dragged in, a prisoner, maltreated and interrogated before Katrin's eyes (preferably with both Roland and Veddia present). Charankh may get a minor appearance in this one...
Nollorn won't so much as acknowledge Katrin unless she speaks to him first and admits she knows him.

- if given a chance to talk to Katrin alone, Nollorn implores her to "go leave this insane place" and meet the snow elves as she had planned. He gives her instructions where to go. He says to go to Uilia, Snow of Autilar, and tell her that "I had to do this".

Charankh/Xione

Not sure yet. Some scene involving one of Roland's court talking to her (possibly Reifels on Katrin's behalf, or Roland, or Veddia) and others including Katrin happening on the scene. Might not even have room for this at this point, although if I have a good idea room will open up I'm sure.



Looking any good?

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On 1/29/2005 at 3:15pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Mike Holmes wrote:
StalkingBlue wrote: (Note: I’m adapting material from Fury of Shadow here. Thanks again to the authors for lots of evocative material.)
Is this a supplement for Midnight?


It's a boxed set and in my opinion the best and most evocative supplement for Midnight so far. By a long road. Written by Judd Karlman (Paka), Owain Abramczyk, Iain J Brogan and Eric Olson.

I think that it's fascinating how authors for D20 settings come up with some really, as you say, evocative NPCs and such, loaded with potential to bring out themes in PCs. All which can't get into play with any ease, because it's not about killin things and taking their stuff.


I can't disagree. Midnight especially suffers from this I think - it's such a thundering great theme and so much cool and inspirational detail, yet the system doesn't support it at all well. What doesn't help is that the original game designers took a highly Sim view when they wrote the rules modifications for the game, or at least that's what I think they did: they were transposing their cool ideas into "realistic" and "grim-sort-of" rules. What that ruleset doesn't do is Gamist, nor does it open up cool gaps for Narr play. I've tried using Midnight rules for a Gamist/budding-Narr game (Gamist in combat, inexpert Narr growing in the cracks between) and it was an ongoing disaster: those rules are written with no eye to balance. So you get a setting ripe with Narr potential, written for a system that starts out by being Gamist (and brilliant for its purpose I think) but is mutilated by an entire set of (I think) Sim rules tacked on.

Shadow forces are gathering for a final onslaught on Erethor, aiming to drive through to Aradiel’s court and destroy the greatest remaining stronghold of the free world. If Caradul falls, the worlds of elves and humans can no longer stand.
Cool, the stakes set at nothing less than the fate of the whole world. I think this is what Midnight is, again, theoretically for, and which I'll bet never gets seen in D20 play.


I so agree. The fate of the world was what we were looking at when we first discussed the game. Then we started playing. The more we played, the further the fate of the world drifted away from our grasp. We were about one third through level progression (assuming standard 1-20) when we converted over recently and nowhere close to playing world-shaking events or even meeting world-shaking people. Meeting the people would have come in DnD, later on. Shaking the world.... I doubt it.

Yet as Lady Katrin, heir of the House of Baden, is about to meet Prince Roland Redguard face to face for the first time, the resistance forces in the North are far from united.
The conflict is already palpable. Can they put aside their entrenched differences in order to serve the greater good of saving all of creation?


Absolutely. And who of these two will win? Katrin? Roland? Both or neither? Whatever happens will have big-time consequences on the entire political/strategic scene in the North. I can't wait to see.

Among elves, the ancient alliance between Snow Elves and Wood Elves is crumbling as the front held by Snow Elves long is crumbling under constant orcish onslaughts.
And the victims that need help are in two factions, one already dealing with the enemy, and the other that wants nothing to do with those come to help. Excellent.


There's an ancient and deeply entrenched inter-species conflict here: from the viewpoint of the elves, humans have been enemies far longer than they have been allies. Before humans first came to the continent and burnt everything down, Erethor was everywhere. The "human lands" now overrun and occupied by orcs and Izrador's legates used to be part of the Great Elven Forest.

These days most humans are enemies (almost all legates are human) or collaborators living in occupied lands and growing corn to feed orcs, and the rest are hovering on the fringes of Erethor, destroying the fragile balance of forest life with their too-fast growing populations. (That they are also the first line of defence against raiding, burning and invading orcs is something that elves often like to forget.)

OK, what's a "Black Mirror." Better yet, what are the stats for a Black Mirror? Sounds too cool.


Ok, a mix of book material and our group's stuff here. I haven't written proper HQ stats for Mirrors yet - I'm a last-minute statter, a habit that was vital for my sanity in my DnD days but is terrible for HQ; I'm aware I'll have to break out of that quickly. (And I'll appreciate any help with Mirror stats if any happen to pop up in your head of course....)


Black Mirrors are the core of Izrador's temples. Each temple has one, a a black bowl filled with black liquid (that starts out by being water, but not for long) in a dark place. They have to be fed regularly by human (dwarf/elf/goblin/other sentient) sacrifices or they'll blast, see below.

Mirrors leech life and magic from the land and increase Izrador's power (to one day ascend again). Legates are also said to commune with their god through them. They give legates automatic augments to their magic (depending on age of mirror, within 1, 10 or 100 miles) and penalties to all other magic. I'm thinking I may use the modifiers for Lunar magic from the book.

A blast is an uncontrolled release of Shadow magic energy that kills and maims life within miles (reach and strength depend on age of temple). If the blast is caused by the Mirror being destroyed, the blast is followed by an equally powerful backblast of Aryth's magic flowing back into place. The backblast destroys undead and causes hallucinations to the living (lovely ones unless you happen to work for Izrador) - the hallucinations can get you killed if enemies survive in the area and shake themselves out of it before you do.


Now all of that isn't the interesting bit here. The interesting bit at this point is that Black Mirrors get established anywhere in Izrador-controlled territory. So how come a tribe of orcs up north thinks it can promise it won't have any Mirrors installed on their lands? Even weirder, the leaders of all orcish tribes, the kusaretch udareen, are supposed to be priestesses, "mother-wives", of Izrador.

So what's going on? Is something strange going on in the North? Or are the orcs of the Ice Fang Mother Tribe lying, as usual? Which is about as far as I should go here I think. :-) Lucy has said she likes surprises but would like to come in here and read after we've played this out; and I'd very much like her to read all this and to have her feedback.


Let's do a Grabbiness check. Grabiness being the quality of an NPC that makes them grab PCs in a way that the player will be interested in.


Oh and in case it wasn't obvious: thanks a million for your questions and suggestions, that was simply incredible.

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On 1/31/2005 at 4:57pm, Mike Holmes wrote:
RE: Midnight game prep: A Dornish Crown

Cool stuff.

StalkingBlue wrote: Possible Bangs (and Grabs)
Just to be pedantic, the "possible" is sorta redundant. That is, all pre-game prepared bangs are only "possible." That is, none of them should be considered absolute. Even the ones that you're thinking are essential to kicking things off. Sometimes a player just has some early input that changes things around. For example, if she says that Katarin is sneaking into their camp, and looking for Veddia first, then certain bangs that you had thought to do that dealt with getting her onto the r-map arriving in camp in the open might not happen at all.

Or they might happen modified. The point is that they're all just ideas about what might happen in play. Sometimes you use them verbatim. Sometimes you alter them and use them. Sometimes you don't use them at all.

And, as always, remember that a bang that you "discover" in play is as good as it sounds to you. Use the best bang you know of next, whether it comes from your prepared list, or it just occured to you.


It's good to think about Bangs in terms of what question they ask the player to answer about the character. Here's what I'm seeing.

Roland:
- challenges Katrin to prove she is who she claims to be.
- Who does Katrin think she is? How does she see herself. You might want to delay this one until you've played a bit. Because it's so powerful. I mean, in some ways, there's no more revealing bang than to ask the player to have the character relate to somebody else how they see themselves. This one should come out in every game at some point.

- if/when he learns that she's been working with Wood Elves, he offers to accredit her as the Princess of Baden and representative of the Houses of Redgard "and Norfell" (the latter not quite a valid claim), to speak for the Dorns at an upcoming Elven Council. This of course will mean her taking an oath of loyalty to him, a minor matter....
- Which is, actually not a minor matter (or it's not a bang). Does she value her independence from Roland, or her status more?
(BTW, no if/when - if you think that this is a good bang, then it's just "when". That is, just have him find out by dramatic fiat. Some NPC who has seen her with the elves has shown up and reported the fact. Rosencrantz and Guildenstern are the GM's strongest allies, always waiting just off stage to bring in some bit of information, or to get offed when need-be.)

- proposes a strategic alliance through the time-honoured institute of marriage, if things appear to be going smoothly.
- As we've been talking about: Does she value more her procreative prerogatives, or the diplomatic realities at hand?

- has his guards stop Katrin from leaving, telling her she will leave as his wife and representative, or not at all.
- Oops, not a bang. No question asked here. It assumes that she's already said no, and it doesn't really give her an option. I mean, it begs only resistance. Now, if instead you say that she's restrained, but has an opportunity to escape by killing somebody potentially important - that could be a bang. Guards do not count, they exist from a dramatic standpoint in the fantasy genre to be slain in the escape. Unless she gets to know her jailors. In this sort of case, the question is: Does she value human life more, or freedom more? Another way to go here is to alter the original question to something like: what's more valueable, freedom or some other goal which will require her to stay in Roland's camp. Typically in these cases, escape is usually an option - most players will expect it from the genre. I'm betting that she won't be interested in exploring Katrin living a life imprisoned.

- if Katrin declares herself openly for Nollorn, Roland has her arrested as a traitor and spy.
- Same problem, where's the conflict? What two things that Katrin values does she have to choose between here? Again, this assumes a particular response. Better is to backtrack a bit. Have the Bang be that Roland calls her out on the issue. Then the question is: Does she stand by her friend to the loss of political power, or does she play Judas for the sake of political expedience? It may be that Roland knows what's up, but will take her anyhow, if she only states openly that she has no ties to the elves.


Reifels

- finds an opportunity to speak to Katrin alone after listening to her talking to his father and Veddia (at dinner in public). Tries to strike up sympathy, possibly by mentioning elves or letting an elf-made item he carries show.
- Subtle, but good. To really be a bang, however, it has to really be dangerous for her to reveal herself. That is, if it's obvious that he's an ally in the elvish area, then why not reveal herself? She has to risk something to make this a real question. Like "Is it more important to keep her elven ties a secret, or to make an ally with Reifels?"

- tells Katrin some of his worries about Veddia. If she indicates understanding or agreement, he asks her to find an opportunity to "speak to his father" about Veddia and "warn him" against her.
- Cool. Is it more important to make an ally of Reifels, or to support her lover's sister? These are both tenuous, I think, so before you do this bang, try to have a scene in which Tam asks her to watch out for Veddia (is he a follower, or NPC?), and another in which Reifels reveals something that will make him a potentially worthwhile ally.

- offers help in freeing Nollorn if she helps him with Veddia.
- This is a "spike" for the last kicker. That is, something that gives it more meaning. Save it for if/when she balks at helping Reifels. That is, if her impetus seems to already be to join Reifels, don't make this offer. Only make it if she seems predisposed against him. The point being that it's a good "balancer" should she seem to be leaning away from him. You have to be careful with this sort of thing - often it's better to guess, and put the spike in before hand. Otherwise the player may get the feeling that you're railroading, and the offer is just one in a series of escallating offers that are intended to make the player do X eventually (often these end in, "If you don't do it, you're dead!") Make sure that the player knows, if you escalate like this, that it's still OK to say no, if that's how she feels. What you want is to get to the hemming and hawing stage, not to push the decision one way or another.


- warns her not to accept his father's offers because her father means to exploit her, as he has always exploited him, and suggests he'll support her (in secret) with advice on the law and politics of the situation. (Hey! He's a lawyer! 'nother ability in Reifels's char notes...)
- Can he offer credible evidence to her? I mean, besides his word, how does she know that it's not he that's manipulating her, and not his father? Also, this is merely informational, and does not present a question. She can sit on such information for a long time, theoretically, without acting on it. To make it a Bang, he'd have to ask her to swear an oath to him or something. Basically to take some action that has a cost in some way. This isn't to say that you don't need to get this information out there, you do. It just means that it's only expository at this point, and that if you want a bang out of it, that you'll need to come up with some decision to make. If, for example, you follow this up quickly with one of those offers from his father, which would otherwise seem benign, then the question is: who does she trust more, Reifels, or Roland?

BTW, this doesn't have to be a bang, either. That is, it's also good to just have events that are expository written down, too, just so that you're sure they happen. This is just a different part of prep than bangs.

- offers information on the Dornish Crown and his continued support for her as Princess of Baden in return for her supporting him.
- So, does she join with him in secret, or decide that this could mess up her other diplomatic relations?

- proposes a strategic alliance through the time-honoured institute of marriage, if a rapport develops between them.
- Again, good per the above. Especially if Roland is asking, too. Since Roland is the superior, I'd have Reifels ask first if at all possible, and in secret, so that the father's offer makes things really problematic. This is really good if she asks for "time to think about it." Even if, not, however, agreeing to marry Reifels, or even disagreeing makes Rolands offer all the more interesting. If she rejects him, and takes Roland's offer, then she'll have made an enemy. Oh, also, don't worry about "rapport" so much. Have Reifels fall in love with her no matter what. Especially if she doesn't want to be with him. Just gives him all sorts of new motives to either sabotage her other relationships, or to try to take revenge, etc.

Veddia

- stands at Roland's shoulder as Katrin first meets him.
- No question presented that I can see (note, if I'm just missing some of the questions, just tell me so - I'm just telling you what I'm seeing). If, for example, she has some secret to deliver or something, then the question might become something like: Does she potentially alienate Veddia by asking her to leave Roland's side, or allow Veddia to hear the secret? Otherwise, again, it's just informational, and doesn't have to be acted on in any telling way.

- approaches Katrin to feel her out and sow doubts about Reifels and others in her mind, representing herself as "the only honest Baden soul" on Skyrfell Pike and insinuating that House Baden should be the First House of Dorns (talking sugar-sweet lies about Katrin's father if necessary).
- Again, mostly informational. What if she asks Katrin to do something about the information? Like spy on somebody. That's a bang: Does she trust Veddia and do her will, or does she decline, and possibly make an enemy?

- tells Katrin about her fears of being magically poisoned by Reifels and asks her to find out what he's up to.
- Better. Again, calls for action. Does she respect Reifels privacy more, or want to please Veddia more? Or does she distrust Veddia, and tell Reifels? Lots of possibilities here. This is a good one for later, if she hasn't yet decided on who she's allied with.

- Hm, why can't Veddia have heard of the Crown... she might tell Katrin that Reifels knows it or even has it secreted away somewhere to spite his father, but she needs proof to convince Roland to take more drastic measures against his son.
- Better as a rumor that she can't substantiate. Because, otherwise she would have gone to Roland already with the information, no? And Roland could just do a search. In fact, make the information from somebody really disreputable like the orc. So she needs somebody else to confirm the information independently, before it can be revealed. The question here is simply, support Veddia or Roland? Only good if she's decided to like the both of them before this point.

- suggests that Katrin accept Roland's offers on the face of it, including any oath of loyalty or betrothal, but write a letter to her father stressing that when the time comes she will declare for the House of Baden and take the Crown for herself. The letter, of course, will be intercepted, and end up in Roland's hands.
- Ah, that character assassination we mentioned? This is two bangs. The first is: Does she accept the suggestion to write the letter, and become a conspirator with Veddia (right move or wrong move, the important thing is that it says something about her loyalties and values), or does she refuse and risk an enemy? The second bang asks: once betrayed, what will she sacrifice in order to salvage the situation, if anything?

- sends Katrin an anonymous note, "If you are a true Erunsil friend, come to the top of the Broken Tower at moonrise." Interesting only after it becomes very clear to Katrin that being a friend of snow elves isn't considered a good thing at Redgard's court.
- Again, another way to make her look bad? Or is this just Veddia trying to get some information about where Katrin's loyalties lie? The neat thing about this one is, that anyone who wants to determine her loyalties can do it. The question is: does she risk revealing her elvish loyalties, or decide that it's too risky?

- or better: hands Katrin a dagger in front of Roland and demands she kill Nollorn to prove who's side she is on.
- That's later, when things come to a head. The question is obvious: What's more important, the alliance, or the life of a friend? Make sure that before this happens, that dire news of the advance of the orcs comes to them all. So there's a real choice there.

- if very desperate (and if Katrin has openly declared herself for Nollorn), sneaks out and shoots a guard in the back with elven arrows taken from Nollorn, to make it appear he's a killer and an enemy of men.
- Continues to ask the same question. At some point, this might get a little old (like Trinity telling us for the third time that she'll still go to the grave for Neo). Once she's made a clear in a dramatic sense that she's for Nollorn (or if she's killed him, or declared clearly against him), then this isn't going to work. Instead, in this situation, have Roland do something like threaten to kill Tam if she doesn't out the location of the Elf, or something. That changes things to: Tam or Nollorn? Be careful with this, however, because it's a no win situation for the character. The player may well try to find a way to weasel out of it. And you should let them, as long as it involves some cost in some way to the character. For example, if she decides that this is enough, she might make off with both Tam and Nollorn, and mess up the whole deal at that point. The question then, really, is: Is it worth it to deal with Dornish politics, or is it time to strike back out on her own? Is it OK to save all the people one loves in the short run if this means that the world may fall in the long run?

Nollorn

- is dragged in, a prisoner, maltreated and interrogated before Katrin's eyes (preferably with both Roland and Veddia present). Charankh may get a minor appearance in this one...
Nollorn won't so much as acknowledge Katrin unless she speaks to him first and admits she knows him.
- Very good bang, but, again, you have several now that deal with her potentially revealing her loyalty to Nollorn, or betraying him. It's likely that only a couple of these can work overall. It does mean, however, that you can allow her to "squeak out of" one or two without answering, defering the answer til later. In any case, try to make sure that there's something else additional on the line in each case to make the question slightly different each time.

- if given a chance to talk to Katrin alone, Nollorn implores her to "go leave this insane place" and meet the snow elves as she had planned. He gives her instructions where to go. He says to go to Uilia, Snow of Autilar, and tell her that "I had to do this".
- This, like some of the other Bangs, asks the question: Stay and deal, or leave? The problem, of course, is that you have to be ready to deal with the "leave" option. Personally, I think that with only one player, that you're eminently set to allow the leave option. The neat thing is that it probably means just running into another r-map elsewhere, while the old r-map tries to catch up with her. Which sounds cool to me. You can even do this with multiple players, especially if you lengthen out the "down time" between scenes. So that characters traveling is plausible. That or giving them some magical means of travel or something. Such that "leaving" only means slight detachment.

Charankh/Xione

Not sure yet. Some scene involving one of Roland's court talking to her (possibly Reifels on Katrin's behalf, or Roland, or Veddia) and others including Katrin happening on the scene. Might not even have room for this at this point, although if I have a good idea room will open up I'm sure.
- Asks how she feels about the character in question in terms of their beliefs? I'm a tad confused here about what this implies. What are the local mores concerning dealing with spirits? Is it considered some sort of bad magic?
- I'm liking the idea of needing to do the heroquest. Which would be, of course, climbing the mountain path as per the legend. That is a later bang following th above could be to have the spirit offer her information on how to do the heroquest for something special. The question then becomes about her beliefs, and what she thinks about relating to such a being.


I think that once the above action has worked itself through mostly, that it's time to imediately escalate to the orc attack being iminent. No wating forever for it to get here, the actual attack can be part of play. Another advantage of HQ is that you can play characters through warfare very well. The point being, don't be afraid to get to the action too soon. Allow those worldshaking events to come, and allow the characters to have an impact on them.

Anyhow, our own Judd was one of the writers? No wonder it's so thematically charged. :-)

I haven't written proper HQ stats for Mirrors yet - I'm a last-minute statter a habit that was vital for my sanity in my DnD days but is terrible for HQ;
No, no, quite the opposite. I said before that it's good to have the "big bads" statted out for scale's sake, and that's still true. But I didn't mean to imply that you had to do a lot of statting up front. In fact, I was just saying on the HQ-Rules list about how I stat everything last second. In fact, I think it's very valid to even wait for the player to add up all of their augments, and calculate their TN before deciding on a TN for the opposition. You then simply go back and qualify the rating for plausibility's sake after the fact. That is, sometimes you won't have to say anything more about it at all. But just be prepared to say thing like, "Yeah, he was a lot tougher than he looked at first" and "Seemed like a tough guy, but he was all hot air."

The point is that it's still important to make things plausible when need be, but you have quite a lot of lattitude in setting TNs, because vagaries of perception mean that quite a range of ability is possible in anything you come across.

I was only asking about the mirrors out of curiosity to see how you'd stat them. Powerful artifacts can be interesting studies in statting.

As for statting out the big bads, you only really need one number to represent their overall power level, like a mini-benchmark for the being. Again, the idea here being to have an idea of the potential scale of power that's available to beings, so that you have an idea of what's powerful and what's not. So that you can, in the end, make those statements of plausibility when neccessary. Like "They say he's strong enough to take on some of the lesser Night Kings." This allows the world to have a pecking order to it, which can be important.

The "black mirrors" are immobile sources of power. That's cool, because such things can alter the pecking order above, locally. For example, in Middle Earth, Galadriel is powerful, but not as powerful as Sauron. But he can't get into Lothlorien during the story because he's just not quite able to extend his reach that far, and Galadriel has an enchantment around Lothlorien (something similar to the Girdle of Melian, which proteccted Doriath), and so inside she's actually pretty secure. Unless Sauron gets the ring, of course. Which is a power source for him.

See how all of these power-ups affect the pecking order back and forth? This is why the powerful seek out artifacts and have big enchantments like they do. It's sort of an arms race. From what it sounds like, there's some enchantment around the elven enclave that's being threatened. What power is it that the orcs have - who leads them and what does he wield - that would allow them to invade?

Anyhow, obviously these Black Mirrors are precisely this sort of thing. They simultaneously reduce the influence that the old owners of the land have there, while empowering Izrador and his forces. Before you even mentioned the Lunar Magic, I was thinking that Izrador's temples sounded a lot like the "Temples of the Reaching Moon" in Glorantha that are so locally demarked one can actually see the red line where the power reaches to.

BTW, I'd personally stay away from the multipliers for lunar magic, and just have it be an effect like a big guardian (essence). Whose main ability is a big "Enhance Izradroian Magic" rating. You could even use the range rules to come up with a penalty based on how far they are from the temple if it's supposed to be something that fades with range. The neat thing about guardians, is that they also get a perception ability, and a defensive ability that they lend in addition to the "offensive" ability above - does this match the abilities of the mirrors? Sounds cool to me if they help Legates discover people using life magic or the like.

Just some thoughts. BTW, this set up is great - I think the game is going to rock. You'd have done just fine without my notes (I just like to kibbitz). :-)

Mike

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On 2/1/2005 at 3:46pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

It rocked.

And boy-o, talk about talking who Katrin is... Check out the play report: http://www.indie-rpgs.com/viewtopic.php?p=150143#150143

More later. Your comments were wonderful. Not to mention the encouraging pats on the back: I had good use for those. :-)

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On 2/1/2005 at 9:41pm, Mike Holmes wrote:
RE: Midnight game prep: A Dornish Crown

In the other thread, you asked about ideas for future play here. The thing is that just from the session description, it can be hard to know what's up.

For example, why did Roland get so angry about the Orc? I can't tell from the description. Was it because of the lack of decorum? Or is he secretly getting visions or something from the orc behind the scenes?

Or are you playing really complexly, and haven't decided why yet? That can be valid. :-)

Why did his son react the way he did to the news? Does he know something about the orc? Or was it, again, just the shock of there having been a slaying at dinner?

What is Reifels hoping will happen with Katrin talking to Roland about Veddia?

Which Bangs do you feel you've used up?

I'm also waiting for some clarifications in the other thread about the mechanics.

Truth be told, I think you still have a couple of sessions more material in Bangs in the prep already here. But it can't hurt to ruminate about it.

One thing that struck me right off was that first scene - I got a very strong visual on what that looked like from your description. It's funny, because for some reason I'd imagined Roland having a big elaborate dark castle. I was surprised at your description of a near ruin. What I thought as she stepped through the door was that it was going to be a ruin and that she was going to meet the spirit there. If you'd done that, it would have been very "Hamlet" as in the first scene where he meets his father's ghost. Have the spirit say some cryptical things, and then come back later, after some action had gone by.

Just thinking that it might do to spook things up a bit. For atmosphere, catch her when she's outside and spring the thing on her with concurrent descriptions of how Katrin's can see her breath in the cold and such. The point is to add a whole additional angle to things. Right now it's shaping up a tad too straighforwardly, IMO. Unless you're looking to end this in the next session or sometime close to that. Even then, more information from new would serve to make the situation less clearcut.

Oh, one thing you definitely have to have happen here is for Tam to show up. I don't know how long the trip was, but if it was long, then he followed her right after she left, and just couldn't catch up. So he's cold and exhausted. Why did he come? Well, he'll probably have some face-saving reason - he found her magic broach or something that he gave her for good luck. But the reality is that he knows that she's walking into danger, and doesn't want her to be there alone.

Not sure this fits what's gone on before. But here's why. Lucy has decided that her character is devoted to Tam. Fine. The problem is that this is shutting down several lines of progress to certain bangs that you worked out. Now, that's not itself a bad thing, but you can potentially open them back up if Tam is present. As long as he's far away, and she's resolute, nothing will change there.

But if he arrives, then things can start to go all to hell. If Katrin puts up a fuss about him following her ("Why did you go and do that?"), then he gets all sullen about it or indignant ("Well that's a nice greeting. I thought you might be pleased to see me. Guess not."). Whatever is in character for him. Then later, Veddia can pressure him to get Katrin to do some things she wants. The point is to put some wedges in their relationship. Then, as soon as the cracks show, have Roland propose (I'm assuming he doesn't know about Tam yet). Or even if he or Reifels does know, have them propose anyhow if/when they see Katrin and Tam having problems. Make the proposal when Katrin's dedication to Tam is weakest, and then it's a bang again. Because if you ask when she's still strong, it's just a perfunctory turn-down. If she turns them down when she and Tam are fighting, it means that she's decided he's OK no matter what. Which is a new statement.

Then, of course, if/when she turns one of them down, you have that individual get all enraged, and take Tam hostage (probably secretly, "don't tell anyone or he's dead.") Then they ask again, "Marry me, or Tam dies." Follow this by the perfunctory evil laugh, "Bwahahahahahahaha!"

If Tam is on top of her value list, then it's best practices to get it so that this relationship is risked, or in question somehow.

Note that I don't know what Tam is like, but you want to do all of this while making him even cooler to the player (though not neccessarily to the character). That is, let's say he's a warrior. If he's kidnapped, there's evidence that he put up a tremendous fight before being captured. Or, if he has foibles play to that - if he drinks too much, they slip him a mickey. The point is that the player wants her character to be in love with somebody worthwhile, not some schmuck. So make sure he stays just as interesting a character through all of this. If it would be uncharacteristic for him to pout, then don't have him do it. Have him show dissapointment in some other way that keeps him interesting.

Mike

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On 2/2/2005 at 6:34pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Answering the last post first because some of the earlier issues have been eliminated or modified through play.

Before I go into more detail, I agree that this R-map is far from having played itself out. The session provided me with at least two more aspects to give the R-map a sharper definition:

- Possible conflict between Roland and Reifels; if Reifels has some support at court he might end up trying to take over. Especially if Roland ends up being highly emotional/irrational.
(Note to self: I need more NPCs. This may be growing into a mini-Well of Souls setup.)

- Veddia as Wormtongue. This is what Lucy was speculating after the session: to her Veddia came across as very Wormtongue because of what Reifels has said about her. I like this option a lot - if Veddia is Wormtongue and Roland Theoden (and Reifels Eowen), then does that make Katrin Aragorn? This reinforces the "Katrin as Heir and Hero" motif, gives a subtle push towards a romantic involvement Reifels-Katrin, and will double the mess once Tam (now Wormtongue's brother!) arrives on the scene.

Mike Holmes wrote: In the other thread, you asked about ideas for future play here. The thing is that just from the session description, it can be hard to know what's up.


I know that from reading other people's Actual Play threads, and am sorry not to have followed up with mechanics right away. I've posted something now, but next time I'll hold back until I can post both together (and I'll keep notes of important contest details...).

For example, why did Roland get so angry about the Orc? I can't tell from the description. Was it because of the lack of decorum? Or is he secretly getting visions or something from the orc behind the scenes?


He took quite a blow to his huge unfulfilled ego, being shown up in his own hall like that. He may also be secretly ashamed at himself (although Katrin's victory wasn't good enough to sway him really).

Whether he's the one who was using the orc for visions and guidance, I haven't decided. I still think it could be either of the three and I want to keep the option open.

Or are you playing really complexly, and haven't decided why yet? That can be valid. :-)


I do that sometimes, yeah. It's going to be easier to keep track of now that I am learning GMing tools that support that kind of thing.

Why did his son react the way he did to the news? Does he know something about the orc? Or was it, again, just the shock of there having been a slaying at dinner?


Again, possibly both. Keeping my options open at that point. (I'm now seeing Reifels as someone who draws - at some point Katrin might run into a sketch of her portrait and some older drawings including careful studies of the orc, with various expressions on her face. )

What is Reifels hoping will happen with Katrin talking to Roland about Veddia?


He's hoping to cement an emotional bond with Katrin, and to drive a wedge in between Veddia and his father. Being the man he is, he's imagining that Katrin will be tactful enough not to mention to Roland that she's talking to him at Reifels's request... Now I strongly doubt Lucy will play Katrin that way. Which will end up driving a wedge in between father and son, I'm betting (although ready to be surprised).

Note that I was running the Reifels scene intentionally low-key. We needed a quieter scene after the eclat over dinner, to come off the adrenaline as much as to give Lucy a chance to reestablish Katrin's soft-hearted and friendly side. I could have pushed much harder in that one but it didn't feel appropriate in the circumstances, so I'm quite happy to have set up something to play off of in the future: rapport established between the two heirs, Katrin on a mission to say unwelcome things to Roland.

Which Bangs do you feel you've used up?


The one with the orc. :-)

Now Charankh's actress might complain about having been lured into the role under false pretenses (seeing my prep), but I feel I've got fantastic use out of her. That was one of my typical "the story runs away with me" stunts, very happy to realise that my shiny new GM tools are helping me to put it to good effect instead of pulling scenarios off on tangents...

As to Charankh, she might (possibly, unless it feels cheesy) still get an appearance as a spirit/ghost later if I decide to go ahead with the spirity stuff. Which well I might. You have a very good point saying things should get a lot more complicated.


The only other bang I've even introduced is Reifels asking Katrin to warn Roland against Veddia.


One thing that struck me right off was that first scene - I got a very strong visual on what that looked like from your description. It's funny, because for some reason I'd imagined Roland having a big elaborate dark castle. I was surprised at your description of a near ruin.


This is my Midnight equivalent of a big elaborate dark castle. :-)

In the book it's a tent village btw. Apart from tent villages not being my first choice of locale in the local climate, I needed something brooding and ancient with corridors to get lost in. And ruined. No one's been living in this place for a long time, possibly not until Roland took over. Who doesn't have the resources to get the stone structures properly repaired or rebuilt. But it's still pretty grand, for a resistance fighter's den in Midnight.

What I thought as she stepped through the door was that it was going to be a ruin and that she was going to meet the spirit there. If you'd done that, it would have been very "Hamlet" as in the first scene where he meets his father's ghost. Have the spirit say some cryptical things, and then come back later, after some action had gone by.


Now if Charankh decides to become a ghost, it'll be MacBeth instead. Kind of. Katrin of course doesn't imagine that Charankh might not have wanted to be killed... (nor does Lucy).

Just thinking that it might do to spook things up a bit. For atmosphere, catch her when she's outside and spring the thing on her with concurrent descriptions of how Katrin's can see her breath in the cold and such. The point is to add a whole additional angle to things.


I'll try to think of a good angle. I've done things for atmosphere's sake in the past (and sometims good ideas developed out of it in play), but it would be good to be prepared. Even though I might not use what I'm prepping, but what's new in that...

Oh, one thing you definitely have to have happen here is for Tam to show up.


You're so right. He's an NPC not a follower, so I can use him. Whew, Lucy almost decided to make him a sidekick until she realised that that relationship was going to come into play a lot more (in more interesting ways) if she didn't. :-)

But the reality is that he knows that she's walking into danger, and doesn't want her to be there alone.


So very Tam.

Lucy has decided that her character is devoted to Tam. Fine. The problem is that this is shutting down several lines of progress to certain bangs that you worked out. Now, that's not itself a bad thing, but you can potentially open them back up if Tam is present.


Brilliant. See, I haven't been used to pulling threads together as quickly as that (in DnD you always hoard conflicts and NPCs for the future because of the way level progression affects the story), but you are so right.

But if he arrives, then things can start to go all to hell. If Katrin puts up a fuss about him following her ("Why did you go and do that?"), then he gets all sullen about it or indignant ("Well that's a nice greeting. I thought you might be pleased to see me. Guess not."). Whatever is in character for him.


Oh wonderful. Katrin left him in command of her fort in the south. She won't be happy at him deserting his post. Especially if he hasn't made sure the fort is in good hands while he's away - which would be very much in character seeing that he "Loves Katrin to Distraction" (it's on her char sheet).

He has already complained about never seeing her anymore, and has been promised quality time. This is going to get worse of course as she wrestles for alliances and leadership amongst Dorns.

Then later, Veddia can pressure him to get Katrin to do some things she wants.


Even more wonderful. And very Wormtongue.

Then, as soon as the cracks show, have Roland propose (I'm assuming he doesn't know about Tam yet). Or even if he or Reifels does know, have them propose anyhow if/when they see Katrin and Tam having problems.


Katrin has told both Veddia and Reifels. If Veddia tells Roland, Roland knows - that's up to me really.

If she turns them down when she and Tam are fighting, it means that she's decided he's OK no matter what. Which is a new statement.


Especially if I manage to set a high enough price on this commitment from her side.

Then, of course, if/when she turns one of them down, you have that individual get all enraged, and take Tam hostage (probably secretly, "don't tell anyone or he's dead.") Then they ask again, "Marry me, or Tam dies." Follow this by the perfunctory evil laugh, "Bwahahahahahahaha!"


[jaw drops... teeth clack...]

Fantastic.

If Tam is on top of her value list, then it's best practices to get it so that this relationship is risked, or in question somehow.


I so have to get used to thinking that way.

Note that I don't know what Tam is like, but you want to do all of this while making him even cooler to the player (though not neccessarily to the character). That is, let's say he's a warrior. If he's kidnapped, there's evidence that he put up a tremendous fight before being captured.


Not sure how I'm going to come up with a good enough reason for him to have been fighting Roland's men, but if he does it'll create tons more trouble for Katrin at Roland's court. Nifty.

Oh and wait. The reason had better be a not-very-good one. Like him stumbling out of that magic stone portal into the snow and hacking away at anything that moves. Because Katrin had gone that way and not returned when she promised, so he's half mad with worry and rage.

And the wonderful thing is that I can warp time with those portals (I've done it before in play even), so Tam will have been waiting for weeks longer than Lucy expects. She thinks Katrin is still good for time currently because if time ran straight she'd still have almost a week before she'd be due to be back with Tam.

The point is that the player wants her character to be in love with somebody worthwhile, not some schmuck. So make sure he stays just as interesting a character through all of this. If it would be uncharacteristic for him to pout, then don't have him do it. Have him show dissapointment in some other way that keeps him interesting.


My feeling is he'd show disappointment by being violent. He might start drinking slightly too much. This is something he hasn't been known for in the past (in fact he saved Katrin from drowning despair in drink some years ago, according to a backstory scene Lucy has written), so Katrin would be more likely to emphasise than to despise him for it.

Hm, this is going to be tricky. The way Katrin/Lucy has acted in the past, she goes miles out of her way to comfort other people and make them happy. Not sure how I can establish a fight between the two unless I really make Tam rebel against being bemothered by Katrin when he arrives. I don't see Lucy having Katrin fight with Tam. Unless.... Hm.... Honour is very big for her. If someone (Wormtongue-Veddia?) can make it look like Tam's being unfaithful... and/or is backstabbing Katrin in other major ways, perhaps by meddling in her politics, undermining her status at Redgard's court (because he wants her to himself for a bit, because he wants to protect her from being swallowed completely by this political stuff?)

I'll give that some thought.

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On 2/2/2005 at 7:30pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Mike Holmes wrote: Just to be pedantic, the "possible" is sorta redundant. That is, all pre-game prepared bangs are only "possible." That is, none of them should be considered absolute.


I'd got that. Reason I wrote "possible" is that in some cases I wasn't too clear on where the Bang was in an event that I was listing (or whether there was any in it). If I'd thought of the word event I'd have written "Bangs, Grabs and other events" instead.

And, as always, remember that a bang that you "discover" in play is as good as it sounds to you. Use the best bang you know of next, whether it comes from your prepared list, or it just occured to you.


The one with the orc was great. I'd been steeering for the issue of the snow elves there, Roland was about to start talking about that when I realised I had captured Lucy with thge description of the orc.

It's good to think about Bangs in terms of what question they ask the player to answer about the character.


Very helpful again. You know, can't you write a book or something about this stuff? I'd buy it. In fact I'd buy three copies. Or something. :-)

Roland:
- challenges Katrin to prove she is who she claims to be.
- Who does Katrin think she is? How does she see herself. You might want to delay this one until you've played a bit. Because it's so powerful.


You were right, this "event" wasn't very well thought out, I can't see how I'd even have used that. Although what with the tortured orc, we did get a powerful statement about how Katrin sees herself.

This of course will mean her taking an oath of loyalty to him, a minor matter....

- Which is, actually not a minor matter (or it's not a bang). Does she value her independence from Roland, or her status more?


Sorry for omitting quotes there. Of course it's not minor, anything but that. It's how I was thinking Roland might pitch it to Katrin. That's becoming kind of obsolete now since Katrin has made clear that she's not to be underestimated.

Rosencrantz and Guildenstern are the GM's strongest allies, always waiting just off stage to bring in some bit of information, or to get offed when need-be.)


This made me laugh when I really needed it, about ten minutes before Lucy arrived for the game and I was getting the stage jitters...

- has his guards stop Katrin from leaving, telling her she will leave as his wife and representative, or not at all.
- Oops, not a bang. No question asked here. It assumes that she's already said no, and it doesn't really give her an option. I mean, it begs only resistance. Now, if instead you say that she's restrained, but has an opportunity to escape by killing somebody potentially important - that could be a bang.


Thanks. This event implicitly included a chance to escape in my mind, but you're right that having to kill someone dramatically important is an important addition here.

- if Katrin declares herself openly for Nollorn, Roland has her arrested as a traitor and spy.
- Same problem, where's the conflict? What two things that Katrin values does she have to choose between here? Again, this assumes a particular response. Better is to backtrack a bit. Have the Bang be that Roland calls her out on the issue.


That's how it works, d'oh. I had this question in mind...

Does she stand by her friend to the loss of political power, or does she play Judas for the sake of political expedience?


... but was using the wrong event for it.

Reifels

- tells Katrin some of his worries about Veddia. If she indicates understanding or agreement, he asks her to find an opportunity to "speak to his father" about Veddia and "warn him" against her.
- Cool. Is it more important to make an ally of Reifels, or to support her lover's sister? These are both tenuous, I think, so before you do this bang, try to have a scene in which Tam asks her to watch out for Veddia (is he a follower, or NPC?), and another in which Reifels reveals something that will make him a potentially worthwhile ally.


Good points both, but I needed something for the Reifels scene immediately and I didn't see him mentioning snow elves to her. Much better if she has to go to him about Nollorn at some point.

- offers information on the Dornish Crown and his continued support for her as Princess of Baden in return for her supporting him.
- So, does she join with him in secret, or decide that this could mess up her other diplomatic relations?


This is going to work much better once the tension in the Reifels-Roland-Katrin triangle increases.

Since Roland is the superior, I'd have Reifels ask first if at all possible, and in secret, so that the father's offer makes things really problematic. This is really good if she asks for "time to think about it." Even if, not, however, agreeing to marry Reifels, or even disagreeing makes Rolands offer all the more interesting. If she rejects him, and takes Roland's offer, then she'll have made an enemy.


I'll have to get her to even consider it first. For which I need Tam on the scene.

Veddia

- stands at Roland's shoulder as Katrin first meets him.
- No question presented that I can see (note, if I'm just missing some of the questions, just tell me so - I'm just telling you what I'm seeing).


Just an event in this case, sorry for confusion. Sort of a note to myself to remember to do the flashback.

- tells Katrin about her fears of being magically poisoned by Reifels and asks her to find out what he's up to.
- Better. Again, calls for action. Does she respect Reifels privacy more, or want to please Veddia more? Or does she distrust Veddia, and tell Reifels? Lots of possibilities here. This is a good one for later, if she hasn't yet decided on who she's allied with.


Maybe later. If Lucy continues to see Veddia as Wormtongue it's not going to have any great impact.

- or better: hands Katrin a dagger in front of Roland and demands she kill Nollorn to prove who's side she is on.
- That's later, when things come to a head. The question is obvious: What's more important, the alliance, or the life of a friend? Make sure that before this happens, that dire news of the advance of the orcs comes to them all. So there's a real choice there.


I'll have to think whether I can have both Nollorn and Tam be beaten up and arrested by Roland's men, without creating involuntary comedy here. Maybe they had joined forces temporarily or something... not sure how I can make that work or whether I should.
(Could always have Nollorn be caught sneaking around inside Roland's stronghold ...)

Instead, in this situation, have Roland do something like threaten to kill Tam if she doesn't out the location of the Elf, or something. That changes things to: Tam or Nollorn?


First time I read that, I didn't see Tam anywhere near there. You've changed my mind on that.

For example, if she decides that this is enough, she might make off with both Tam and Nollorn, and mess up the whole deal at that point. The question then, really, is: Is it worth it to deal with Dornish politics, or is it time to strike back out on her own? Is it OK to save all the people one loves in the short run if this means that the world may fall in the long run?


That question may be coming up for Katrin very soon, if she continues to try and make everyone happy.

- is dragged in, a prisoner, maltreated and interrogated before Katrin's eyes (preferably with both Roland and Veddia present). Charankh may get a minor appearance in this one...
Nollorn won't so much as acknowledge Katrin unless she speaks to him first and admits she knows him.
- Very good bang, but, again, you have several now that deal with her potentially revealing her loyalty to Nollorn, or betraying him. It's likely that only a couple of these can work overall.


Of course. I wasn't meaning to use all of them. Although I must have been feeling it was an important enough question to provide so many bangs for it - currently it looks more like a welcome added complication than a core issue to me.

It does mean, however, that you can allow her to "squeak out of" one or two without answering, defering the answer til later. In any case, try to make sure that there's something else additional on the line in each case to make the question slightly different each time.


Oh cool. (That so applies to Katrin insisting she's marrying Tam...)

- if given a chance to talk to Katrin alone, Nollorn implores her to "go leave this insane place" and meet the snow elves as she had planned. He gives her instructions where to go. He says to go to Uilia, Snow of Autilar, and tell her that "I had to do this".
- This, like some of the other Bangs, asks the question: Stay and deal, or leave? The problem, of course, is that you have to be ready to deal with the "leave" option. Personally, I think that with only one player, that you're eminently set to allow the leave option.


Yes, I'm prepared to let her leave. Not that it's looking very likely right now, but future events may change that pretty quickly. :-)

The neat thing is that it probably means just running into another r-map elsewhere, while the old r-map tries to catch up with her. Which sounds cool to me. You can even do this with multiple players, especially if you lengthen out the "down time" between scenes. So that characters traveling is plausible. That or giving them some magical means of travel or something. Such that "leaving" only means slight detachment.


We have magic travel in place (although it's limited, can be erratic and is not always available to humans because it's controlled by the elves).

Charankh: Some scene involving one of Roland's court talking to her (possibly Reifels on Katrin's behalf, or Roland, or Veddia) and others including Katrin happening on the scene. Might not even have room for this at this point, although if I have a good idea room will open up I'm sure.
- Asks how she feels about the character in question in terms of their beliefs? I'm a tad confused here about what this implies. What are the local mores concerning dealing with spirits? Is it considered some sort of bad magic?


Oh hell, I realise I forgot to explain one really central thing here. No, spirits aren't considered bad at Redgard's court. Orcs are.

Roland has specific personal reasons to hate orcs bitterly. His son Reifels's birth defect results from the stress of a particularly bloody orc attack that triggered his birth. The mother died in childbirth and Roland wasn't there because he was fighting.

Now here's my new aspect to this: Charankh was captured in that attack and Roland vowed to keep her alive and suffering for as long as he lived in revenge. (He may still have come to depend on her visions later.)

- I'm liking the idea of needing to do the heroquest. Which would be, of course, climbing the mountain path as per the legend. That is a later bang following th above could be to have the spirit offer her information on how to do the heroquest for something special. The question then becomes about her beliefs, and what she thinks about relating to such a being.


I want to tie this in with Charankh now. And with Reifels and Roland fighting over the Redgard throne. And with the Dornish Alliance. And with the orcs of Charankh's tribe (who of course are rebelling against Izradorm, that's why they are treating with the snow elves now).

I think that once the above action has worked itself through mostly, that it's time to imediately escalate to the orc attack being iminent. No wating forever for it to get here, the actual attack can be part of play. Another advantage of HQ is that you can play characters through warfare very well. The point being, don't be afraid to get to the action too soon. Allow those worldshaking events to come, and allow the characters to have an impact on them.


Yes, and how cool is that. How much cooler this game could have been if I'd known HQ when I first started it...

I said before that it's good to have the "big bads" statted out for scale's sake, and that's still true. But I didn't mean to imply that you had to do a lot of statting up front. In fact, I was just saying on the HQ-Rules list about how I stat everything last second. In fact, I think it's very valid to even wait for the player to add up all of their augments, and calculate their TN before deciding on a TN for the opposition. You then simply go back and qualify the rating for plausibility's sake after the fact. That is, sometimes you won't have to say anything more about it at all. But just be prepared to say thing like, "Yeah, he was a lot tougher than he looked at first" and "Seemed like a tough guy, but he was all hot air."


I did that with Roland, but felt terribly guilty about it. When she was calculating her TN and I checked my notes (mostly for nervousness), Lucy asked whether Roland was fully statted ... I told her no, not fully. In reality I had his highest rating and his brief description in this thread (and what was in my mind about him) and that was it.

From what it sounds like, there's some enchantment around the elven enclave that's being threatened. What power is it that the orcs have - who leads them and what does he wield - that would allow them to invade?


Precisely that. Caradul is concealed from the Enemy by a powerful elven glamour. What will allow them to invade? Devious means of piercing or working around that glamour. We've had pots of black and oily "Vile Essence" being carried into the forest by spies of the Shadow in an early scenario in the game. Half a dozen pots screwed up Erethor's defences enough to cause the Elves restrict humans from going deeper into Erethor than 50 miles or so. (Strangely enough one at least one of those spies wasn't human at all, she was a snow elf.)

Before you even mentioned the Lunar Magic, I was thinking that Izrador's temples sounded a lot like the "Temples of the Reaching Moon" in Glorantha that are so locally demarked one can actually see the red line where the power reaches to.


Conversely when I first read about the Lunar temples I thought, "Rather like in Midnight, but flashier".

BTW, I'd personally stay away from the multipliers for lunar magic, and just have it be an effect like a big guardian (essence). Whose main ability is a big "Enhance Izradroian Magic" rating.


Can you carry guardians around in their essence, do you think? Or bits of guardians? :-)

The neat thing about guardians, is that they also get a perception ability, and a defensive ability that they lend in addition to the "offensive" ability above - does this match the abilities of the mirrors? Sounds cool to me if they help Legates discover people using life magic or the like.


Très cool. It doesn't quite match what is in the books but I could simply introduce it because the players have staid away from temples in the past (except on one occasion).

The entities discovering magic for Legates are Astiraxes, which are incorporeal demons that can fly around invisibly, or possess animals. Could those be linked to a guardian in a temple do you think? Like white blood cells floating around the world keeping Izrador's system "healthy"?



Edit: I'll be thinking up and posting an updated list of bangs and events over the next few days. Thanks for all the help! This is super.

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On 2/3/2005 at 7:51pm, Mike Holmes wrote:
RE: Midnight game prep: A Dornish Crown

Those are about the Bangs I figured you'd used up. Didn't think there were any more.

Consider that for a moment. One Bang from your list (and one destroyed), and the rest was "filling in" play with little bangs or dialog or whatever. That's not atypical. Let's say that you start burning through them at a rate of three per session - that's a lot, I'd argue for this style of play. How many sessions of stuff do you have ready to go then with what's left? Quite a few, eh? See how once you've got the prep like this out of the way, that continuing prep is sooo easy? If you just invent three more Bangs per session, you'll never run out.

Here's something to consider, however...do you want this game to go on forever? One of the advantages of this mode of play is that you can bring a character's story to a conclusion. Doesn't mean you can't do sequels, but it allows you to move on to new concepts if you like.


- Veddia as Wormtongue - I'm fer it, and agin it. The problem again, is that basically Lucy has made her decision already about Veddia. Which isn't terrible, you can play it out that way. It just limits options there. But there's another way to go, which is to try to bring her back to being potentially someone that Katrin can sympathize with. She's smart, no? Can't she find some way to ingratiate herself to Katrin? Or, if not, at least you can get her to be a non-enemy potentially through negotiation. Again, what does Veddia have that Katrin might want?

But I'm waffling on this one. If you want to make Veddia a villain, there's nothing wrong with that, either. In any case, as you point out, having Tam arrive will make Katrin have to deal with Veddia in some ways.

Katrin of course doesn't imagine that Charankh might not have wanted to be killed... (nor does Lucy).
Really? I mean, most creatures have a sense of self-preservation, why would she assume otherwise in this case? She thought it was a mercy-killing? I note you use that term somewhere, but it seemed to me to be very vengeant when I read about it. Or was it some of each? Showing her compassionate and violent sides simultaneously? Hmmm.

You have to be careful when using the term "spirit" when playing HQ. In HQ it pretty much means "being from the spirit world." So a ghost could be a spirit, but it could be other things as well. It's complicated. Basically check the rules on otherworlds.

As far as Tam arriving, I don't think you really have to go to big lengths to pull off the "separation" of the charcters. Just do it. Tam arrives, waits for her to say the first thing about having left the fortress undefended (if she doesn't remember, have Tam prompt her with, "I left the fortress in a hurry..."), and as soon as she does throws a fit with, "I thought you'd appreciate me coming! You're always like this!" and simply sulks off. Basically have him insult her the way hurt people do at times.

BTW, does she have any flaws, Katrin? Snide comments that prey on those are good.

Again, don't make Tam an ass, just make him very in love with her, and very hurt that she thinks that the fortress is more important than them being together. Or somesuch. Then just throw in more scenes before she has a chance to go try and reconcile with him. Have a bang ready where he's done something really irresponsible in his state that threatens the whole alliance. Like you say, he get's drunk and maims one of Roland's men or something. Just to make reconciliation that much harder.

Doesn't mean that they won't, they may still. Just keeping it in question. Like I say, when they're at odds is when you throw a proposal at her.

StalkingBlue wrote: The one with the orc was great. I'd been steeering for the issue of the snow elves there, Roland was about to start talking about that when I realised I had captured Lucy with thge description of the orc.
Heh, gotta love that. When something you think is innocuous suddenly grabs the player and they say, "Wait, what was that? Oh, I have to do something about that!" Fortunately this happens quite frequently. Bangs or even events that you think aren't going to have any thematic impact suddenly explode because the player is inspired by them.

So throw in the small stuff with what you think is the big stuff, because you never know what a player's going to find interesting.

Very helpful again. You know, can't you write a book or something about this stuff? I'd buy it. In fact I'd buy three copies. Or something. :-)
Sorcerer - Ron Edwards. Along with the Sorcerer supplements (especially Sorcerer & Sword for fantasy games).

Roland:
- challenges Katrin to prove she is who she claims to be.
- Who does Katrin think she is? How does she see herself. You might want to delay this one until you've played a bit. Because it's so powerful.


You were right, this "event" wasn't very well thought out, I can't see how I'd even have used that. Although what with the tortured orc, we did get a powerful statement about how Katrin sees herself.
Oh I can still see it coming into play. Perhaps Roland thinks that she's a doppleganger, or a spy in a glamour, in some fit of paranoia. So he asks her to take part in a little ritual that they have to detect the Terminators. During which she's asked to speak about who she thinks she is.

Neat thing about fantasy is that you can always come up with some magical need to do something. :-)

Of course it's not minor, anything but that. It's how I was thinking Roland might pitch it to Katrin. That's becoming kind of obsolete now since Katrin has made clear that she's not to be underestimated.
Well, but I think that a request for an oath is still at some point a very telling about how their relationship is going. And it's a short term build up that's less of a leap than a marriage proposal. So I'd definitely still do this one at some point. What happens is that, if she makes it, then you just throw all sorts of opportunities for her to break the oath to get what she wants. I she doesn't take the oath, then that pressurizes the talks ("Do we have anything else to say to each other?") Pretty good either way.

Now, if instead you say that she's restrained, but has an opportunity to escape by killing somebody potentially important - that could be a bang.


Thanks. This event implicitly included a chance to escape in my mind, but you're right that having to kill someone dramatically important is an important addition here.
Right, she comes out of the tower onto the battlements only to find, there, Reifels saying, "I can't let you leave." Or whomever she's most attached to at the time. Then she has to choose to give up, slay him, or go over the wall into the snowbank. :-)

I always like it when there's a third desperation out option. For when characters can't decide between the other two options. Choosing the out shows just how hard the decision is. Then, later, you make them choose anyhow. :-)

Good points both, but I needed something for the Reifels scene immediately and I didn't see him mentioning snow elves to her. Much better if she has to go to him about Nollorn at some point.
Yeah, I wouldn't take too long with it. Given that otherwise she might not recognize him as an ally in that area early enough.

If it seems "too early" for Reifels to tell her, then she discovers his elven affiliation by dramatic accident. He accidentally hands her the wrong stack of drawings, the one with his drawings of elfs.

- offers information on the Dornish Crown and his continued support for her as Princess of Baden in return for her supporting him.
- So, does she join with him in secret, or decide that this could mess up her other diplomatic relations?


This is going to work much better once the tension in the Reifels-Roland-Katrin triangle increases.
Well I see it as a lead up to that tension. That is, it's the outcome of information dropping and Bangs that lead to tension. It's not going to build itself. So you have to put these things in place right away. Or you'll never get your love triangle (quadrangle with Tam).

Just an event in this case, sorry for confusion. Sort of a note to myself to remember to do the flashback.
Cool flashback, too. Good information dropped. I'd just make such notes separate from your Bangs. The informational stuff is pretty much mandatory, as opposed to bangs. So you don't want to mix them up.

- tells Katrin about her fears of being magically poisoned by Reifels and asks her to find out what he's up to.
- Better. Again, calls for action. Does she respect Reifels privacy more, or want to please Veddia more? Or does she distrust Veddia, and tell Reifels? Lots of possibilities here. This is a good one for later, if she hasn't yet decided on who she's allied with.


Maybe later. If Lucy continues to see Veddia as Wormtongue it's not going to have any great impact.
Correct. Again, you might want to work to alter the Wormtongue perception. Made easier if Tam is there, "Aw, Kat, she's not so bad, just misunderstood."

I'll have to think whether I can have both Nollorn and Tam be beaten up and arrested by Roland's men, without creating involuntary comedy here. Maybe they had joined forces temporarily or something... not sure how I can make that work or whether I should.
(Could always have Nollorn be caught sneaking around inside Roland's stronghold ...)
Not sure I understand what you're about here. Why do you need them both captured together? Why not individually? Are you worried that too many abductions will start to seem contrived? I think you can get away with two.

Of course. I wasn't meaning to use all of them. Although I must have been feeling it was an important enough question to provide so many bangs for it - currently it looks more like a welcome added complication than a core issue to me.
Yeah, I guess. Try to find a way to make it all come together in the end, however. I mean eventually the idea is to march out and defend the elves if possible, right? Which right now Roland seems very against, right? Has to be some way to get that in as part of the overal "what do we do to stop evil?" issue.

It does mean, however, that you can allow her to "squeak out of" one or two without answering, defering the answer til later. In any case, try to make sure that there's something else additional on the line in each case to make the question slightly different each time.


Oh cool. (That so applies to Katrin insisting she's marrying Tam...)
Right. But just force the issue at some point. At some point it's "You're with us and against the elfs, or you're with the elfs, and against us!" Again execution is good for this, "Kill him, or be a traitor!"

The neat thing is that it probably means just running into another r-map elsewhere, while the old r-map tries to catch up with her. Which sounds cool to me. You can even do this with multiple players, especially if you lengthen out the "down time" between scenes. So that characters traveling is plausible. That or giving them some magical means of travel or something. Such that "leaving" only means slight detachment.


We have magic travel in place (although it's limited, can be erratic and is not always available to humans because it's controlled by the elves).
I'd start developing that new map right now, then. Maybe more than one. One if she goes to the elves, one if she retreats to her fortress, etc. Just preliminary stuff, but enough to get you through some scenes, if she ends up leaving suddenly.

Oh hell, I realise I forgot to explain one really central thing here. No, spirits aren't considered bad at Redgard's court.
OK, then I think that you really need to bring the spirit into the picture somehow. It's just too cool a fantasy element.

Orcs are.
As are, presumably then, Orc ghosts. :-)

Roland has specific personal reasons to hate orcs bitterly. His son Reifels's birth defect results from the stress of a particularly bloody orc attack that triggered his birth. The mother died in childbirth and Roland wasn't there because he was fighting.

Now here's my new aspect to this: Charankh was captured in that attack and Roland vowed to keep her alive and suffering for as long as he lived in revenge. (He may still have come to depend on her visions later.)
Good info. Key rule: NPCs exist to deliver information. Have this get out to Katrin at some point, or the thematic value of it doesn't exist.

I mean, this explains why he was so pissed off - he wanted that orc to suffer in perpetuity. She ended it's suffering, and without asking.

- I'm liking the idea of needing to do the heroquest. Which would be, of course, climbing the mountain path as per the legend. That is a later bang following th above could be to have the spirit offer her information on how to do the heroquest for something special. The question then becomes about her beliefs, and what she thinks about relating to such a being.


I want to tie this in with Charankh now. And with Reifels and Roland fighting over the Redgard throne. And with the Dornish Alliance. And with the orcs of Charankh's tribe (who of course are rebelling against Izradorm, that's why they are treating with the snow elves now).
Hmm. Might be tough to get all of that in. What you want to do is create a legend for the heroquest that involves all of these dramatic elements somehow. So, I dunno, it's about a king who's son goes to the mountain negotiating with orcs on the way, then he garners allies at the base of the mountain, and then climbs it.

The obvious reward for the quest is, of course, the Crown. So, perhaps Reifels knows that the wind spirit knows how to get the Crown, but hasn't been able to get it to tell for some reason. And, further, he'll need help, of course, if he goes on the heroquest. Katrin, of course, would play the part of one of the Dornish allies garnered at the base of the mountain. They take on the mountain and some yettis or something, and find the Crown in an ice-cave at the top of the mountain.

Classic stuff.

I did that with Roland, but felt terribly guilty about it. When she was calculating her TN and I checked my notes (mostly for nervousness), Lucy asked whether Roland was fully statted ... I told her no, not fully. In reality I had his highest rating and his brief description in this thread (and what was in my mind about him) and that was it.
Next time she asks if somebody is statted out, say, "Why do you ask?"

All I can say is that the guilt you're feeling comes from that old mode of play. It's "cheating" in that mode, because there you can use it to "beat" the player, or they get the immersion-breaking sense that you're "Making it all up." Well, you always are making it all up. Just depends on when you make it up. Does it really matter whether or not you do it a day before the game, or right before rolling?

Doesn't to me.

BTW, I'd personally stay away from the multipliers for lunar magic, and just have it be an effect like a big guardian (essence). Whose main ability is a big "Enhance Izradroian Magic" rating.


Can you carry guardians around in their essence, do you think? Or bits of guardians? :-)
Guardians come in three sorts, and I think the temples would be Manifestations, actually.

What is it they carry around? Bowls of the liquid or something? If so, do they have powers separate from those of the temple? Or are they just good for setting up new locations?

I'm thinking that it's just something that can be divided up and spread around. That is, the manifestation is located in a lot of places. Some mobile, some non-mobile. The benefits one recieves from the guardian are based, then, on how far one is from some portion of the substance.

So, for example, a new temple starts with it's bowl at 13 ratings. Then it grows over time, until it's got very high ratings, let's say our temple gets to a 20W3. At that point we decide to relocate some to a new temple. So we siphon off 13 points into a bowl leaving 7W3, and take that bowl to a new location during which we'll have 13 ratings all the way there. Once "planted" it can start to grow there again.

Does that match? Again, use with the range rules. So, at 1 mile the power is -20. At 5 miles -40, at 25 miles -60, at 125 miles -80. Meaning that at 20W3, you'd still have a 20 at 25 miles out from the temple, but at 125 you'd be down to zero. Does that match? Sounds cool to me, anyhow. :-)

The neat thing about guardians, is that they also get a perception ability, and a defensive ability that they lend in addition to the "offensive" ability above - does this match the abilities of the mirrors? Sounds cool to me if they help Legates discover people using life magic or the like.


Très cool. It doesn't quite match what is in the books but I could simply introduce it because the players have staid away from temples in the past (except on one occasion).
Well and if they had, then they would just not have noted the effect or something. You can always use dramatic liscence to explain things.

The entities discovering magic for Legates are Astiraxes, which are incorporeal demons that can fly around invisibly, or possess animals. Could those be linked to a guardian in a temple do you think? Like white blood cells floating around the world keeping Izrador's system "healthy"?
Possibly. If, in fact, the power of the essence of a guardian is divisible, then it might easily "sprout" smaller essences. That said, some temples may also have specially assigned Astiraxes to guard them in addition to the guardian itself.

I'm sure there's a way to play it out.

Mike

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On 2/6/2005 at 3:35am, Paka wrote:
RE: Midnight game prep: A Dornish Crown

StalkingBlue wrote:

It's a boxed set and in my opinion the best and most evocative supplement for Midnight so far. By a long road. Written by Judd Karlman (Paka), Owain Abramczyk, Iain J Brogan and Eric Olson.


WOW.

I'm so glad you liked it.

Thanks.

More on this thread in a bit, just wanted to say thanks.

Woo-hoo.

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On 2/13/2005 at 9:00pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Mike Holmes wrote: See how once you've got the prep like this out of the way, that continuing prep is sooo easy? If you just invent three more Bangs per session, you'll never run out.


Wow, yes. What really staggers me here is that in some ways it isn't all that different from the way I used to create NPCs before. I'm only now learning how to do this effectively rather than stumble along blindly, but to an extent I've always thought about NPCs goals and motivations, what they think/feel about other NPCs and PCs etc. The huge, huge difference for me is how much fun and game I'm getting out of just this tiny R-map that started out by being no more than four NPCs with sketchy motivations - and we're only scratching at the surface yet! Previously I'd have expected this to work fine as a backdrop for a one-session scenario. :-)

Here's something to consider, however...do you want this game to go on forever? One of the advantages of this mode of play is that you can bring a character's story to a conclusion. Doesn't mean you can't do sequels, but it allows you to move on to new concepts if you like.


I'm aiming to conclude this game by the end of this year (another 15 to 20 sessions to go). Can't tell currently how long I want the Dornish power struggle to go on for, that'll depend on what Lucy and Apari's player want.

- Veddia as Wormtongue - I'm fer it, and agin it. The problem again, is that basically Lucy has made her decision already about Veddia. Which isn't terrible, you can play it out that way. It just limits options there. But there's another way to go, which is to try to bring her back to being potentially someone that Katrin can sympathize with. She's smart, no? Can't she find some way to ingratiate herself to Katrin? Or, if not, at least you can get her to be a non-enemy potentially through negotiation.


Oh, nothing is certain yet. My feeling is that Lucy's evaluation of Veddia (and of Roland and Reifels, too) is still very preliminary and might change at the drop of a Dornish hat. In fact I was wondering after the session whether I'd been leaving things too open-ended. But if you are worrying that things are shaping up too straightforwardly, I'm probably ok. :-)

In my past experience players often didn't respond to contradictory ways I presented NPCs - they'd just accept someone as a Wormtongue in one scene and a trusted messenger in another and move on. I suspect this may change in our current mode of play, what with much more proactive NPCs.

Katrin of course doesn't imagine that Charankh might not have wanted to be killed... (nor does Lucy).
Really? I mean, most creatures have a sense of self-preservation, why would she assume otherwise in this case? She thought it was a mercy-killing? I note you use that term somewhere, but it seemed to me to be very vengeant when I read about it. Or was it some of each? Showing her compassionate and violent sides simultaneously? Hmmm.


Hmmm indeed. I hadn't thought about it clearly enough until I read that. Orcs are heavily objectified in my Midnight game. This is only partly due to the DnD kill-things mindset; I've used and reinforced this to support the hate and war theme, by having NPCs speak of orcs as "it" or "the male/female orc", never as "he" or "she".

You have to be careful when using the term "spirit" when playing HQ. In HQ it pretty much means "being from the spirit world." So a ghost could be a spirit, but it could be other things as well. It's complicated.


Yeah I know that, but I'm not sure I can force a shift to any sort of consistent terminology in the group.

The Midnight material uses "spirits" in a different sense from Glorantha - supernatural beings, yes, but ones either native to the physical world or incorporeally trapped on the plane when contact to the other DnD planes of existence was cut off 9,000 years ago. I have used "bits of otherworld" in my game for quite a while and some of the scenarios we've had in them may have had a bit of a heroquest feel to them, but all that started before I ever heard of the HQ system, so I'm not finding it easy to drop Gloranthan metaphysics into the game. I'm looking forward to trying out bits of it in two possible heroquests for the PCs (see my next post, probably), but I'm not entirely sure where I'm going with it.

To confuse matters further, at some point someone in our group started confusing "spirits" with "souls" (essence of people) and "ghosts" (undead), and this has spread to the other players to a point where every time one of them uses one of these words I have to ask what they are talking about... because it varies.


BTW, does she have any flaws, Katrin? Snide comments that prey on those are good.


Flaws? Hm. Only soft-hearted I think. (And fear of a specific type of spider demons they fought once.)
But snide remarks won't be difficult to find. Katrin does have some nice conflicts right there on her character sheet. She's soft-hearted and honourable and loves Tam. On the other hand she's into politics (wonderful reason to throw not-so-honourable and not-so-soft options at her), admires her father (who put duty over love when he let Veddia go...), and feels inspired by her former lover Arrenu - who was undead but had eyes only for her last time they met. Tam didn't like that one bit. :-) Plus Katrin has been getting letters from Arrenu since that last meeting, which I don't think Tam can read...

Again, don't make Tam an ass, just make him very in love with her, and very hurt that she thinks that the fortress is more important than them being together. Or somesuch. Then just throw in more scenes before she has a chance to go try and reconcile with him. Have a bang ready where he's done something really irresponsible in his state that threatens the whole alliance. Like you say, he get's drunk and maims one of Roland's men or something. Just to make reconciliation that much harder.


Great plan...

Which reminds me. I'll have to invent a way to draw my prep together in a way that's easy to keep in memory. I just couldn't access my nifty material properly during the session even though I had it all on one page (as I usually do). Also once things started going I realised that when things get more dramatic and complicated, I'll have to work hard to keep track of all the plot threads we've started.

Very helpful again. You know, can't you write a book or something about this stuff? I'd buy it. In fact I'd buy three copies. Or something. :-)
Sorcerer - Ron Edwards. Along with the Sorcerer supplements (especially Sorcerer & Sword for fantasy games).


I got those. And by now I'm beginning to get good value out of them... I think I mentioned somewhere that the learning curve was rather steep for me on that one.

But still, what you write here helps me lots. It helped me begin to crack that hard Sorcerer nut, but that doesn't mean I don't want your book anymore.

Perhaps Roland thinks that she's a doppleganger, or a spy in a glamour, in some fit of paranoia. So he asks her to take part in a little ritual that they have to detect the Terminators. During which she's asked to speak about who she thinks she is.


I always like it when there's a third desperation out option. For when characters can't decide between the other two options. Choosing the out shows just how hard the decision is. Then, later, you make them choose anyhow. :-)


Man, I so want to play in your game. That you have to play that in the small hours of the morning...

Cool flashback, too. Good information dropped. I'd just make such notes separate from your Bangs. The informational stuff is pretty much mandatory, as opposed to bangs. So you don't want to mix them up.


Erm yes, thanks. Part of me learning to organise my notes better so I can have working knowledge of them during a session.

When she was calculating her TN and I checked my notes (mostly for nervousness), Lucy asked whether Roland was fully statted ... I told her no, not fully.
Next time she asks if somebody is statted out, say, "Why do you ask?"


Oh, I think I knew that all right. She was simply curious how I was making the game work - it wasn't about winning for her, it was about learning. I'm half thinking it might be good to have her in here. I'd value her input and it would be great for her to be able to read your posts. Unfortunately it would also destroy much of her fun by inviting her to play through bangs in her mind before the actual game.

Guardians come in three sorts, and I think the temples would be Manifestations, actually.

What is it they carry around? Bowls of the liquid or something? If so, do they have powers separate from those of the temple? Or are they just good for setting up new locations?


They carry around the bowls for the new Mirror. Black stone, could have been imbued with a fragment of the old guardian that will "infect" the water poured into it at the new location once blood from the human sacrifices startes flowing in.

I was also thinking that Legates carry a tiny vial with the black stuff, which might be the focus for their magic (or at least augment it). Hasn't entered play, but might be nifty to have if the PCs were ever to capture a Legate (rather than just kill them when they can).

And the sabotage liquid from the earlier scenario might have been Mirror essence.

So, for example, a new temple starts with it's bowl at 13 ratings. Then it grows over time, until it's got very high ratings, let's say our temple gets to a 20W3. At that point we decide to relocate some to a new temple. So we siphon off 13 points into a bowl leaving 7W3, and take that bowl to a new location during which we'll have 13 ratings all the way there. Once "planted" it can start to grow there again.

Does that match?


Perfectly.

Again, use with the range rules. So, at 1 mile the power is -20. At 5 miles -40, at 25 miles -60, at 125 miles -80. Meaning that at 20W3, you'd still have a 20 at 25 miles out from the temple, but at 125 you'd be down to zero. Does that match? Sounds cool to me, anyhow. :-)


Matches very well and yep, sounds très cool.

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On 2/13/2005 at 10:49pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Here's an updated NPC list for Katrin's part of the game. Bangs (and prep notes for the other PC) to follow.

Katrin

Info to be dropped
(to be completed)
- Roland hated Charankh because she was part of the raid that got his wife killed and resulted in Reifels being born a cripple
- As a child Reifels was locked up next to Charankh for punishment
- Olec of Eirinn is treating with Roland behind the Ladies of Norfell’s back
- The Shadow Offensive is imminent
- If anything could draw Dorns together under a single banner for a Final Battle, it is the long-lost Dornish Crown.

---

Roland & Co.:

ROLAND REDGUARD, LORD OF SKYRFELL PIKE
Wants:
To become King of Dorns
Needs Katrin to:
Support him politically in negotiations with the wood elves
Acknowledge Redguard’s precedence over Baden (oaths, marriage)
Can offer to Katrin:
Political alliance to fight the Shadow
Backing from the “King of Dornland” in her dealings with the wood elves

VEDDIA, ROLAND’S MISTRESS AND ADVISOR ON BADEN POLITICS
Wants:
Roland to be become King of Dorns with Veddia as his Queen
Needs Katrin to:
Support Roland in whatever way he wishes – except:
Not threaten Veddia’s position with Roland
Can offer to Katrin:
Inside information on Roland
Influence on Tam
Communications line to Baden’s Bluff

OLEC OF EIRINN, HEAD OF CLAN EIRINN
Wants:
To replace Norfell as a Dornish House in Roland’s Dornland
Needs Katrin to:
Recognise Eirinn as a House
Acknowledge Olec’s seniority over Katrin as Roland’s retainer
Not betray him to the Norfell ladies before time
Support Roland as King of Dorns
Can offer to Katrin:
Information on what happened to Tam

---

Reifels & Co.:

REIFELS REDGUARD
Wants:
To become King of Dorns
His father’s love and recognition
Needs Katrin to:
Support him against his father and Veddia
Be his friend
Help him to retrieve the Dornish Crown
Can offer to Katrin:
Historical and political information
Friendship
A way to free herself of Charankh's haunting (by doing the heroquest)
A way to the Dornish Crown


OLD HON, THE PIKE’S KENNEL MASTER
Wants:
Honour of House Redguard restored
Reifels to be recognised as heir
Needs Katrin to:
Uphold old Dornish honour
Influence Roland
Support Reifels
Can offer to Katrin:
Inside information on things on and around the Pike (including a way out if need be)

CHARANKH’S GHOST
Wants:
The orc ghosts on the Pike to rest in peace
To revenge herself on the Redguards
Needs Katrin to:
Help with Reifels’s heroquest to retrieve the Crown
Can offer to Katrin:
A way into the Veil (otherworld) for the heroquest
The Dornish Crown for Katrin herself

---

Others:

TAM ALLIN, KATRIN’S LOVE AND VEDDIA’S LITTLE BROTHER
Wants:
Katrin. Only Katrin.
Needs Katrin to:
Marry him
Can offer to Katrin:
Utter love and personal loyalty
Marriage – or giving her up to provide room for a politically beneficial marriage


“JAN” JARANDUR WYM, GNOME TRADER
Wants:
Bearer of contraband goods, news and letters from the east.
“As long as there remains a song and smile in these lands, Father River will flow and the Sun will rise.”
(He's not designed to be too proactive, I'll explain his reason for being here when I list events and Bangs.)
Needs Katrin to:
Keep hope and continue the fight.
Grant “trade privileges for the gnomes in New Dornland.” (said with a "Next year in Jerusalem" kind of smile)
Can offer to Katrin:
Recent news from Baden’s Bluff and Norfell.
Possibly some sort of revelation about / communication with Jez's sword.


IODOR PRINCE OF BADEN, KATRIN’S FATHER
Wants:
To die fighting the Shadow
To have word from his daughter before he does so
To know his daughter did all she could to keep fighting the Shadow
Needs Katrin to:
To forge a Dornish alliance, no matter what the price
Can offer to Katrin:
Emotional support and recognition


NOLLORN
Wants:
Support for the snow elves
Needs Katrin to:
Contact his mother, bring news of Nollorn and learn the truth about the treaty between snow elves and orcs
Speak and act in favour of snow elves
Can offer to Katrin:
Introduction to snow elves
Potential allies in the Final Battle
Inside information on Ice Fang Mother orcs (Charankh’s tribe)

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On 2/14/2005 at 1:42am, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

INFO, EVENTS AND BANGS FOR KATRIN

This is what I have so far. It's growing ever longer and more complex. I’m updating, adding stuff and stealing shamelessly from your kibitzing advice. Not a clue how I’ll ever do all this stuff justice in play.

Info to be dropped
(updated from above)

- Roland hated Charankh because she was part of the raid that got his wife killed and resulted in Reifels being born a cripple.

- As a child Reifels was locked up next to Charankh for punishment.
Charankh was Reifels’s “most patient sitter” for his drawings.
- Reifels was the first one to see Charankh’s ghost, the instant she died. (He knew she was dead before Katrin told him, but not how she’d died.)

- Reifels knows more than anyone in the region about Dornish history, laws and customs.

- Not everyone on the Pike is happy with the way Roland runs things. In exposing Roland’s treatment of Charankh, Katrin struck a note with some of Roland’s followers.

- Olec of Eirinn, formally a retainer of House Norfell, deals with Roland behind the back of the Ladies of Norfell.

- The Shadow Offensive is imminent.
- If anything can draw Dorns together under a single banner for a Final Battle, it is the long-lost Dornish Crown.
- If there is to be a chance for a Final Battle, the Dorns have to unite and hit the Shadow. Now. Or it will be too late.



Events

- Katrin’s dream: Katrin and her father going through endless stacks of books and ancient papers to find proof of her marriage that will put things right. Winter storms shriek and howl. Arrenu’s Jester blown about like a patchwork leaf in the storm, shouting inaudible words at her over and over. A shadow figure hulking in a corner of Katrin’s dark bedroom. Death screams of children. The sour smell of blood.

- Olec of Eirinn swears loyalty to Roland and is made Roland’s general.

- Increasing signs of Katrin being haunted. (Details to follow.)

- Possibly increasing signs of Roland becoming disturbed and withdrawn. (This could reinforce the suspicion of Veddia being a Wormtongue. It would be due to haunting by Charankh, who is half mad with an urge to have her revenge and with pressure from the wind ghosts/spirits to act before the Shadow forces arrive.)

- The weather worsens progressively. (This is due partly to Charankh being pushed and hassled by the competing Spirit of Winter entities, and partly to the Shadow forces advancing under a screen of icy, sunless weather.)

- Tam arrives with the survivors of a Redguard patrol. They have run into a bloody ambush set by orc snipers with elven longbows and arrows just as he stumbled into them in the snowstorm; and they have Nollorn prisoner.

- Tam speaks to Katrin briefly and sulks off.

- Snide remarks for Tam to shoot at Katrin: (not expecting to use all of these of course)
- You’re remembering you’re too good for me.
- You’re like your father after all: all politics and no honour.
- When your dead boyfriend wanted your attention, you were all there for him.
- There is no winning this war. There is no Dornland, no future, no King of Dorns. All that is left is to die well, and don't you want to die with me at your side?

- Tam, egged on by Olec (and/or Veddia), drinks too much and gets into a fight with whoever will cause most trouble for Katrin. Might wound one of Roland’s men or the Old Hon, or harass or beat up Reifels.

- Tam tells Katrin she is “like her father” and will ditch Tam for political reasons just like Iodor ditched “you know whom.” (Veddia)

- Tam disappears. (Have to decide what happened here. Either Roland or someone loyal to Reifels kidnapped him, most likely. Alternatively, they could all claim they have him when in reality he has run off in anger during the night, and is currently out with a patrol.)

- Katrin receives a letter from her father, telling her of the family’s preparations for the impending final assault, sending her mother’s love and bidding her farewell, and hoping that above all she “will remember that she is a Baden in these final days.”
(Spiking any sort of conflict about where to put her loyalties in this Dornish mess. Some things I can have him stress:
- the tradition of filial duty, to show that an alliance with Reifels against his father will breach some rules;
- the Baden’s precedence amongst Dornish Houses, as a reminder that Katrin shouldn’t be anyone’s general, let alone Olec’s inferior;
- a Baden’s commitment to always do your duty regardless of the personal price you pay for it, to throw a shadow over Katrin’s commitment to Tam when she could forge a Dornish alliance by marrying either of the Redguards instead.)

- Communication of some sort happens between Katrin, the gnome trader Jan and Jez’s sword. Possibly tied in to Katrin being haunted by Charankh. Not sure about the details yet.
(I'm including Jan mostly as a multi-purpose Rosencrantz here. Note that Jan figured prominently in an earlier scenario and while Katrin never met Jan, Lucy's previous PC Jez did. We had a scene charged with emotion in which Jan prodded the PCs into holding an impromptu wake for the wood elf Loren, another PC who'd recently been killed (played by Apari’s player). Apari was present at the wake, and a little later Apari, Jez and others saved Jan’s life.)



Bangs

- Roland asks Katrin to swear loyalty to him in return for being made his general and official representatives with the wood elves. The oath is to "Roland Redguard Lord of Skyrfell Pike, King of Dorns.”

- After Roland makes Olec his general, Olec snubs Katrin in front of Roland.

- When Katrin turns up to talk to Roland against Veddia (or say anything she wouldn't want Veddia to hear), Veddia will be present.

- Soon after Katrin takes the oath, Veddia (who has realised Roland means to marry Katrin) asks Katrin to write a letter to her father to inform him of the oath and to reassure him that despite it the precedence of house Baden will be preserved.
(If Veddia doesn't have ground to stand on with Katrin, she gets Tam to ask Katrin instead.)

- Roland confronts Katrin about her letter to her father.

- Reifels tells Katrin about the Dornish Crown and the myth, and asks for her help in retrieving it behind Roland’s back.

- Veddia believes that Reifels has the Dornish Crown (because Charankh told her so before she died) and asks to spy on Reifels to find confirmation before they can expose him to his father.

- Reifels asks Katrin to promise to marry him “because that is how it was in the myth.”

- Roland asks for Katrin's hand in marriage to seal the alliance of the “Last Two Houses”, which will negate Olec’s claim to Eirinn becoming the third House.

- Roland tells Katrin that she’ll see Tam again only if she marries him (Roland).

- Someone asks some huge (preferably dangerous and/or odious) favour in return for telling Katrin where Tam is.

- Reifels offers Katrin help in freeing Nollorn if she does what he wants (marry her, go on the heroquest with him.)

- Olec has found Tam someone in the Eirinn retinue who can perform the wedding rites. Tam tells Katrin to marry him right away to show her commitment in front of everyone and prove she is “not like her father”.

- Once Katrin’s alliance with Roland is at risk (e.g. because Roland has Katrin's letter to her father if she wrote it), Veddia demands that Katrin kill Nollorn in front of Roland to prove her loyalty.

- Roland challenges Katrin to prove who she is, possibly involving a magic ritual. (Can I get Charankh to mess with Katrin in that? Hmm. Maybe by putting images of being an orc and defending her clan in Katrin’s head?)

- Veddia or Olec (or both? hm, maybe developments could push those two together into the same boat) sends Katrin an anonymous note "If you are a true friend of the Erunsil, come to the Broken Tower at moonrise”) in an attempt to expose Katrin to Roland as a traitress.

- Nollorn implores Katrin in secret to flee from the Pike, see his mother Uilia in Autilar, tell her where he is and that he asks her forgiveness for disobeying her orders. He asks her to give Uilia a chance to prove that the snow elves aren't betraying the free world. He can't speak more openly “because the orcs are watching me". (Charankh’s ghost and other orc ghosts lingering in the place where she used to be locked up.)

- If Katrin gets herself imprisoned on the Pike, someone she likes (Reifels?) will stand in her way as she escapes.

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On 2/14/2005 at 1:45am, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

And here what I have so far for the spirit of winter and the heroquest:


Xione, Spirit of Winter

Not just one NPC. I have decided that the winds howling around the Pike consist of three groups of entities:
- the souls of the clan of orcs slaughtered by the first Dorns ever to take the Pike and their guardian spirit; now joined by the ghost of Charankh who was able to open the way to the otherworld in life and hovers on the threshold in death;
- the souls of the Dorns who fell in taking the Pike, and of those killed later when the orcs flowed back in force; and
- Xione, a spirit of winter bound in ancient times by the elthedar, the elves’ ancestors. Xione’s binding is the reason this local sliver of spirit world remained accessible from the physical world when Izrador fell and connections to other planes were mostly severed.
The raging souls of an entire orc clan (young and all), angry dead Dornish warriors and two spirits, one orc-bound, one bound long before Izrador’s Fall by a people that has been extinct for millennia. Quite a Midnightish mess. I should be able to do something cool with that. For example, see the following.

Notes for the heroquest:

- The original hero’s name was Reifels Windrunner, a Redguard prince of an earlier age. He was aided by a Dornish shieldmaiden who married him at the foot of the mountain, thereby ending an old feud between clans and bringing their followers together against the orcs. (Katrin can still aid Reifels without marrying him, I need a sufficiently Katrin-ish name or other connection for the shieldmaiden so she’ll know her presence is still a benefit.)

- Three times on the way up she saved his life. (Much room for variation here, if desired.)

- In modern-day Katrin's and Reifels's heroquest, Charankh and the orc guardian attempt to distract Katrin from her purpose by showing her flashes of defenceless orc children butchered by Dornish blades, Tam dying further down the hill (especially if he isn't in the heroquest at all), the chained Charankh’s shock and ruptured scream as she falls (again and again) under Katrin’s blow, etc. Echoes of the haunting from earlier good to include here, too.

- At the top of the mountain was a round white mound, which the Dorns soaked crimson with the blood of their fallen enemies.

- What the myth doesn’t say (or perhaps the myth does say so but Reifels lied to Katrin) is that those “fallen enemies” included Dorns rising from the dead and joining the orcs in the defence of their home and sacred place, as well as orc children slaughtered over the mound to supply more blood, and even the Halfling slaves the Dorns brought in their baggage train. (In the early days of their conquest of the continent, the Dorns enslaved Halflings – long before Izrador ever got his shadowy little claws on them.)

- When all orcs of the Pike lay dead on the mound and no bits of it remained white, the mound cracked and opened into a chamber, which contained the iron headband that became the Dornish Crown.

- In modern-day Katrin’s and Reifels’s heroquest, I might have Reifels take a position opposed to Katrin's. If she refuses to butcher orc children etc., he'll be the ruthless one. If she is prepared to kill whoever it takes to get at the Crown, he will falter.

- If the blood sacrifice is not made, two women’s ghosts appear: Reifels’s insane mother and Charankh, telling the heroes that another way to open the mound is for either of them to kill the other. If Katrin has responded to Charankh’s hauntings and understands she has done her wrong in killing her defenceless, and has refused to butcher orc young, Charankh will aid her because she has been understood and because being from a matriarchal and war-focussed culture, she wants the warrior female to rule, not the crippled male. She will back Katrin and goad her to kill Reifels, while Reifels’s mother will recognise her son and support him against Katrin. If Charankh remains hostile to Katrin, Reifels’s mother will be too confused to know her son, and will insist that Katrin as the “last surviving princess” spill “that poor cripple’s blood and end our sufferings” and take the Crown. (Now if we ever get to a point like this, Tam has to turn up to complete the mess. He could even offer to sacrifice himself to complete the quest. How’s that?)

Pretty rough draft so far, but I’m really liking the drift. Much indebted to you Mike, for some wonderful ideas to work with.

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On 2/14/2005 at 1:53am, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Paka wrote: WOW.

I'm so glad you liked it.

Thanks.

More on this thread in a bit, just wanted to say thanks.

Woo-hoo.


It's fantastic. I only wish I'd had it when I first started my game. That, and a copy of HeroQuest.
The ideas in Fury tend to get twisted into new things by the time I use them in play (such as aging Roland by a generation or two...), but that's simply what I do to everything (sigh), including my own stuff.

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On 2/14/2005 at 1:21pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

And here are prep notes for the other PC, Apari. The player will be back on Thursday and will be playing Apari in HQ for the first time.

PC: Apari Ghostwalker

Keywords:
Jungle Elf 17
Ghostwalker 9w (Two-Dagger Fighting, Use Jungle Poison, Hide, Keen Sense, Wilderness Survival, Track, Endurance, Identify Target)
Swamp magic 13 (Draw Water, Waking Nightmare, Find Path, Ghost Flicker)
Pair of Covenant Daggers 13 (magic abilities to be defined as we go)
Abilities increased:
Two-Dagger Fighting 19w2, Keen Sense 19w, Wilderness Survival 19w, Waking Nightmare (feat) 3w, Commanding Presence 3w2

No relationships yet. He’ll get three relationships to existing NPCs of his choice for free. I have an idea who he’ll be likely to choose. Still, I’d have liked to confirm this with him pre-game, but my experience with this particular player is that online negotiation doesn’t work well (he hates writing stuff down), so we’ll have to do it at the start of the session.

I know this character a great deal less well than Katrin. Apari has gone through some major changes in converting to HeroQuest. He was a quiet, shy Channeler before and now is focussed on dagger fighting, with a commanding presence and trailing wisps of mist after him wherever he goes (player’s idea).

The abilities the player put points into mostly say “powergamer” to me, although the Commanding Presence is a result of Apari talking a racist Wood Elf into a new attitude at a conference, a scene the player asked for and which we all (including him) enjoyed a lot. So he’s hungry to see his character as powerful, no big surprise for someone who’s been used to playing DnD. Fine by me, I’m happy to provide him with opportunities to shine in a Clint-Eastwood-Elf capacity if that’s what he wants.

He has asked me to add an ability to communicate with “spirits” to the Ghostwalker keyword. I think he means ghosts of dead people, but have to confirm with him. I’m definitely happy with him having that kind of ability because it’ll give us more chances to explore cool and unique stuff with the character. (Including getting him into wonderful messes of course.) Not sure whether I should have him take it as a separate ability though? I don’t really want to suppress him for reasons of balance (he’s heard that word a lot in the past), but am I making his Ghostwalker keyword too broad here? The concept for the keyword is a specially trained assassin-type jungle warrior – perhaps we could say that you get into that occupation only if you are haunted/protected/chosen by ghosts (or spirits, whether that’s Midnight spirits or Glorantha-type spirits is yet another question). Not sure what the player wants and not sure whether I’m overextending that keyword. An alternative might be to put the ghost-talk ability into the magic keyword (currently a “swamp” affinity, but we could change that to something like “mist spirits”, “fog of the dead” or something - always assuming we stay with a theism-type concept).

He also keeps telling me that he has a “story” in mind about what the character has been doing in the two months of downtime since we last played. I suspect it may involve the ghost of his dead wife (half-mentioned backstory) from whom he recently got his pair of covenant daggers (result of our negotiations when we converted to HeroQuest). If he doesn’t write his story before we play on Thursday, I’ll see whether I can invite him into playing it out in a flashback.


Setup Events/Bangs

I have already told the player that Katrin is currently off on her own and that I’ll be offering Apari a number of options, each of which will be equally valid. Remembering his preferences, I should also stress to him that each option will involve plenty of chances of combat happening.


Currently I’m thinking:

The racist wood elf Inahas offers Apari a job as an official emissary to Apari’s native people, the Jungle Elves, to try and get them into a fighting alliance with the wood elves. The Jungle Elves remain isolationist and limit themselves to fighting demons (Midnight demons, not Gloranthan demons necessarily) in the jungles of the Aruun.

The old jungle elf Atunga asks Apari to turn Inahas down and investigates the matter of the Snow Elves instead. Apparently Snow Elves won’t even be represented at the upcoming elven strategy council, and Atunga suspects some sort of racist foul play that in his experience will invariably have repercussions on the other elven minority, the Jungle Elves.

A local gnome trader, Wendol, brings accumulating letters from Arrenu (Katrin’s undead ex-lover) that report major troops movements and an impending Shadow offensive from the south-east … and contain an offer to establish contact to a “possible defector of the highest rank”. (The Night King Jahzir, in fact.)
Wendol’s appearance with the letters addressed to Katrin will also draw Apari’s attention to the fact that both Katrin and Tam have disappeared. (And so has Bernt, although he’s easy to find for an elf: the wood elves arrested him when he guided Katrin to the Passing Stone, and since he’s not saying why he was trespassing beyond the no-humans line they’re not letting him go.)

Which already gives a number of options:
- Go south on a political mission as Inahas wants. Lots of opportunities for demon-fighting, possible homecoming issues, and he’ll likely end up directly in the path of the south-eastern prong of the Shadow offensive.
- Investigate the Snow Elf issue for Atunga. This will likely lead Apari north to the Snow Elves, ie close to Katrin.
- Meet Arrenu and negotiate terms for the defector on behalf of the wood elves.
- Track down and rejoin Katrin. The obvious way to do this is to go through Bernt, which will again result in Apari going to the Snow Elves first because Bernt has no way of knowing that Katrin ended up with Roland.

In addition to which, the ghost of Apari’s wife might well have her own agenda if I can get the player to trust me and include her into the game.

And that’s not even mentioning that since last time we played, Apari has become responsible for an area of forest and a chamber with a lingering magical “echo” of a “mother angel” in it that the player was keen to explore further at the time – in order to gain additional magic powers. If I offer a prospect of magic powers (rather than tell the player that Apari has made a little progress with the "echo" but understands he would need months of time to really benefit from it), he might still be interested. I’m leaning towards suggesting that this would take too much time. Though if he’s really keen, I can work with this, too. The “baby angel” who Apari and Katrin saved from being eaten by spider demons at birth has gone off “to find his people”, so an alliance with those beings might become an opportunity.

On a side note, I haven't decided how to convert the "angels" and "demons". I used DnD angel and demon stats for the creatures in the event. The pregnant angel had been hurtled to Aryth in the wake of Izrador's fall (according to the baby, the Big Dark One was wrestling the Sister of Light as he fell). This makes the angel a minion of a goddess from a pantheon, which sounds like creatures from a theist otherworld to me; that about right?


Assuming that the session is about evenly divided between the two players, Apari’s player will have 1.5-2 hours of screen time in this first session. I suspect I won’t need much more than the above in the way of setup, other than - of course – an opportunity or three for Apari-Eastwood to shine fighting a whole bunch of orcs or local spider demons.

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On 2/14/2005 at 7:24pm, Mike Holmes wrote:
RE: Midnight game prep: A Dornish Crown

Wow, lots of cool stuff. I have less comments this time.

First, you commented after one of the techniques that I gave you that it made you want to play in my game. Something to realize, knowing what to do, and actually doing it consistently are two different things. That is, I only wish that I had the presence of mind to do all of the things that I suggest here all of the time. While I know these techniques, I also forget them a lot, and only use them intermittently.

What I'm trying to say is that if you did see my game, you might be seriously underwhelmed by it. Oh, I think I do fine, but it's far from the perfection that might be painted by my words here that I have lots of time to think about. Play is a highly imperfect thing, and that goes for everybody.

The point is that you should consider that you're game as it currently is, is probably for all intents and purposes as good as mine is. I mean, you seem to be having fun, and that's the only criteria. Can your game improve? Perhaps. But that doesn't mean that you haven't already graduated.

There's nothing really complicated about these techniques. Would you agree? I mean, it's just a matter of knowing them generally and using them. It's not supposed to be hard, and I don't think it is. We've gone through an extensive treatment of your play, but, if anything, I've overdone it to illustrate.

The follow up to which is that I'm going to back off now, because there's really little for me to do. I can't find anything with your prep that I'd change that doesn't come down to taste really at this point. In fact, now I'm learning from you. I'm going to use the NPC enumeration that you used back there from now on. Really good idea that.


I have some other comments outside of technique, however. Didn't think it was going to be that easy to get rid of me, did you? ;-)

On the subject of a "How to" book on prep of this sort, I've been helping out a little with somebody who's already on it. So it's on the way.

A theist being like you're looking for above is a Daimone. I'm not sure where you want to go with the whole "otherworld" thing here. Scott's original conversion said that there was only "the Shadow" as an otherworld, and that all other worship was misapplied. That is, that there's only one otherworld according to his reading. This actually seems to work with what you said about people's understanding. That said, if you want to get more complicated, why not?

Why, oh why is Apari being presented to a separate R-Map? This is what I'd do. Figure out a reason to say he's arrived at the Pike, and then figure out a set of "grabby" notes for the NPCs in terms of his character. Yes he's an elf - contrive reasons that they all want something from him, too.

This has two effects: one, the characters will end up in scenes together, and get to interact. Two, the actions of each player character will cause a synthesis of action that will reflect onto the other PCs. Basically it's like adding another NPC to the R-Map, but one that really shakes things up.

OK, one more sorta technique note, more just personal advice, really. You said that you weren't sure how you'd do all of the prep justice. You won't. Time to get over that now. Some of what you have will just not make it to play at all. And that's OK. It's the nature of this style of play that some of what you want to throw out there will just be out of date before you can present it. Compare this with the old form of prep, however, where you either had to railroad people to the "encounters" or loose all the prep that this entailed. Overall, you'll find that more of your prep here will be pertinent, or at least what comes into play does so without the GM having to "force" it to happen in terms of player responses.

Anyhow, you'll get used to it.

Mike

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On 2/15/2005 at 12:06pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Mike Holmes wrote: There's nothing really complicated about these techniques. Would you agree? I mean, it's just a matter of knowing them generally and using them.


It comes much more easily to me than struggling to run a linear scenario, yes.

And btw It wasn't mention of one technique that makes me think I'd like your game. It's many things, not only the advice you give here but the way to talk to people, the way your players and you talk about little things in your game, stuff like that.

We've gone through an extensive treatment of your play, but, if anything, I've overdone it to illustrate.


I was glad to have the overdoing, if that's what it was. As I've said earlier, I learn best from doing things and from specific examples.

In fact I'll have another bunch of questions in a moment, if you're still not fed up with answering them. :)

In fact, now I'm learning from you. I'm going to use the NPC enumeration that you used back there from now on. Really good idea that.


Wonderful that I can give something back, even if it's a tiny thing. You do realise that I was simply organising the NPC questions you suggested in a list.

I'm not sure where you want to go with the whole "otherworld" thing here. Scott's original conversion said that there was only "the Shadow" as an otherworld, and that all other worship was misapplied.


IIRC the version of Scott's conversion I looked at a while ago had worship of the Shadow as misapplied as well, because Izrador is treated as a monotheistic God (wizardry) while in reality he's one of the deities of a pantheon (theism).

Ok, this thread has long gone beyond prep for a session or two, so I guess I might as well discuss the rest of it here. I haven't a clear answer for the metaphysics question yet, not one that's easy to relate to the Gloranthan model anyway.

According to what I remember of the Midnight books, Izrador fell bodily onto Aryth and the other gods drew the Veil shutting him and the entire planet off from their otherworld. Or possibly it was Izrador who drew the Veil to protect himself to heal in peace. In any case, Izrador is now in the physical world (I like that a lot) and he is the only god people have access to because of the Veil.

In my interpretation, he is also dead. Or undead, depending. From the very start of the game I had this image of an immense black corpse rotting slowly away into the polar ice in the north. His chest cavity has cracked open and in it, right where the heart should be, is a vile black lake - the father of all Mirrors. In one way you could look at the network of Black Mirrors spread across the continent as some kind of surrogate blood vessels for the god, fed by blood from human sacrifices.

So if there's any kind of Shadow otherworld in my game, it's going to be in the Mirrors.

There's also the inaccessible gods' otherworld, however this isn't too relevant to our game. We decided at an early stage that no one in the group was enthusiastic about exploring possibilities of piercing the Veil and asking the gods for help against their fallen cousin.

More relevant to my game are the slivers of otherworld that I created and that the PCs have encountered in few scenarios. I didn't know about Gloranthan metaphysics at the time and the players had said they were interesting in "world" stuff more than "religious" stuff, so the locales I created tended to be echoes of other times and places, such as a brief court intrigue in an earlier age of the world. My explanation was that souls who aren't trapped in their bodies to become Fell and don't become ghosts will try to get through the Veil into the afterlife. They can't actually get through all the way, but they can get in and the Veil will absorb some of their memories and dramatic or tragic events, echoes of which may happen over and over again. (In one case an entire village of elves had been replaying a tragic betrayal and massacre of a human diplomatic envoy party for 3 millennia or so.) We called PCs crossing over into those other-time-places "going into the Veil".

Now obviously I could say that the Veil also contains slivers of various otherworlds seeping through from the far side or cut off and trapped in the Veil barrier. Only I'm not sure how much it will add to the game to introduce full-blown Gloranthan metaphysics at this stage in the campaign. The amount of learning involved for the three of us seems a bit offputting to me, that's why I've been edging around the question.


Why, oh why is Apari being presented to a separate R-Map?


Number of reasons, not sure how good some of them are.

One, just to be clear Apari might well end up on the Katrin's R-map very soon, if that is what the player wants.

Two, I feel I want to give the player some choices here. All the time while we were playing DnD, players had to compromise heavily on character development so the "party" could stay together. Now Lucy has grasped her chance at freedom and has had Katrin run off to the North. If I have Apari go after her automatically, I'm doing a very similar thing to enforcing a "party", plus in this case I'm forcing the player to go along with what another player decided would be cool for her PC.

Three, I've created the R-map heavily around Katrin and around Lucy's preferences. At first I did that expecting to wrap this scenario up quickly, then later I decided that we could go on with it but I'd give Apari other options if he wanted. I'm not sure I can present the Pike situation in a way that will satisfy both players. For Lucy I need complications, melodram and angst. For Apari's player, it's got to be clear-cut lines and action or he'll get frustrated. Subtle stuff is not for him.

All that said, I do see your points. I'll try to think of ways to grab Apari into the Pike map. I have to do that anyway in case the players want the characters to get back together quickly. I'm not optimistic, is all. :)


Now if Apari were to go through the snow elves first, for example, I can give him tons of action against orcs, I can give him chances to explore the elves-against-elves racism theme that he likes so much, a diplomatic conflict that'll be much more straightforward than Katrin's and hence more satisfying to the player; and I can try to juggle scenes in a way that shows both players they are working towards a common goal (pulling the northern front together) and, with the Shadow offensive, are playing against time. And I'm sure once things start moving I'll find ways to link those two R-maps (I've got Nollorn on the Pike already) or get the PCs to interact in some other way.



Hm. I may actually suggest a snow elves mission to the player. (Have to negotiate that pre-play so he's happy. He's still terrified of having a GM framing his PC into a scene, but when I give him a chance to think about it beforehand and check back with me that he's not losing out on some other things he "wanted to do first", he'll be fine.)


You said that you weren't sure how you'd do all of the prep justice. You won't.


Well, I'm used to prep not getting used in play, that's normal even in a more linear style. That's fine by me.

What I find a bit intimidating is that I have all these fine ideas for bangs, scenes, buildups and complications, but when I'm in the middle of running the game I find it hard to stay collected enough to remember them. This simpy takes practice I guess, and learning how to organise my notes in a way that will help me access the information.

Then also I think I'm not putting enough pressure on with the prep that I do use. I suspect I'm shying away from building pressure, just as I'm shying away from stomping PCs. Did you notice I didn't mention anything about stomping in my prep? You have convinced me that it's a good and important thing to have. In fact Lucy has been asking for it. (Although she always asks for crushing defeat, she did that even in a hardcore Gamist DnD game we were playing in where it could lead only to grief.) So - I want to do it, yet I go away and do nothing. Coward.

Ok, solutions. Can you see potential for stomping Katrin in the prep that I've got? Preferably very soon? If so please tell me because if I need to start thinking about cool nasty things to happen. Grr.

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On 2/15/2005 at 1:03pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Too late to edit. Here's an example. I'm able to see stomping potential afterwards, you see. Katrin defying Roland over the orc would have been an opportunity and I regret not using it. In the actual situation in the scene, I was psychologically unable. Or something.

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On 2/15/2005 at 3:53pm, Bryan_T wrote:
RE: Midnight game prep: A Dornish Crown

Just to comment on a couple of the topics you raised.

From what you said, going to the veil = a heroquest. Even in Glorantha most quests are done to re-play the deeds of heroes of more historical perspective (although they were often repeating the deeds of demi-gods or gods). The "hero plane" where most heroquests take place is basically trapped history, which in many ways sounds muck like the slivers caught in the veil.

The key points of a heroquest is that you are leaving the here and now and going into an eternal past, that without some sort of story to guide you, you don't know where you will end up, and that you can gain power, in various forms, for doing so. It sounds like the first two are definately the case with the veil fragments. I don't know about the third aspect, bringing back new power, and how that matches your view of the veil.

As for stomping, I'm not an expert but I have a few scattered comments:

Stomping her in the conflict over the Orc was not, I think, the right thing to do, because she was spending hero points to win (two of them I think, even?). The use of hero points says "I want to win this one!" So I'd say you played that one right.

As a player I think stomping is most satisfying under one or more of three conditions: it is a result of what my character did earlier, it is an example of a force that is too tough for me currently in my area of strength, or it is uses my weaknesses.

The first would most obviously be an action flowing out of the orc thing--although she won that one clearly so it could not be the "same" argument. But if wanted to put down this threat to his authority he could pick an argument about a different thing, when he was ready for it, had community support, etc. But something flowing out of her interaction with his son could also be interesting, less obvious but able to move the story in new directions.

The second would work well with a follow-on from the Orc situation perhaps. That when he is ready, it doesn't matter how impassioned she is and how much she cares, in this place he'll prevail. That gives her motivation to find new abilities and allies, or else a reason to question her commitment.

The third makes me think of the issue of her lover. She's given you an openning there, pretty much said "make this hard on me!" with the set up. So clobber her with it.

Looking through the set-up, one idea would be to maybe follow through on one of the bangs to show if she supports the snow elves. If she comes across all noble again, Veddia knows she has to be crushed, and helps Roland (multiple attacker penalties!), possibly dredging up her history, involvement with Tam, etc, while Roland goes on about "you dare try to tell me what to do in my own hall!" Between them they should be able to take her down (although she might be able to take one of them to defeat, depending on how she handles it).

Immediate consequence is being sent out of the hall, while the "damage" being reduced ability to influence Roland. Thematically this would emphasize the divisions between the non-shadow folk, and show that while she has great intentions she has over-reached herself as she does not yet have the experience, allies, and ability to bring unity. Story-wise it gives all sorts of possible what is next things, with good odds that the player will help to drive that part.

But that is just one possible suggestion of how you could do it, from the sort of thing that I'd enjoy as a player. You know her vastly better than I ever could from reading the forums, and you know where you want to take the game, so you should be able to see many other enjoyable ways to stomp her :-)

-Bryan

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On 2/15/2005 at 6:14pm, Mike Holmes wrote:
RE: Midnight game prep: A Dornish Crown

StalkingBlue wrote: And btw It wasn't mention of one technique that makes me think I'd like your game. It's many things, not only the advice you give here but the way to talk to people, the way your players and you talk about little things in your game, stuff like that.
Thanks for the kind remarks. My point was merely that you know enough of this stuff that I'd probably have as much fun in your game as you might in mine.

Wonderful that I can give something back, even if it's a tiny thing. You do realise that I was simply organising the NPC questions you suggested in a list.
Sure, but I never thought to list the NPCs that way. What I do is have an NPC list, and a separate list of bangs which include some of the NPCs. Thus their motives are encoded into the bangs. The problem with this is that if I reference an NPC that doesn't have a bang associated with them, they might be duds for the moment. In a way I think you've almost overdone it - the idea of a relationship map is not to give every character a reason to grab the PCs. The idea of the R-Map is to have some few characters grab the PCs to get them in contact with the map, and then have the entanglements of the map itself cause action internally.

For example, you have a wife who's dissatisfied with her husband, and looking for a lover. So the wife NPC grabs the character by making a pass at him. The husband has no "grab" for the PC, but now is easy to get involved. He learns about the pass, or about the affair if it's happening, and now wants the PC embarrassed, or worse. So he now has a strong motive for interaction, and comes to the PC. See how that works? You don't have to give the husband a reason to grab the NPC, the map does the work for you. All you have to do is get the PC involved with the map, and bangs will suggest themselves.

I haven't a clear answer for the metaphysics question yet, not one that's easy to relate to the Gloranthan model anyway.
Well, it's not really neccessary to parallel the Gloranthan model precisely. All that's really neccessary is to come up with a cosmology that you want to work with. Then you can kinda pick and choose how magic works based on that.

So if there's any kind of Shadow otherworld in my game, it's going to be in the Mirrors.
OK, but is this the only available otherworld? I mean, this sounds like the homeworld of the Astiraxes and such, but is it also where the dead go? Is it also where the spirits are that shamans deal with? Or are there other otherworlds that are not blocked off by the Veil.

There's also the inaccessible gods' otherworld, however this isn't too relevant to our game.
Cool. What I'd do is just have it in the back of your mind that theism is possible if somebody does pierce the Veil somehow, but currently it's not possible.

We called PCs crossing over into those other-time-places "going into the Veil".
Sounds to me like this is definitely otherworld itself. Possibly part of the Shadow Otherworld from what you've said, but possibly an otherworld of it's own. Which way do you see it? I'm imagining a sort of purgatory where the souls await the opening of the Veil so that they can go to the otherworlds beyond. Think there might be some potential in that?

Now obviously I could say that the Veil also contains slivers of various otherworlds seeping through from the far side or cut off and trapped in the Veil barrier.
Nah. Again, I'm not suggesting that you find ways to include other Gloranthan worlds or magic types. Just that you find the otherworlds that you want to deal with.

The amount of learning involved for the three of us seems a bit offputting to me, that's why I've been edging around the question.
Well, again, just decide on what otherworlds you have, and then we can implement them. The only study you'll have to do is in knowing how it works for your own game. Which can be kept pretty simple if you want.

One, just to be clear Apari might well end up on the Katrin's R-map very soon, if that is what the player wants.
By what mechanism? I mean, at the very least, have some NPC on the new map offering a choice to Apari to go to the other map.

Two, I feel I want to give the player some choices here. All the time while we were playing DnD, players had to compromise heavily on character development so the "party" could stay together.
Yes, but the point of these techniques is so that the player no longer has to do the party thing.

But did Lucy have a choice of what R-Map to go to? No, you just made one and presented it for play, right? I mean, even if she had previously chosen to go to Roland, you could have had her stumble over a ring of bandits instead, and had that be the R-Map, no?

There is a form of play called "open" play that has some similarities to the R-Map/Bang method, in that the player is literally allowed to do whatever they please, and the GM completely follows their lead. The problem with this method is that you can't do any prep at all for it. You have to completely wing everything. And it's really hard to make bangs, because you can't have a relationship map and such set up before hand, or pre-thought out Bangs.

The "problem" that the "Open" method of play is trying to solve is ensuring that the players are never railroaded - that they can always make any choice based solely on the motives of their characters, and no other metagame reason. The R-Map/Bang techniques solve this problem, however, without throwing out the ability to do prep. Because, since Bangs give the ability to the player to make relevant decisions, there's no railroading.

Again, railroading, that most abhorent thing that all players decry, always comes down to meaning that the GM is simply making decisions that the player would like to be making. If your play offers the player decisions that he's having fun making, then it's not railroading.

So all you have to do is to ensure that the R-Map is grabby for the other player, too, and prepare bangs relevant to the character in question.

Three, I've created the R-map heavily around Katrin and around Lucy's preferences.
This is your only valid argument. But the thing is that you can alter the map. Remember, if Lucy hasn't seen any particular character motive, or anything that you've prepared, then it's not yet established, and can be altered. At this point that's practically the whole map. In fact, even if she has seen some motives and such, these can be ammended to have been tricks or just partial motives or whatever. And you can always just add entirely new motives to characters - they can be complex in their drives, too.

For Apari's player, it's got to be clear-cut lines and action or he'll get frustrated. Subtle stuff is not for him.
Fine. Uh, just for an example, we'll use the big GM club, and say that Apari is captured by Roland's men. In fact, consider eliminating Nollorn, and simply inserting Apari where you had Nollorn before. Or have them get captured together.

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Aside: when doing a radical sort of shift like this as GM do two things to make sure that it's satisfying to the player. First, make the description of it make the character look really good. Uh, he evaded Roland's men for days, and then finally he had the bad luck to run into a pack of orcs who drove him into the hands of Roland's men - but not before he'd slain a dozen of the orcs. Something like that. The capture isn't his fault, it was unavoidable due to luck, and he almost got away despite the bad luck and conditions. As always, make sure you don't "deprotagonize" the character.

Second, make the narration about the events leading up short, and end in your first bang. If the player sees that you're simply setting up an opportunity for him to make a fun decision, then he'll have no problem with it.

Basically, you can "railroad" as much as you want as long as it's not really railroading. That is the GM has full authority to simply fiat things along just as long as it's to get things to where the player has control. This is no different than the stomping thing. No it's not "fair." Players don't want fair, they want to interact with the game in a way that makes their characters cool. Sometimes unfair is the best way to do that.
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OK, anyhow, now you have Apari on the scene, now what? Give him appropriate Bangs. He has a chance to escape, but he can't save Nollorn in the next cell if he leaves now. If he leaves, he runs into Reifels out riding and being attacked by orcs. If he stays, some abusive guards throw him in a pit with a troll (but he recognizes it as from a tribe that has helped his people in the past). Uh, that other noble plays some political card and has him released from prison if he swears to stay nearby and help him politically. If he accepts, then this new master is attacked by assassins. If he's still in jail, he discovers a secret passage to a catacomb below his cell, where all manner of things to fight exist, chasms to leap or swing over, all that good action stuff. Uh, he finds a suit of old magical Dornish armor, and can't get it across the chasm nohow. Does he leave it, or look for another exit?

OK, that last bang is lame, but that's because I'm grasping for quick examples here. Here's an important point, however:

Conflicts and contests are two different things. Bangs are about setting up conflicts, meaning they put character values into question. But that doesn't mean that the action near a Bang, any associated contests, have to match the conflict in form. For example, you have several Bangs that seem to be about where he's going next. But none of that is about the character being powerful or getting to be cool in that sort of way. Sure the missions have action potentially, but why not start with some action? Inahas's offer for the position requires Apari to kill some bothersome human on hand to seal the deal (who just happens to be a tough warrior). Or, if he refuses, perhaps Inahas is angered, and sends an assassin of his own to get Apari. The point is to immediately follow the Bang with relevant action for the character. So if there are decisions X and Y, X leads immdiately to one fight, and Y leads immediately to another.

See the point? Just because a bang requires some diplomatic decision or something, doesn't mean that it can't lead directly into contests that are of the sort that the player wants to see. An interesting fact is that the player really doesn't have a ton of say over whether or not he wins a contest - though they do have Hero Points. So usually contests are actually best as
ways to set up bangs, or as the result of bangs. It's the decision to fight that's the narrativism, the acutal fight is just an extension of the results of that decision. What the outcome of the contest is, says nothing about the character, really. Actually selecting the augments says quite a bit, however.

Anyway, as to Apari, if the player is interested in the spirit stuff, focus on it. I would not only give him the abilities in question, but I'd go so far as to make play a lot about that stuff. Always go with what the players show interest in. He's the head of a chunk of forest, and that seems important? Well, then use that as a motivator...
I’m leaning towards suggesting that this would take too much time.
Why, oh why? The player is interested, hammer on this stuff. That doesn't mean that the character has to hang around the woods, however. No, tell the player that Apari was hanging out there, and that the woods echo told him that he could get some neato magic power if he goes to the Pike, and gets the magic whatsis that's somewhere in the possession of the humans.

Or something of that nature, you get the idea. It's not neccessary to have motivating elements always be right near the characters. The character can have pressure from them from things they've done in the past. Heck, characters can even have relationships to dead folks, and it works just fine, as the character is haunted by the memory of the dead person.

So make sure that Apari has a relationship with his wife - don't even ask the player, just say, "You have a relationship with your wife at the level of your homeland for free." Whether or not her ghost gets into play, then, isn't that important. Just throw bangs at the character about his memory of his wife. Have somebody imply that her death is no big loss, because she was cheating on him before she died. Whether it's true or not is yet another separate bang.


And what's this regarding Katrin? An undead ex-lover? As Westly would say, "Why didn't you list this amongst our resources?!" As soon as things with Tam look like they're going well again... have the dead ex-lover show up. Oh, I can just imagine the bangs..."I know you still love me, so why are you with that man?" Katrin does have a relationship to this guy, right? Give it to her for free (again under the free from homeland clause). Or ask her if she wants to make it a flaw and take it at an even higher level... Again, don't take no for an answer. It's in the character's background, it needs to be on the character sheet.

Hm. I may actually suggest a snow elves mission to the player. (Have to negotiate that pre-play so he's happy. He's still terrified of having a GM framing his PC into a scene, but when I give him a chance to think about it beforehand and check back with me that he's not losing out on some other things he "wanted to do first", he'll be fine.)
Here's a really easy way to do it that every player can get behind. Tell him that you want to get his character to point X (whatever you decide). Then ask him how that happens. Have some suggestions ready, and discuss it with him to ge the details straight, but just go with the player's idea. That way the player can't feel he's missing something, because he's the one deciding what the interrim action is about.

What I find a bit intimidating is that I have all these fine ideas for bangs, scenes, buildups and complications, but when I'm in the middle of running the game I find it hard to stay collected enough to remember them. This simpy takes practice I guess, and learning how to organise my notes in a way that will help me access the information.
What I find is that less is more here. That is, I'd have a page with those NPC notes on it, and then for Bangs, have as little as you can written that suggests the action in question. All it has to be is enough to trigger your memory of what it is you were thinking of.

For example, the bang with Atunga I'd write as:
Atunga asks Apari to investigate Snow Elves

You know the background behind the request, right? So all you need is a reminder of what to have happen to kick the scene off. Then just play Atunga as you know the character. I have all of the bangs on one sheet this way.

So that's two pieces of paper - My NPC list (Better yet, the R-Map), and my bang list. They're easily identified from each other, and easy to reference as nothing is mixed in on each page. If I'm stuck for something to happen, I hit the bang page. If I need to know about an NPC, I check the NPC page.

So - I want to do it, yet I go away and do nothing. Coward.
You've moved to an entirely new method of play for your RPGs, you can't be a coward. You're just still getting used to it.

Here's a good trick. Plan a stomp, or some really presurizing bang or whatever, and make it your opener for the night. Just plan it right now, and have that be how you start the next session. How's about, Roland asks for Katrin to be his new general, but there's a man currently in that position. No matter what Katrin says, the old general calls her out. And he's general because he's really tough - as tough as Dorn's get, a master with a sword. Make sure that with augments that he's two masteries or so above Katrin (is this possible to do and keep plausible? How good is Katrin with a sword?).

Then she has to choose whether or not to accept the challenge first (you can have some preliminary stuff where she guages how tough he is through contests or talking to people, whatever). She might decide not to accept the challenge, at which point she might make some contest to defeat the guy in some other way (oratory to make him look like a fool) or Roland will still support her despite her apparent cowardice (but he'll likely be angry about it, or demand something more from her). If she fights and wins, cool, then she's the best in the land as far as anyone knows. If she looses, more likely, then the captain demands his position be restored to him, and Roland asks her if she wants to step down. If she doesn't, then she has to deal with the men she's supposed to lead not respecting her.

In any case, have the other guy humiliate her. Not in a way that the character "deserves," have him do it undeservedly. That is, make Katarin look good in defeat, but he still rubs it in saying she fought poorly. Also, just generally make him a boor, perhaps chauvanistic, and otherwise generally dislikable. So she can really, really hate him. Then, later when she faces him again and wins it'll be really fun. That's one thing you really need to have in this map that's not there right now, some petty villains. Somebody who's not grey, but who the player can really love to hate.

Just an idea. The goal with stomping is to really create a new motive in the character by having something take away something that she values a lot. So, right now, I see political power as a key motive for Katarin, and her love for Tam. So let's look at something that takes Tam away for a second option. It's too easy, and not as fun, really, to just have some villain kill of Tam. And then we can't bring him back, because two undead boyfriends would be really overdoing it. So let's leave him alive. So what would make her lose Tam? How about instead of losing face in the fight against the general, he does some dishonest move, which leaves her with all of her political power, but gives her a nasty scar instead? Tam tries to make like it doesn't matter to him (he has to stay worthy of her), but she can see in his eyes, that the scar really bothers him. Uh, I dunno, he witnessed a scarring like that as a child, and it gives him fits or something. He can't bring himself to kiss her. That should chill things for a while, and really make Katrin hate the villain.

The villain can be anyone, really, it doesn't matter. All that matters is that you're setting up bangs using the resolution system. Just make sure that the source of the damage is somebody that she can't take immediate revenge on, but will be around later for her to get back at.

Oh, then the key is to make bangs out of somebody offering the healing or solution to her problem. If she's lost face, losing to the general, then sombody proposes setting up a mock situation to make her look good again amongst the men. It's sneaky and dishonorable, but will she do it for political expediency's sake? If she's scarred, there's a herb that can heal such, but Reifels will only tell her where it is, if she promises to help him get the crown. That sort of thing.

Generally speaking, always try to give penalties to characters that give them something new to do. Then you can create bangs out of finding the solution to the problem.

Mike

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On 2/15/2005 at 8:47pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Wow, much to think about. I'll reply in more detail later on heroquests, stompings and otherworlds. First, however, regarding this:

Mike Holmes wrote: Uh, just for an example, we'll use the big GM club, and say that Apari is captured by Roland's men.


Argh! I thought about precisely this a couple of weeks ago but decided I couldn't use it with this player (I'd have no such qualms with Lucy).

Here's the thing. I'm stepping around this player on velvet paws. In circles. He brought immense trust issues to my table. This has been improving to some extent, but after about 15 or so sessions he still always assumes the worst and often hates having things happen to his character, no matter whether they turn out good or nasty. When they turn out nasty, he is frustrated but not surprised because that's what GMs do to you: screw you over when they can. (Never mind that he's never ever seen me do it.) When events turn out good he is surprised but appears to almost dislike it even more, it's as if he thinks that I'm cheating in his favour (and thereby cheating him out of his fair hard game).

Tell you what, I'm sick and tired of limiting myself because of his issues. I've tried everything I could to build a basis of trust, and I've been lucky with him in some cases in which he suddenly grasped a thread of story and simply played - very cool and intense scenes came out of that and they are the ones that he keeps talking about as his best memories of the game. Yet his general prejudice remains, it's like there's some railtrack in his mind that prevents him from seeing a game in a fresh way. He's a very nice guy and a fun player to play with. He spoke in favour of converting to HeroQuest despite his own doubts because I was enthusiastic; and I think he's getting fun out of my game despite his attitude. But I keep thinking we'd both have tons more fun if he could just quit worrying and let me do stuff; and he won't.

And half the time I'm not attempting fun stuff because I've considered his likely worries and dropped the idea. Like in this case. Which is a bit like the story about not borrowing the neighbour's hammer.

So what the hell. I was going to post something else but I've changed my mind. We've been talking about stomping and player trust a lot in an earlier thread. Maybe it's time for me to take the velvet gloves off with this player and be more masterful. I'll take your big GM club, Mike. And I might steal some of your bangs while I'm at it.

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On 2/15/2005 at 10:02pm, Mike Holmes wrote:
RE: Midnight game prep: A Dornish Crown

Again, there are ways to deal with a player like this. As I mentioned, put the metagame out in the open for the player (like you've been doing a lot with Lucy). Ask him how his character is getting where you've got the action set, and tell him that this is where you have material prepared. And that once he gets the character there that you're not going to force results. Just that you want the PCs to have the opportunity to interact.

Basically co-opt him as a force for these metagame effects. Once he's a partner, then he can't be fearful.

There is another possibility here, however; he might be a hardcore simulationist. In that case, his dissapointment is that the metagame is showing. In which case, trying to get him in on it is the worst thing you can do.

So do it anyway. You have to find out where his issues lie. If it's actually just trust, then metagame in the open will solve that. If it's actually a sim issue, then at least you know you have a some player incompatibility to overcome. In that latter case...well, let's burn that bridge when we get to it. :-)

There's also just talking about it. Without jargon, just go through some sample situations, and ask what he'd like to have the GM do in those cases.

Mike

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On 2/16/2005 at 4:59pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Bryan_T wrote: From what you said, going to the veil = a heroquest.


Yes. I was staggered when I first read about heroquests - here was a game that did stuff like I'd started doing with my veil scenarios, only about thirteem million times better!

The key points of a heroquest is that you are leaving the here and now and going into an eternal past, that without some sort of story to guide you, you don't know where you will end up, and that you can gain power, in various forms, for doing so.


That's all fine by me for veil stuff. In play up to now we've had a distinct lack of story guidance and little tangible power brought back, but that can change. In the past the PCs were always agreeing to do veil stuff for the elves who told them virtually nothing; the elves presumably knew a bit more than they were letting on, but not enough to want to take the risks of going themselves. ("This veil has been extensively tested on humans." ;) )

Stomping her in the conflict over the Orc was not, I think, the right thing to do, because she was spending hero points to win (two of them I think, even?). The use of hero points says "I want to win this one!" So I'd say you played that one right.


Thanks for the kind words, but I think it was the other way round. The question of winning and spending hero points to do so came up only because I set the resistance in a way that gave Lucy pretty much a 50% chance of winning. If I'd tipped the playing field harshly against the PC, things would have looked differently - and in no way less cool:

Katrin would still have killed the orc all right; and she'd likely have made some friends among the Dorns in the hall. But she would be in much more trouble with Roland and would have stirred more conflict among his followers if she had actually lost, which would have led to a wonderful and dynamic mess. And one that Lucy would enjoy more, I'm pretty sure. It would even have reinforced her message. She was saying that Katrin's thinking was, "If to win against the Shadow we have to become like them, I'd rather lose."

The third makes me think of the issue of her lover. She's given you an openning there, pretty much said "make this hard on me!" with the set up. So clobber her with it.


That's not how she saw it at first, she created him as Katrin's fiancé, period. Not to be touched by me. Although when I told her that Tam was going to come into play a lot more if we could actually use the dramatic potential in the relationship (and gave him Love Katrin to Distraction at a high rating), she was game.

See, and here I am shying away again. In prep I see the potential here all right. But unless I tell myself beforehand that this will become wonderful leverage for a stomping if it plays out that way (and that I'm allowed to do my damnedest to build the conflict up to that), I can't do it in play.

So thanks for the examples, the more the better. If I get enough stomping-permission and nastily-stomped-PC images into my head, then maybe I'll dare reach for one while I run the bloody game. :)

Immediate consequence is being sent out of the hall, while the "damage" being reduced ability to influence Roland. Thematically this would emphasize the divisions between the non-shadow folk, and show that while she has great intentions she has over-reached herself as she does not yet have the experience, allies, and ability to bring unity. Story-wise it gives all sorts of possible what is next things, with good odds that the player will help to drive that part.


You explain precisely why I should have given Roland a more appropriate level of resistance when Katrin killed his hated-pet orc.

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On 2/16/2005 at 5:01pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Oops.

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On 2/16/2005 at 5:46pm, Mike Holmes wrote:
RE: Midnight game prep: A Dornish Crown

The orc was the first contest, and it worked great. So I think you did it just fine. If the contest is not designed specifically for a stomping, or just to be there to make the character look good, then actually your main guide in setting resistance should be plausibility. Make the characters have the ability level that seems most likely for who they are. This might seem odd coming from me, but I think this is actually the best way in HQ to create drama, interestingly, given that win and loss are both equally interesting in most every case.

This does bring something up, however. The stomping should probably not be an extended contest. This is because extended contests give the player hope. Let me explain.

In an extended contest against a superior foe, you can end up bumping every round just trying to stay in the contest. I've seen this happen. A player will spend four, five or even more HP, just hoping for a really good die roll to come up and turn the tables. But they often don't come. Meaning that the player will have burnt a big pile of HP on what ends up as a failure. Which is often pretty dissapointing.

So just do it as a simple contest. In the end the player will be looking at a Major failure that they can bump to a minor or something, of which it's possible to make an objective choice at that point one way or another. With the extended contest after the first round it's Transfer x2 or bump to lose x1, which the player will be very temted to take, despite the fact that they're on a slippery slope to a loss.

Just my experience on this.

Generally extended contests can suck a lot of HP out of players. Even against an even foe, a series of bad rolls and a determined player can mean that getting the win costs a pile of HP. So always keep this in mind when you're considering doing an extended contest.


BTW, up at the top, I mentioned something that I don't think you've put in your game, either. Stomping is the reverse method of making a character a protagonist from the usual method, which is allowing them to kick ass. This sort of conflict should be thrown in regularly. Create an event (not a bang neccessarily, either) where the character is going to end up in a contest that highlights their best abilities. Make the resistance about even to theirs, or a tad lower - or make it 14, the universal default, if it's just some "standard" task (or even lower in some cases). The player might still lose, but with HP, it's usually at least their decision whether or not to do so, if not just an outright win.

Make the character look good, then make them lose to impossible odds, then make them look good again. It's this back and forth that keeps the character seeming coolest. Again, prepare these like any other event, or force yourself to find ones to do in play - it's a very important part of making the character a protagonist. Stomping is just for contrast, and to establish scale - you might be somewhat cool, but you're not the coolest in the world. Yet.

Mike

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On 2/16/2005 at 6:33pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Mike Holmes wrote: My point was merely that you know enough of this stuff that I'd probably have as much fun in your game as you might in mine.


:) That would be cool.

The problem with this is that if I reference an NPC that doesn't have a bang associated with them, they might be duds for the moment. In a way I think you've almost overdone it - the idea of a relationship map is not to give every character a reason to grab the PCs.


I was overdoing it, no doubt about it. It was just too much fun to play around with these shiny new tools. Techniques. Things.

Although that said, I do like to leave my prep as open-ended as possible. No matter how much I prep, I develop in play and NPCs will change on the spot when it feels right in a scene. So orienting major NPCs towards the PCs in prep can help me drop one "grabber" in favour of another if that's what fits best in the session.

That's a bit weird really, but I have to have freedom to develop in play. I've tried running published scenarios by the book - and failed miserably. Not necessarily at the running, but definitely at the by-the-book part.

All that's really neccessary is to come up with a cosmology that you want to work with. Then you can kinda pick and choose how magic works based on that.


Here's what I have for magic and cosmology:

The dead go nowhere. That's right. The Veil is keeping them. They linger. That's why the world suffers from so many Fell and angry ghosts. (Midnight canon, so far.)

Otherworldly beings and otherworldly magic also go nowhere. They are trapped by the Veil just like souls are. If Izrador's side keeps leeching magic from the land with Mirrors and killing or controlling otherworldly beings for long enough, all magic except Izrador's magic will die out.
As Izrador's magic relies on the leeching Mirrors, that means that in effect Izradian magic will also die out after a time, unless the Veil is burst when he rises.

I see the original Veil as some kind of transparent bubble. The souls of the dead can get to the inner surface of the bubble but no further. There's a huge backlog of souls, it builds and builds. Some get reincarnated (but population is dwindling), some stay trapped in their bodies (Fell) or near their homes or place of death (ghosts). This ever thickening smog of souls is where veilquests take place.

Non-Izradian magic is available from magical energy and otherworldly creatures trapped in this world since Izrador's fall - this magic is diminished by Mirrors. Izradian magic is available through serving Izrador as legate - this magic is enhanced by Mirrors.

Legates choose Izradian magic from the Nine Books of Shadow. The "books" are basically affinities and the feats in them are fairly powerful, but Legates can't improvise.

I wanted the Legate side of magic to be powerful yet lifeless, to suit the concept of a mostly-dead god. They have "resurrection" magic but it causes the victim of it to rise as Fell (sentient undead). If they win this war and manage to "revive" Izrador he'd be in a dead body btw. A Fell god, ick. :)

Other magic can come in either of two forms: Common magic, which people can just pick up from what's floating around in the land and/or in their family, no religious implications. Or "channeler's books", which again are affinities that have less powerful feats than Izradian books but allow for improvisation and development. You learn these books from a mentor, either a channeler or an otherworldly being. What with being taught, developed further, misremembered, lost, pieced together from half-lost fragments etc., no two channeler books are exactly alike.

We called PCs crossing over into those other-time-places "going into the Veil".
Sounds to me like this is definitely otherworld itself. Possibly part of the Shadow Otherworld from what you've said, but possibly an otherworld of it's own. Which way do you see it?


Yup, definitely an otherworld of its own. I'm thinking it's the "soul smog" I described above. Call that a purgatory if you like, have to ask rush-hour commuters next time I see some... ;)

Oh, and the magic trapped in the physical world is also trying to escape and go home but can't, so it adds its own properties to the soul smog and all this mixed toegther starts to grow into slivers of otherworld. (Possibly those are even nuclei of new otherworlds, if the Veil is ever broken. Which would allow mortal heroes to ascend and become deities. Cool?)

The "soul smog" also explains why I want to have several layers to the otherworld for the Dornish Crown heroquest. Again, it's also to keep my options open, I might very well decide on the spur of the moment to ignore all the layers but one if it feels right. But more importantly I want this place to be a huge, crowded, angry, broken mess. Like rush hour. :) And a bit like the world will be if Izrador wins: full of angry dead people.


So all you have to do is to ensure that the R-Map is grabby for the other player, too, and prepare bangs relevant to the character in question.


Ok, every single case where I've managed to "grab" this player in the past was about elves. He really goes for that. That, and straightforward, preferably suicidally heroic action.

For Apari's player, it's got to be clear-cut lines and action or he'll get frustrated. Subtle stuff is not for him.
Fine. Uh, just for an example, we'll use the big GM club, and say that Apari is captured by Roland's men. In fact, consider eliminating Nollorn, and simply inserting Apari where you had Nollorn before. Or have them get captured together.


This would be a fantastic place to start the character off. Especially if I also give him an accreditation letter, to represent the wood elves who are considering extending their magical protection to the Pike if Apari reports back that these humans can still be trusted.

Uh, he evaded Roland's men for days, and then finally he had the bad luck to run into a pack of orcs who drove him into the hands of Roland's men - but not before he'd slain a dozen of the orcs.


Perfect place to tie him into the event of Nollorn getting caught. I have an orc ambush planned around that already.

Second, make the narration about the events leading up short, and end in your first bang. If the player sees that you're simply setting up an opportunity for him to make a fun decision, then he'll have no problem with it.


Will do. I have a number of things that'll surprise him I think. One is that I'll let him have his magic daggers. Apparently they have this ability of being really, really unobtrusive when they really can't afford to be seen.

This is no different than the stomping thing. No it's not "fair." Players don't want fair, they want to interact with the game in a way that makes their characters cool. Sometimes unfair is the best way to do that.


Ah, here's the quote. Couldn't find that one last night. Thanks for that, and for ideas for more action-oriented bangs. I know it was merely meant as an example, but it fits perfectly.

I’m leaning towards suggesting that this would take too much time.
Why, oh why?


D'oh. No good reason. :)

And what's this regarding Katrin? An undead ex-lover? As Westly would say, "Why didn't you list this amongst our resources?!" As soon as things with Tam look like they're going well again... have the dead ex-lover show up.


And double d'oh. I had Arrenu nailed to his hiding place with his undead guard, a classic DnD NPC stoppage device created to keep him from wandering where he didn't belong. No longer needed, yibbie.

Even better is the reason Arrenu stayed in that hiding place with a hundred or so undead guards: it's an ancient magical effect that keeps Fell from hungering for human flesh and going insane. We've established that in play already. So if Arrrenu leaves that place, he's going for a really really important reason. And he probably carries some nifty protection, perhaps given to him by Jahzir ... which of course won't keep working forever. Oh, the possibilities!

Katrin does have a relationship to this guy, right?


She has "Loves Tam 3w." And "Inspired by Arrenu 3w." Same ratings. Neat, eh?

So - I want to do it, yet I go away and do nothing. Coward.
You've moved to an entirely new method of play for your RPGs, you can't be a coward. You're just still getting used to it.


Thanks. You wrote that when I needed it, yesterday.

Plan a stomp, or some really presurizing bang or whatever, and make it your opener for the night. Just plan it right now, and have that be how you start the next session. How's about, Roland asks for Katrin to be his new general, but there's a man currently in that position.


I have someone who's already applied for the position: Olec of Eirinn. He'll be really eager to show Katrin her place, and yeah, I can make him a nasty little chauvinist, no problem with that. He's had to play second fiddle to two women (the Ladies of Norfell) all his life, and now he's kicking free and getting to deal with Roland, who does he find? Another bloody woman possibly outranking him!

Make sure that with augments that he's two masteries or so above Katrin (is this possible to do and keep plausible? How good is Katrin with a sword?).


7w2, in a fight with just standard augments (like Big, Strong).
So he'd need to start in the four-masteries range before augments? That would work fine. He's a middle-aged, tough pirate type, plus he hasn't appeared in play yet, so I can easily introduce him as "the most feared blade in the Western Pellurian". Katrin would have heard of him because she grew up on the south shore of the Pellurian Sea.

Just have to think of a neat Dornish challenging tradition so it won't look like an uncontrolled brawl, but I'll find something.

Roland will still support her despite her apparent cowardice (but he'll likely be angry about it, or demand something more from her).


Nah. He'll be enchanted. He'll offer her protection. He'll even offer to marry her to secure her status and keep her safe. ;)

If she fights and wins, cool, then she's the best in the land as far as anyone knows. If she looses, more likely, then the captain demands his position be restored to him, and Roland asks her if she wants to step down. If she doesn't, then she has to deal with the men she's supposed to lead not respecting her.


Huh, that last sentence scared me again briefly. No worries though, I'll get used to it yet. I can sense how cool this kind of thing is and I want to do it.

Also, just generally make him a boor, perhaps chauvanistic, and otherwise generally dislikable. So she can really, really hate him. Then, later when she faces him again and wins it'll be really fun.


He hates elves, too.

That's one thing you really need to have in this map that's not there right now, some petty villains. Somebody who's not grey, but who the player can really love to hate.


Ok. I was leaving too many things open for development in play, that's true. I tend to do that. Reifels was my candidate for small-minded and nasty before, but he wouldn't play that way. I can do boorish racism and sexism though. Easier to do for me than more subtle stuff.

So, right now, I see political power as a key motive for Katarin, and her love for Tam.
Yes.

It's too easy, and not as fun, really, to just have some villain kill of Tam. And then we can't bring him back, because two undead boyfriends would be really overdoing it.


LOL, but it would make for comic relief. (Not really. You don't do comic relief with the important stuff unless it's a comedy. Which this isn't.)
And add to that the two captured elven friends and the father-and-son pair of admirers... it'd be a scenario that comes in pairs!

So what would make her lose Tam? How about instead of losing face in the fight against the general, he does some dishonest move, which leaves her with all of her political power, but gives her a nasty scar instead? Tam tries to make like it doesn't matter to him (he has to stay worthy of her), but she can see in his eyes, that the scar really bothers him. Uh, I dunno, he witnessed a scarring like that as a child, and it gives him fits or something. He can't bring himself to kiss her. That should chill things for a while, and really make Katrin hate the villain.


Oh, very nasty.

Generally speaking, always try to give penalties to characters that give them something new to do. Then you can create bangs out of finding the solution to the problem.


Yes, and it leads to cool new stuff, so the player doesn't regret the loss to the character because there's a net gain in game fun. Thanks.

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On 2/16/2005 at 6:50pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Mike Holmes wrote: The orc was the first contest, and it worked great. So I think you did it just fine. If the contest is not designed specifically for a stomping, or just to be there to make the character look good, then actually your main guide in setting resistance should be plausibility. Make the characters have the ability level that seems most likely for who they are. This might seem odd coming from me, but I think this is actually the best way in HQ to create drama, interestingly, given that win and loss are both equally interesting in most every case.


Well that was my point really. I think Roland, in his own hall, surrounded by his followers, with his passionate, long-boiled hatred of the orc and his big lonely ego deserved a higher resistance than the low three-masteries range. That's not even mentioning Veddia, who I completely forgot about; that bit is ok though because Veddia may well have been torn between her two loyalties to Roland and to Katrin and staid out of the contest because of that.
(Also on a side note, I never thought about the place's guardian. Whether Roland or not got its aid would have been an important message to everyone in the hall.)

In an extended contest against a superior foe, you can end up bumping every round just trying to stay in the contest. I've seen this happen.
I've done it, in an extended contest against an NPC who had a little over a mastery on my PC. (I won with 4 bumps, and it was worth that to me because the character was ready to die for what she was trying to achieve - but obviously that's not an everyday situation.)

Generally extended contests can suck a lot of HP out of players. Even against an even foe, a series of bad rolls and a determined player can mean that getting the win costs a pile of HP. So always keep this in mind when you're considering doing an extended contest.


Very good point, thanks.

Stomping is the reverse method of making a character a protagonist from the usual method, which is allowing them to kick ass.


Had that with the giant spider in the session before. This session didn't have enough time in it, but easy stuff should be coming up again. Thing is, with the easy stuff I tend to make it automatic (it's just such a relief to be getting beyond DnD bog-down fights and sundry other die rolls), but perhaps I should make those situations contests more often to give the easy stuff more emphasis in player eyes.

Make the resistance about even to theirs, or a tad lower [....]


That's what Roland had in the contest about the orc.


Oh, just to be clear I'm not all shattered about how I ran that contest btw. It was a cool scene and great fun to play; I just wonder whether the other way wouldn't have had more potential. And that's more to learn from it than to beat myself up over it anyway. So thanks for your thoughtful comments.

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On 2/16/2005 at 8:20pm, Mike Holmes wrote:
RE: Midnight game prep: A Dornish Crown

StalkingBlue wrote: Although that said, I do like to leave my prep as open-ended as possible. No matter how much I prep, I develop in play and NPCs will change on the spot when it feels right in a scene. So orienting major NPCs towards the PCs in prep can help me drop one "grabber" in favour of another if that's what fits best in the session.
That's why I said sorta overdone it. In fact, I think I even said myself that a character had to have some potential with a PC of some sort to even be on the map. I'm just kinda backing off of that, and saying now that the map has to be grabby in some way. Once on the map the bangs take over.

The dead go nowhere. That's right. The Veil is keeping them. They linger. That's why the world suffers from so many Fell and angry ghosts.
OK, so we've got this veil otherworld, and it's the heroquesting otherworld. So magic does not come from it (other than one can go there and get magic from the associated stuck otherworld beings and such). This matches well HQ, actually, because the heroquesting plane there is defined as a collision of all of the other otherworlds. So you find everything there, but like Bryan said, stuck, and therefore not able to provide magic.

Non-Izradian magic is available from magical energy and otherworldly creatures trapped in this world since Izrador's fall - this magic is diminished by Mirrors. Izradian magic is available through serving Izrador as legate - this magic is enhanced by Mirrors.

Legates choose Izradian magic from the Nine Books of Shadow. The "books" are basically affinities and the feats in them are fairly powerful, but Legates can't improvise.
So they get magic from the Shadow otherworld, right? You haven't answered my question on that: there is a Shadow otherworld, right? Where the Astiraxes are from and such? And this is where the bad guys get their power.

Here's a more important question, apparently there are all sorts of spirits in the Shadow world, or so Scott implies. Can people be shamans as he implies? That is are there animist traditions that draw on the powers of the spirits of the Shadow otherworld? Or are you just chucking that for your game?

Other magic can come in either of two forms: Common magic, which people can just pick up from what's floating around in the land and/or in their family, no religious implications.

Well...in Glorantha, common magic comes ultimately from the otherworld beings that reside in the mundane world. There are religious implications, just not strong ones. That is, one can get the magic without even knowing much about the religion where it comes from. But that doesn't mean that there aren't such religions. You could choose to ignore this for your game, but consider keeping them. I mean, do you have dryads, nymphs, and such in the game? These are simply nature spirits that inhabit the mundane world. If people get magic from them, then cool, no? This would be charms. You also have said you have "angels" and yes, these are daimones, from which you get common magic feats. If you want something even less sentient and more "just magic" there are essences, which are unintelligent, from which you get common magic spells.

And, yes, there are basic magics that come directly from the mundane world alone, these are called talents. So why not keep the full array?

Or "channeler's books", which again are affinities that have less powerful feats than Izradian books but allow for improvisation and development. You learn these books from a mentor, either a channeler or an otherworldly being. What with being taught, developed further, misremembered, lost, pieced together from half-lost fragments etc., no two channeler books are exactly alike.
Sounds like theism, but where does the power come from? That is, channeling usually refers to bringing the power in from a diety or somesuch. But there are no other dieties, right? So what do these books represent? Are they, perhaps, tapping into some sort of leftover resonance of the gods? If, in fact, it's just a matter of daimones living in the mundane world, then you've just described common magic feats again.

Oh, and the magic trapped in the physical world is also trying to escape and go home but can't, so it adds its own properties to the soul smog and all this mixed toegther starts to grow into slivers of otherworld.
Ehh. Will you ever really explore this? If not, I wouldn't worry about it.

Ok, every single case where I've managed to "grab" this player in the past was about elves. He really goes for that. That, and straightforward, preferably suicidally heroic action.
Put more elves on the map. And, again, make sure that each decision leads to action, and the action leads to decisions.

This would be a fantastic place to start the character off. Especially if I also give him an accreditation letter, to represent the wood elves who are considering extending their magical protection to the Pike if Apari reports back that these humans can still be trusted.
Cool, so whether or not they hate him, they have to endure him. Very fun.

Perfect place to tie him into the event of Nollorn getting caught. I have an orc ambush planned around that already.
So they're caught together, but Apari has the accreditation? Cool.

I have a number of things that'll surprise him I think. One is that I'll let him have his magic daggers. Apparently they have this ability of being really, really unobtrusive when they really can't afford to be seen.
Cool. Why wouldn't you let a character have such a thing? Make sure he understands the "pompous naming rule" however. That is, the daggers have to have a rating like anything else, and only work so well depending on that rating. (You're not contemplating "this just does X" sort of abilities? It's just a bad idea.)

Even better is the reason Arrenu stayed in that hiding place with a hundred or so undead guards: it's an ancient magical effect that keeps Fell from hungering for human flesh and going insane. We've established that in play already. So if Arrrenu leaves that place, he's going for a really really important reason. And he probably carries some nifty protection, perhaps given to him by Jahzir ... which of course won't keep working forever. Oh, the possibilities!
Just so I'm clear, he stays there to stay sane, right? What are the guards about? They keep him in if he goes a little nuts? Or are they protecting him? I'm not clear on what this is about.

Anyhow, yeah, give him a good enough reason to leave. I'm fond of "I couldn't go on without seeing your face!" to Katrin. A very literal haunting.

She has "Loves Tam 3w." And "Inspired by Arrenu 3w." Same ratings. Neat, eh?
Couldn't be better. Have to get these opposed to each other. Players sometimes will look at two opposed relationships and just decide for the larger of the two. She can't do that here. :-)

I have someone who's already applied for the position: Olec of Eirinn. He'll be really eager to show Katrin her place, and yeah, I can make him a nasty little chauvinist, no problem with that. He's had to play second fiddle to two women (the Ladies of Norfell) all his life, and now he's kicking free and getting to deal with Roland, who does he find? Another bloody woman possibly outranking him!
Perfect.

7w2, in a fight with just standard augments (like Big, Strong).
So he'd need to start in the four-masteries range before augments?
No, he needs to end in the four masteries range. That is, if you expect Katrin to come in with a 15W2 total, he should end up with a 15W4 or so after augments. Even as low as 5W4 or so works. The former gives her a 4.75% chance to win, and the latter a 7.25% chance. So you see that it's not all that important where in the range he's at (the victory levels shift around some, but that's not all that important).

Go for the minimum you need to really have a good chance to squash her. I'm assuming you use standard equipment bonuses? Just make sure these cancel out, which makes sense for a duel. So if she has +8 from equipment, then he does too. So I'm seeing him like this:

Swordsman 5W3
+8 for equipment
+12 in other augments (Big, Agile, Hates Women, Driven, Proud, Fight Hard Charm - or whatever)

That would work fine. He's a middle-aged, tough pirate type, plus he hasn't appeared in play yet, so I can easily introduce him as "the most feared blade in the Western Pellurian". Katrin would have heard of him because she grew up on the south shore of the Pellurian Sea.
Not "the most feared." If you say that, then you can't introduce anyone better. This is why you want to keep his base ability as low as possible. He's a master's master with a sword at this level, but there are still some who may be better in the 3 mastery range. So, instead, he's "one of the most feared blades..."

Just have to think of a neat Dornish challenging tradition so it won't look like an uncontrolled brawl, but I'll find something.
Uncontrolled brawl works, too... :-)

Roland will still support her despite her apparent cowardice (but he'll likely be angry about it, or demand something more from her).


Nah. He'll be enchanted. He'll offer her protection. He'll even offer to marry her to secure her status and keep her safe. ;)
That's about what I was thinking. He needs her, so supports her anyway. Which just puts more pressure on things.

If she doesn't, then she has to deal with the men she's supposed to lead not respecting her.


Huh, that last sentence scared me again briefly. No worries though, I'll get used to it yet. I can sense how cool this kind of thing is and I want to do it.
Men as in troops. Gender is not particularly relevant here. The issue is that they've been assigned a leader who has been bested. Call this the "Butterbar" effect after the nickname for second lieutenants, who often aren't given much respect since they have little or no experience despite their relatively high rank.

He hates elves, too.
Of course he does. And little kids, too. ;-)

Ok. I was leaving too many things open for development in play, that's true. I tend to do that. Reifels was my candidate for small-minded and nasty before, but he wouldn't play that way. I can do boorish racism and sexism though. Easier to do for me than more subtle stuff.
Yeah, if you don't assign a particular villain, what often happens is that you let the "realism" of the character make them all merely grey. Villains aren't particularly realistic in many cases, so you have to designate them specifically at times.

And add to that the two captured elven friends and the father-and-son pair of admirers... it'd be a scenario that comes in pairs!
Well, that's the easiest way to create conflict.

One thing to keep in mind going forward: the best bangs aren't ones in which there are only two choices. In fact these have the lowest success rates, because it's likely that the player will just see one avenue as the obvious choice. The best bangs are when the decision to be made is multivariate - where the player could do many, many things. Always be looking for ways to set these up. Often they involve giving a lot of open-ended power to the character. Which automatically asks "what are you going to do with it?"

I don't want to sound like I think that you're still stuck in the D&D mode, but this is an important note: it's OK to give the players lots and lots of power. For one, the HQ system is self-limiting that way. If they don't pay for the power, it goes away by rule. But also, there's no risk of there being no "challenge." Since play isn't about player challenge.

He can't bring himself to kiss her. That should chill things for a while, and really make Katrin hate the villain.


Oh, very nasty.
So, which do you prefer? Political power drain, or drain of Tam's love? Or both? Call it a humiliating scar.

I think Roland, in his own hall, surrounded by his followers, with his passionate, long-boiled hatred of the orc and his big lonely ego deserved a higher resistance than the low three-masteries range.
Nah. He was caught short. I mean, let's say he wasn't augmenting at all (didn't really have time to get fired up angry etc). That means he's got some one ability in the 3 mastery range. Even with 20 points of augmenting, he's still got some ability in the 2 mastery range. Which is damn good.

PCs are heroes, and with HP, they're very, very tough. They're meant to overcome tough opponents. You made him plenty tough. And Katrin is no slouch. All worked out just as I'd have done it.

As for a guardian, yes, make that up right away. Roland, again, didn't have time to call on it or somthing (make that part of it's definition). In any case, get the guardian into some scene soon, to establish it bieng there. Part of asking Katrin to be a general will entail her paying to join the hero band. That spikes things nicely. :-)

This session didn't have enough time in it, but easy stuff should be coming up again. Thing is, with the easy stuff I tend to make it automatic (it's just such a relief to be getting beyond DnD bog-down fights and sundry other die rolls), but perhaps I should make those situations contests more often to give the easy stuff more emphasis in player eyes.
Nope, you're doing it right. You just didn't read me closely. The protagonizing moments are not "easy." That is, if it's really "easy" that means that the player has a mastery or so advantage. And then, sure, just "automatic success" those situations (actually roll them once in a long while, just for kicks). But if a being is in the same mastery bracket as yours, it has a reasonable chance to defeat you. In fact, like I said, these often consist of putting the character up against something his equal. Which should naturally be a fearful event. It's winning these, contests against competent opponents, that really make a character cool.

Yes, roll these every time.

Mike

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On 2/16/2005 at 11:18pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Mike Holmes wrote:
Legates choose Izradian magic from the Nine Books of Shadow. The "books" are basically affinities and the feats in them are fairly powerful, but Legates can't improvise.
So they get magic from the Shadow otherworld, right? You haven't answered my question on that: there is a Shadow otherworld, right? Where the Astiraxes are from and such? And this is where the bad guys get their power.


I don't think of it as an otherworld, at least not a complete one and certainly not one that people could travel to. Izradian magic comes from the Mirrors, which take their magical leech-and-dispense qualities from Izrador's own body/blood (which is lying rotting somewhere near the north pole in the physical world). Astiraxes - hm. Not sure, I don't have a clear imagethey could be some kind of spinoff of Mirrors, or they could be created by feeding godsflesh to animals that are then killed in a nasty ritual, "harvesting" the animal's soul to become an incorporeal demon. Sorry, I don't have a better answer yet. It has to start with some kind of image or idea for me, I can't do the abstract bits first and fill in colour later.

Here's a more important question, apparently there are all sorts of spirits in the Shadow world, or so Scott implies. Can people be shamans as he implies? That is are there animist traditions that draw on the powers of the spirits of the Shadow otherworld? Or are you just chucking that for your game?


I don't remember reading about a Shadow otherworld in Scott's conversion, but if there was one then he created it. All "spirits" in the Midnight books are present in the physical world. And the creatures referred to as "spirits" in Midnight aren't necessarily animist spirits. Only a few "spirits" are described in any detail, and at least some of those sound much more like daimones to me.

And I don't currently see the benefit of including animism in my game to be honest. I don't really want to rule it out for the future, but neither of my two players is very interested in how magic works. Katrin took one common magic ability and Apari's player took a Swamp magic affinity that he doesn't really sound happy with, so we might swap that for a common magic ability as well to free up ability slots for him. Which means that almost all magic they are going to be confronted with is NPC magic - and for that, two extra magic systems? I think I'll just leave it at my two theism-like variations for channeler/Izradian magic.

Maybe I'm overlooking something important here though. I haven't seen any magic other than theism in play (in Ian's game), and just from reading the rules I can begin to understand how the mechanics work, but I don't get enthusiastic about them. (Normal for me, again. Game mechanics don't tend to leap off the page and come to life for me. I have to see them in play, especially complex stuff like magic.)

Well...in Glorantha, common magic comes ultimately from the otherworld beings that reside in the mundane world. There are religious implications, just not strong ones. That is, one can get the magic without even knowing much about the religion where it comes from. But that doesn't mean that there aren't such religions. You could choose to ignore this for your game, but consider keeping them.


Ok, I'm not forbidding it. Just not using it right now. So perhaps the magic people get "just so" out of nowhere really comes from beings that they may know nothing about, that's fine by me. I like it because it opens up possibilities for plot stuff. If your pain-relief magic ability is really due to a pain-leeching daimon, say, then that daimon might be up to something at some point, or might get in trouble (which screws with your magic), or might learn cool new stuff that boosts your magic in unexpected (sometimes nice but sometimes embarrassing or nasty) ways.

Although that said, I suspect I have more material than I need for this game, so I'll deal with that as and when it becomes relevant.

I mean, do you have dryads, nymphs, and such in the game?

I haven't used any. They could exist, sure, but I'm keeping the number of "weird" creatures low for colour reasons. I think the "angel" may have been the first one, encountered after, what? eight months? of play.

These are simply nature spirits that inhabit the mundane world. If people get magic from them, then cool, no? This would be charms. You also have said you have "angels" and yes, these are daimones, from which you get common magic feats. If you want something even less sentient and more "just magic" there are essences, which are unintelligent, from which you get common magic spells.

And, yes, there are basic magics that come directly from the mundane world alone, these are called talents. So why not keep the full array?


Why do I have to have three different types of creatures that give me magic abilities with different names? What am I overlooking here?

In Glorantha it makes sense because it ties in with the the three magic systems. But if I'm using only one streamlined system?

Or "channeler's books"...
Sounds like theism, but where does the power come from? That is, channeling usually refers to bringing the power in from a diety or somesuch. But there are no other dieties, right? So what do these books represent? Are they, perhaps, tapping into some sort of leftover resonance of the gods? If, in fact, it's just a matter of daimones living in the mundane world, then you've just described common magic feats again.


I think it's a mix. People use anything, both leftover resonance, i.e. the magic that the Mirrors leech from the land, and what "spirits" (in the general, Midnight sense) contribute; and they are mostly ignorant about what they are doing. To my mind this is the reason why magic is much less powerful than it used to be: people are out of synch with religion. The only religion they can perceive clearly (whether they are in it or against it) is Izrador's church. It's a pretty bleak world, a world with no (or almost no) religion - but that's what Midnight is to me.

And in the end, do I even have to decide this for the game? If we're not interested in exploring in detail how magic works?

I have a number of things that'll surprise him I think. One is that I'll let him have his magic daggers. Apparently they have this ability of being really, really unobtrusive when they really can't afford to be seen.
Cool. Why wouldn't you let a character have such a thing? Make sure he understands the "pompous naming rule" however. That is, the daggers have to have a rating like anything else, and only work so well depending on that rating. (You're not contemplating "this just does X" sort of abilities? It's just a bad idea.)


This is my idea, not his. We haven't negotiated abilities for those daggers yet, this is one I'm going to suggest to him. I'd give him that kind of thing immediately if he asked. Unfortunately he's mourning fireballs, invisibility and teleport spells too much to get into the spirit and come up with stuff on his own.
And of course it gets a rating.

Just so I'm clear, he stays there to stay sane, right? What are the guards about? They keep him in if he goes a little nuts? Or are they protecting him? I'm not clear on what this is about.


Sorry, that was too abbreviated. Arrenu has become Fell - soul stuck in body at death, body rises on the third day, that kind of thing. Fresh Fell are pretty normal, except for an insane hunger for sentient flesh. They can struggle to resist that but it gets harder all the time. If they don't feed for a month, they deteriorate to the next stage where they start rotting, are seriously insane and superhumanly strong. If they still are deprived of flesh, after another month they turn into near-mindless shambling zombies who'll hang on until they have worn down to skeletons, or longer. (Got to love that Midnight undead system.)

Now Arrenu was lucky and came to a place where a bunch of royal guards have been un-living since the Last Battle 99 years ago. Apparently they swore some gruesome oath to defend their city even after death. As long as they don't leave that place, nothing goes too wrong. Newcomers can swear an oath and join them, which is what Arrenu did. He replaced their captain.
They had Katrin, Apari and other living people staying overnight, and no one got so much as nibbled on. But they knew that if they ever left the ruins of their city, they'd get "the hunger". (Meaning some of them must have tried leaving.)

No, he needs to end in the four masteries range. That is, if you expect Katrin to come in with a 15W2 total, he should end up with a 15W4 or so after augments. Even as low as 5W4 or so works. The former gives her a 4.75% chance to win, and the latter a 7.25% chance. So you see that it's not all that important where in the range he's at (the victory levels shift around some, but that's not all that important).


Ah ok. That's one thing I'll hopefully get a better feel for with time. I'm flying blind much of the time with "balance" type matters in HQ.

I'm assuming you use standard equipment bonuses?
No, we stopped using bonuses after our playtest session.

Not "the most feared." If you say that, then you can't introduce anyone better.

Wait. Is "the most feared" equal to "the best"? What I thought it should convey was "the nastiest" - the dirtiest fighter perhaps, or the most ruthless once he wins, or the most unpredictably provocable. And the Western Pellurian is a big region, but it doesn't cover everywhere.
But ok, I'll consider dropping him a notch.

Just have to think of a neat Dornish challenging tradition so it won't look like an uncontrolled brawl, but I'll find something.
Uncontrolled brawl works, too... :-)


LOL :)
Too abbreviated again. It was merely a question of style - but not sure how valid that is. I'm probably best off not thinking too much about it, it'll all depend how Olec turns out in play. He might just be the brawling boor; or he might have that bit of presence of mind and awareness of tradition that'll make him a truly dangerous opponent on the Dornish political stage.

Men as in troops. Gender is not particularly relevant here.


No no, I got that, I wasn't thinking gender. It's only that at times, I suddenly feel scared and guilty planning nasty consequences for PCs. For no good reason at all, but it happens - and that was one such moment.

So, which do you prefer? Political power drain, or drain of Tam's love? Or both? Call it a humiliating scar.


Ok, I have to practice this. So, uh, both.

In any case, get the guardian into some scene soon, to establish it bieng there. Part of asking Katrin to be a general will entail her paying to join the hero band. That spikes things nicely. :-)


Oh wow. Oh yes. I'm planning to have Katrin come to talk to Roland just as Olec swears his oath to him. Good moment to introduce the guardian, and make it look appealing. (We'll also be talking about the guardian for the possible Katrin-Apari hero band tomorrow, so that fits in nicely on another level as well.)

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On 2/21/2005 at 10:57pm, Mike Holmes wrote:
RE: Midnight game prep: A Dornish Crown

I take back all the stuff I said about magic. Midnight is predicated on the Middle Earth paradigm, and, interestingly, that's very, very non-magical in many ways. More importantly, magic signifies belief in HQ, and the only belief characters have in Middle Earth, and apparently in Midnight, is in their homes and in their people. You've actually stuck to that very well, the only substantial magic item the good guys have that you've mentioned so far being a crown (heck, we're not even sure that's magic), and that's just a symbol of the homeland again.

I am still curious - do the people of Midnight have any sort of belief system at all? I mean, without the flashy effects of the magic in RPGs we have religions and beliefs. What's happened to those in this world? Or is it just not discussed?

I don't think of it as an otherworld, at least not a complete one and certainly not one that people could travel to. Izradian magic comes from the Mirrors, which take their magical leech-and-dispense qualities from Izrador's own body/blood (which is lying rotting somewhere near the north pole in the physical world).
Well, that sounds like an otherworld to me. Otherworlds aren't places just for traveling to, they're where magic comes from. I mean, Izrador's blood doesn't actually flow all over the planet physically, right? So it gets to the mirrors by...some other place, right? In fact, mirrors are classic portals to otherworlds. Also, don't the dead go there at least part of the time?

I think you've described an otherworld whether you like it or not. But it doesn't require you to do anything about it, really. I mean it just gives us a parallel explanation for where the magic comes from that matches the HQ metaphysics.

Why bother finding the matches? Well you look for further fun implications. For example, maybe one can go to the world of shadow. Perhaps the Night Kings get around this way at times, using the mirrors to travel quickly by entering one, and exiting at another in what seems in our world to be the same instant. Maybe this is how they get their abilities, essentially going on heroquests into Izrador's blood to gain powers from him.

Not saying you have to do any of this, just that often when you do this sort of exercise, you find ways of doing things in interesting mechanical ways that explain some of your game world better than you thought it could be explained.

Astiraxes - hm. Not sure, I don't have a clear imagethey could be some kind of spinoff of Mirrors, or they could be created by feeding godsflesh to animals that are then killed in a nasty ritual, "harvesting" the animal's soul to become an incorporeal demon.
Are these from the Midnight text, or not? Did Scott make them up perhaps? I was imagining with how he mentioned them that they would be something well written up in the canon.

I don't remember reading about a Shadow otherworld in Scott's conversion, but if there was one then he created it.
Then he must have created it. So there's nothing canon called "Shadow" or "the Shadow" or anything? Hmm. Could just be Scott doing the logic I did above and extrapolating the shadow otherworld from the description of how Izrador works.

All "spirits" in the Midnight books are present in the physical world.
That alone doesn't tell us anything. But you're correct that the term spirit doesn't neccessarily imply anything in particular here, either. The real question is how they interact with folks, and what their "belief" system is about.

Only a few "spirits" are described in any detail, and at least some of those sound much more like daimones to me.
How so? Are they all servants of Izrador?

And I don't currently see the benefit of including animism in my game to be honest. I don't really want to rule it out for the future, but neither of my two players is very interested in how magic works.
Well, part of Hero Quest is the idea that characters change in their beliefs sometimes, and that sometimes leads to new magic. They might be more interested if they saw better how it works. But, again, given the Middle Earthiness of the game, It's probably not a huge deal to have all of these options.

I think I'll just leave it at my two theism-like variations for channeler/Izradian magic.
I quite agree there. Again, I was thinking of player options. They meet some NPC Shaman, and he shows them some spirits, and they become interested...can be a fun source of bangs.

Maybe I'm overlooking something important here though. I haven't seen any magic other than theism in play (in Ian's game), and just from reading the rules I can begin to understand how the mechanics work, but I don't get enthusiastic about them.
Well, I think the trappings of animism and wizardry are interesting. Part of it is about who you have to know to get magic. If you treat it as just something you ger from...nowhere I guess...then it's not well linked into the setting. The HQ magic systems tell you something about the magic you're using, gives it context.

Although that said, I suspect I have more material than I need for this game, so I'll deal with that as and when it becomes relevant.
Well, I was trying to work through it with you because you have characters with magic already. I thought that perhaps we could find some of the bangier stuff from how magic works to leverage in with the other stuff. The more you play, the less you can go back and say that the magic was part of somthing larger all along, and it just never got noticed in any way.i

I mean, do you have dryads, nymphs, and such in the game?

I haven't used any. They could exist, sure, but I'm keeping the number of "weird" creatures low for colour reasons. I think the "angel" may have been the first one, encountered after, what? eight months? of play.
I was asking more about from the canon. Does Midnight have these beings? If so, they strongly imply animism exists (or, rather, that either it does or that they're being defined in a less interesting way than they could be). Which has other ramifications if it's true.

All easily avoidable by not having such beings come into play, however.

Why do I have to have three different types of creatures that give me magic abilities with different names? What am I overlooking here?

In Glorantha it makes sense because it ties in with the the three magic systems. But if I'm using only one streamlined system?
Well that's like saying why do I have to have three different sorts of vehicle when they just take me from point A to B. I mean a pickup truck, a sportscar, and a family van all accomplish getting you from A to B, but they're pretty different. In Hero Quest these things have mechanical importance. For example, charms are "always on" and provide their augments whether or not you have time to use the magic. With a spell, you need to have an object (talisman) to cast it with, and some time. Feats just need time. Then there's concentrating on one of the sorts. Etc.

You can just ignore all of that, but I, at least, think it's interesting stuff. In any case, I don't think you "need" any of it, just that I wonder if the setting implies any of this fun stuff.

I'd give him that kind of thing immediately if he asked. Unfortunately he's mourning fireballs, invisibility and teleport spells too much to get into the spirit and come up with stuff on his own.
Are those things canonical to Midnight? Those kinds of spells, that is? Who uses them, if so? Why would you get rid of them? Or are they somehow antithetical to Midnight canon?

Now Arrenu was lucky and came to a place where a bunch of royal guards have been un-living since the Last Battle 99 years ago. Apparently they swore some gruesome oath to defend their city even after death. As long as they don't leave that place, nothing goes too wrong. Newcomers can swear an oath and join them, which is what Arrenu did. He replaced their captain.
That's practically right out of Tolkien, huh. So, if he leaves he gets hungry. But he can control it, in theory? Cool. So be breaks his oath for her, and then she's got to worry about having a friend that everyone thinks needs to be killed. Very nice.

How does one kill a Fell? Just hack them to bits?

I'm assuming you use standard equipment bonuses?
No, we stopped using bonuses after our playtest session.
Cool. So she's pretty tough then? What's her ability with a sword?

Not "the most feared." If you say that, then you can't introduce anyone better.

Wait. Is "the most feared" equal to "the best"? What I thought it should convey was "the nastiest" - the dirtiest fighter perhaps, or the most ruthless once he wins, or the most unpredictably provocable. And the Western Pellurian is a big region, but it doesn't cover everywhere.
But ok, I'll consider dropping him a notch.
Well the point is just to leave your options open. Use whatever verbage works for that.

OTOH, if you want him to be the absolute best, that's always fun, too. In that case jack him up to the upper 3 mastery range, or even into the 4 mastery range if he's sorta superheroic.

Men as in troops. Gender is not particularly relevant here.


No no, I got that, I wasn't thinking gender. It's only that at times, I suddenly feel scared and guilty planning nasty consequences for PCs. For no good reason at all, but it happens - and that was one such moment.
Ah. Well leave it for the spur of the moment. Decide right then. But you'll find that you'll have to make something worthy of the moment, or the drama will be lost. You'll almost feel the player demanding something appropriately bad.

I'm assuming that you roll everything out in the open, right? Very important. When this happens, let her in on the ability she's up against, and then let her calcualate what happens with the rolls by looking at the dice. When she gets that Complete Defeat, and then decides not to bump it up, she'll look up at you with that, "So what badness befalls my character" look.

So, which do you prefer? Political power drain, or drain of Tam's love? Or both? Call it a humiliating scar.


Ok, I have to practice this. So, uh, both.
Yay! Gives her two things to "heal."

Oh wow. Oh yes. I'm planning to have Katrin come to talk to Roland just as Olec swears his oath to him. Good moment to introduce the guardian, and make it look appealing. (We'll also be talking about the guardian for the possible Katrin-Apari hero band tomorrow, so that fits in nicely on another level as well.)
Cool, that should be fun, given what I've heard so far.

Mike

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On 2/22/2005 at 1:01pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Mike Holmes wrote: I take back all the stuff I said about magic.


Yay! I win. ;-)

Midnight is predicated on the Middle Earth paradigm, and, interestingly, that's very, very non-magical in many ways. More importantly, magic signifies belief in HQ, and the only belief characters have in Middle Earth, and apparently in Midnight, is in their homes and in their people.


That’s exactly it, yes. Expressed much more clearly than I could have. Sometimes I just have a hunch of what I want things to be like and can’t articulate why.

I am still curious - do the people of Midnight have any sort of belief system at all? I mean, without the flashy effects of the magic in RPGs we have religions and beliefs. What's happened to those in this world? Or is it just not discussed?


You mean in Midnight canon? It’s not discussed in the way we are discussing it here, but there are references.

I see two conflicting views in the Midnight material. On the one hand the Midnight designers have cut all the D&D gods other than Izrador off from the world, and make sure they stress despair and hopelessness on every page. If there is any sort of belief system that pervades the setting material, it is that the gods are lost and all hope is lost because nothing can stand against Izrador. You can join Izrador – or nothing.

Yet there are “Religion” sections in the book. It looks almost as if the designers wanted to create a completely bleak and hopeless world, but couldn’t quite manage to bring their cultures to life without giving them spiritual traditions. Here are some examples.

Dorns believe that their departed ancestors “have power over the affairs of the living” and demand honourable behaviour from them (MN 143). Despite the ghost problems Dorns still cremate their dead in rings of standing stones – dangerous, haunted places these days, where you don’t want to go after nightfall or even linger too long over a funeral.

The southern humans, Sarcosans, still believe in the Riding Host, a vast pantheon believed to be the stars. They believe that after death a Sarcosan will be judged either worthy or unworthy to join the Riding Host, depending on their deeds in life. As I read the text, the Riding Host never promised or granted benefits in life, so its being cut off from the world doesn’t make a noticeable difference. (MN 158) (Strangely enough the elves appear to have established that the souls of the dead go nowhere, which is why there are so many Fell and angry ghosts around. But this isn't mentioned in the Sarcosan religion writeup.)
Sarcosans also make for the most numerous and most powerful following of Izrador. Both human Night Kings and apparently most puppet lords, even in Dornish lands, are Sarcosans. Strange again. They are the people with the strongest religious affiliation and yet the people who succumbed to the Shadow most easily?

Gnomes and many human riverfolk “pay religious homage” to a vast entity, “the Watcher of the River” (MN 177). Halflings make offerings to local nature spirits (MN 171).

The elves worship “both named and anonymous spirits” (MN 115). Heepa-Heepa, small and weak entities, look after children, there’s Zulion the Trickster, Xione the Mistress of the Frozen Wood, and others. There’s mention of a shrine to Xione in Fury. Jungle elves use a lot of ritual in their daily lives, such as stirring water with a stick before drinking to drive out evil spirits. (Hm, I should remind Apari's player of this, he never went for these things in the past but with the new style he might like to include it in his play.)
Besides, there is a temple to the Lost Gods hidden away in Erethor, where old traditions are kept; and more recently there is the “Cult of the Witch” – elves who believe the High Queen Aradiel to be one of the Lost Gods.

Dwarves believe the Lost Gods are lost for good and irrelevant. Some, but not all, dwarves believe in mountain spirits. Father Sun and Mother Moon figure prominently in Dwarven mythology. (MN 185)

I mean, Izrador's blood doesn't actually flow all over the planet physically, right? So it gets to the mirrors by...some other place, right? In fact, mirrors are classic portals to otherworlds. Also, don't the dead go there at least part of the time?


If that qualifies for an otherworld, fine by me. If the dead go there I’ve missed that bit though. I don’t think they do.

Not saying you have to do any of this, just that often when you do this sort of exercise, you find ways of doing things in interesting mechanical ways that explain some of your game world better than you thought it could be explained.


Fine by me – as long as I can keep it simple. Interesting mechanics and explanations are great as long as I can bring them across without too much rules baggage.

Astiraxes …
Are these from the Midnight text, or not? Did Scott make them up perhaps? I was imagining with how he mentioned them that they would be something well written up in the canon.


Astiraxes are part of canon, fully statted D&D monsters and all. They were created by Izrador a century or so ago, to track down and kill spellcasters. They are “naturally invisible and incorporeal spirits” classified as “Magical Beasts” (MN 229), which fight by possessing animals. How or from what they are created isn’t described.

So there's nothing canon called "Shadow" or "the Shadow" or anything? Hmm. Could just be Scott doing the logic I did above and extrapolating the shadow otherworld from the description of how Izrador works.


That's how I think it must be. "The Shadow" is the parallel to Tolkien's "Enemy". It’s a personified reference to Izrador’s side.

All "spirits" in the Midnight books are present in the physical world.But you're correct that the term spirit doesn't neccessarily imply anything in particular here, either. The real question is how they interact with folks, and what their "belief" system is about.
Ah right, now I’m getting a clearer idea of why this kind of thinking wasn’t getting me anywhere. The text bits on religion don’t really talk about spirits, lost gods, ancestors or stars interacting with people. What they describe is people’s beliefs and rituals, but not actual interaction.

Well, part of Hero Quest is the idea that characters change in their beliefs sometimes, and that sometimes leads to new magic. They might be more interested if they saw better how it works. But, again, given the Middle Earthiness of the game, It's probably not a huge deal to have all of these options.


Actually I suspect that it might detract from the focus of the game as it has developed. It’s been very much about taking personal strength from things in the world – your home, your family, your honour, your ancestors, your bond to someone you’ve fought side by side with. I’d much prefer religion and magic to remain subtle and non-intrusive for the most part, to be honest. Again it’s more of a hunch than something I can explain very well, it feels as if varied mechanics for religions would be baggage in this case.

That’s not speaking generally, mind you. It took me a while to realise this, but I can see how having all three systems in a setting can lend itself to very cool options and themes. Only tacking them onto my game that has been going elsewhere for a year doesn’t feel like the right way to go.

Part of it is about who you have to know to get magic. If you treat it as just something you ger from...nowhere I guess...then it's not well linked into the setting. The HQ magic systems tell you something about the magic you're using, gives it context.

In Midnight you get only arcane magic, which in D&D comes from either studying very hard or from having some unexplained innate gift – “from nowhere I guess” is a very precise and rather frustrating description of it. Now what do I want to change about that at this stage in the game?

Midnight has no magic communities. That's a lack you may argue, but I like it for this setting and for echoing Tolkien. You can have a home, a family, a heroband (or three) - but you cannot have a church unless you're on the side of the Shadow.

Midnight as written also doesn't really have entities that grant magic, although some bits of description of spirits may be hints of this - for instance gnomes believe that their boats sail more safely when they make offerings to the Watcher of the River. I'm thinking magic could actually be granted by “spirits” without people necessarily knowing about it. You believe you’ve learnt that “Rally the Clan" from your grandmother or "Swamp" magic from your mentor channeler, while in reality the gestures and words you use for them mimic an old, forgotten ritual of worship. Something like that would work for me, and it leaves some options open without necessarily leading into three different magic rulesets.

We have had magic in the game before (like every D&D game it was dominated by magic), but magic never had any religious connotation. So if it starts having one now, I’d like it to be subtle and possible to be overlooked unless you look closely.

I thought that perhaps we could find some of the bangier stuff from how magic works to leverage in with the other stuff. The more you play, the less you can go back and say that the magic was part of somthing larger all along, and it just never got noticed in any way.


My simplified magic and religion system doesn’t have much bang potential in it as such, that’s true – no conflicts or contradictions inherent in it.

I was asking more about from the canon. Does Midnight have these beings? If so, they strongly imply animism exists (or, rather, that either it does or that they're being defined in a less interesting way than they could be). Which has other ramifications if it's true.


Technically speaking Midnight can have all the monsters that are in the D&D Monster Manual. That includes dryads, nymphs, elementals, devils, demons and angels, giants, as well as all the D&D-specific monsters that have no root in mythology. And yes, that’s defining them in a not-very-interesting way, that is inherent in D&D. Of the Midnight spirits-specific spirits, some classify as Outsiders (incorporeal beings from other planes) and others as Fey (native corporeal or incorporeal spirits).

Minions of Shadow added some touches; most have a weird gothic horror feel that I can't really work with for my purposes, but a few work with in mythology, which is great for a olkienesque feel. For example unicorns have turned into evil black Splinter Steeds, with splintered horns (this happened when the Veil sundered the world from the gods, 9,000 years ago).

And if you're looking for daimones of other gods than Izrador, they can be present, too. According to canon many "outsiders" (otherworldly beings) were trapped on Aryth at the Sundering.

I think you can make arguments for each of the three otherworlds to have some relevance in Midnight if you choose to. That's not my point. My point is that I want to streamline it all, to avoid having to learn and teach all those rules and to avoid diluting and distracting from the feel of our game as it has developed in the past (despite the hindrances from D&D).
Perhaps D&D has made me more wary of system intrusion than I need to be, but perhaps I have a valid point here. What you said about Midnight and Middle Earth being devoid of religion rings very tue to me.

In Hero Quest these things have mechanical importance. For example, charms are "always on" and provide their augments whether or not you have time to use the magic. With a spell, you need to have an object (talisman) to cast it with, and some time. Feats just need time. Then there's concentrating on one of the sorts. Etc.

You can just ignore all of that, but I, at least, think it's interesting stuff. In any case, I don't think you "need" any of it, just that I wonder if the setting implies any of this fun stuff.


Interesting, granted. Interesting enough for me to take the trouble to add it to my current game? I don’t think so. Don’t get me wrong, if there’s a cool opportunity for a religious/cultural conflict that will be great. But I would prefer not to have rules complications for religions. As you said so well, Midnight/Middle Earth has a focus on believing in and taking strength from home and people, rather than from outside spiritual entities, and I don't want to dilute that.

Unfortunately he's mourning fireballs, invisibility and teleport spells too much to get into the spirit and come up with stuff on his own.
Are those things canonical to Midnight? Those kinds of spells, that is? Who uses them, if so? Why would you get rid of them? Or are they somehow antithetical to Midnight canon?


My pet peeve about Midnight. The setting so shouldn’t have been written for D&D. Oh well, it’s a good enough decision commercially. But it really doesn't do anything for the feel. I haven't seen any magic in the HQ book that I’d have a problem with for Midnight, but D&D spells (again, this mindless wargaming collection) just don’t work for me here.

Fireballs and invisibility and teleport are all on the D&D spell list and are a wargamer's bread and butter. Teleport doesn’t work in Midnight because you’d have to be able to go through other planes to teleport (first disappointment for Apari's player when we were still playing D&D), but the other spells are available.

Mass-destruction spells like fireballs (channeler) or flame strikes (legate) in everyone's hands are the wrong kind of magic if I want any sort of a Tolkien feel. Besides when I’m playing Midnight in D&D, I run into big-time balance problems with those spells. To resist fireballs or flame strikes, I need divine magic (unavailable to PCs) and lots of magic items (unavailable to most everyone).
I ended up reducing fireball and flame strike to spells that target an individual creature per casting, rather than incinerate everything within a 40’ radius. This effectively eliminated both spells from our game. Apari’s player wouldn’t use fireballs anymore because they were now "iffy" (note that he considers Gandalf's magic "wussy"). And I still couldn’t have legates use flame strikes on the PCs because with the lack of protective magic those spells were far too deadly, albeit now only for one PC at a time rather than for the entire party.

Invisibility was and still is available in my game, but I’m using the “difficult magic” rule in HQ. This made the player decide he didn’t want the spell anymore (nor in fact any HQ magic) because it was no longer automatic.

And I’ll stop now. No one in my game is currently asking for those kinds of spells and I should be grateful for that. :) In fact Apari's player is now busy exploring whole new worlds of playing since we played, so currently interacting with ghosts is getting a lot more interesting.

We posted about the session here, in case you hadn't seen.

So, if he leaves he gets hungry. But he can control it, in theory? Cool. So be breaks his oath for her, and then she's got to worry about having a friend that everyone thinks needs to be killed. Very nice.


He also is Sarcosan, which won't go down well with people on the Pike, seeing how many Sarcosans are powerful collaborators helping oppress Dornish towns.

How does one kill a Fell? Just hack them to bits?

Unfortunately, yes. Although perhaps this one could be special.

I'm assuming that you roll everything out in the open, right? Very important. When this happens, let her in on the ability she's up against, and then let her calculate what happens with the rolls by looking at the dice. When she gets that Complete Defeat, and then decides not to bump it up, she'll look up at you with that, "So what badness befalls my character" look.


Well… it didn’t happen quite like that in the session. But maybe next time. :)

And yes of course, all my rolls are in the open.

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On 2/22/2005 at 11:16pm, Mike Holmes wrote:
RE: Midnight game prep: A Dornish Crown

StalkingBlue wrote: Yet there are “Religion” sections in the book. It looks almost as if the designers wanted to create a completely bleak and hopeless world, but couldn’t quite manage to bring their cultures to life without giving them spiritual traditions.
Well, see, I agree with them, really. That is, if things are as bleak as you say, then people have to believe in something, or they're going to either all join Izrador (I mean why not if he's all there is?) or they're going to just slit their wrists. They have to have something to live for. If they truely believe that the only supernatural force in the world is Izrador, then I think that they couldn't resist him.

Dorns believe that their departed ancestors “have power over the affairs of the living” and demand honourable behaviour from them (MN 143). Despite the ghost problems Dorns still cremate their dead in rings of standing stones – dangerous, haunted places these days, where you don’t want to go after nightfall or even linger too long over a funeral.
Classic ancestor animism. I mean classic. Katrin is a Dorn, right? I don't see why she shouldn't have her 5 tradition charms for being a spiritist.

The southern humans, Sarcosans, still believe in the Riding Host, a vast pantheon believed to be the stars. They believe that after death a Sarcosan will be judged either worthy or unworthy to join the Riding Host, depending on their deeds in life. As I read the text, the Riding Host never promised or granted benefits in life, so its being cut off from the world doesn’t make a noticeable difference.
Right. So even if it doesn't give magic, it's still the religion part of their homeland keyword.

(MN 158) (Strangely enough the elves appear to have established that the souls of the dead go nowhere, which is why there are so many Fell and angry ghosts around. But this isn't mentioned in the Sarcosan religion writeup.)

Sarcosans also make for the most numerous and most powerful following of Izrador. Both human Night Kings and apparently most puppet lords, even in Dornish lands, are Sarcosans. Strange again. They are the people with the strongest religious affiliation and yet the people who succumbed to the Shadow most easily?
Well, perhaps the appearance of very manifest supernatural powers is convincing to such a people?

Gnomes and many human riverfolk “pay religious homage” to a vast entity, “the Watcher of the River” (MN 177). Halflings make offerings to local nature spirits (MN 171).

The elves worship “both named and anonymous spirits” (MN 115).
I see where Doyce got his need for a spirit world. This is all animism, or, at least, common magic from spirits.

Besides, there is a temple to the Lost Gods hidden away in Erethor, where old traditions are kept;
Again, a religion keyword addition, if not one that allows magic keywords.

and more recently there is the “Cult of the Witch” – elves who believe the High Queen Aradiel to be one of the Lost Gods.
Sounds like either a full theist cult, or at least a Hero Cult.

Dwarves believe the Lost Gods are lost for good and irrelevant.
Even that's a belief.

Some, but not all, dwarves believe in mountain spirits. Father Sun and Mother Moon figure prominently in Dwarven mythology.
Dwarvern animism. Cool.

Fine by me – as long as I can keep it simple. Interesting mechanics and explanations are great as long as I can bring them across without too much rules baggage.
I think that the rules are either minimal or non-existant. For instance one rule is that getting to any otherworld is a 10W3 resistance. Since you're going to have one otherworld, you'll need this rule. The other rules are only important if one of the characters really wants to have magic of the sort implied. If not, then there's nothing to worry about at all. If, say, a player wants their character to be a animist, it's really very simple. They just get a few "fetishes" which are magic abilities like any other, with an additional ability to "release" the fetish and add it's entire ability rating to one of yours (which is way powerful).

I mean, it's just not a lot of rules. Learning it from the book can be interesting, but just ask me, and I'll work through it with you. That is, again, if it ends up getting used at all.

The reason that I think it's interesting to work this stuff out is not so you get to use the rules in question, but because it gives you a view into what your character's cosmological outlook is like. I mean, what does the character think happens when they die, for instance? This can tend to really have some formative qualities as far as personality. And it, again, links the character to the setting.

Think of it this way. The Native American tribes were pretty much animist in outlook, despite not having the flashy effects of magic from this fantasy world. It's important to understand this belief system to get what they were (and are in some cases) really about. Without knowing a character's belief system it's hard to understand them. I mean, it seems to me that Katrin's honor is not just to satisfy her father, but to satisfy his and her ancestors as well, who they probably feel are looking down on them.

The important rules here, is the religion keyword. They should have a skill ability that represents how well they know the myths of their ancestors, for instance. And relationships to Spirit-Talkers who help them speak with the dead, so they know what to do. Etc.

Astiraxes are part of canon, fully statted D&D monsters and all. They were created by Izrador a century or so ago, to track down and kill spellcasters. They are “naturally invisible and incorporeal spirits” classified as “Magical Beasts” (MN 229), which fight by possessing animals. How or from what they are created isn’t described.
There's not one word in all of HQ about how or from what spirits are created. That's irellevant for the most part. All you need to know is that they're spirits, and that they can be bound into charms and fetishes, or even become spirit allies to help people who are devout about worshipping the spirits.

All "spirits" in the Midnight books are present in the physical world.But you're correct that the term spirit doesn't neccessarily imply anything in particular here, either. The real question is how they interact with folks, and what their "belief" system is about.
Ah right, now I’m getting a clearer idea of why this kind of thinking wasn’t getting me anywhere. The text bits on religion don’t really talk about spirits, lost gods, ancestors or stars interacting with people. What they describe is people’s beliefs and rituals, but not actual interaction.
Right. What HQ does is to give a simple framework to all of that.

Actually I suspect that it might detract from the focus of the game as it has developed. It’s been very much about taking personal strength from things in the world – your home, your family, your honour, your ancestors, your bond to someone you’ve fought side by side with.
Did I hear ancestors? Mechanically that's simply animism. I mean, how cool would it be for Katrin to have the spirit of her great-grandfather bound up in her sword or something? And drawing on his strength to help her defeat foes. Heck, with a big enough fetish, she could have defeated whasisname if she'd released the spirit.

I’d much prefer religion and magic to remain subtle and non-intrusive for the most part, to be honest. Again it’s more of a hunch than something I can explain very well, it feels as if varied mechanics for religions would be baggage in this case.
Well, from what it sounds like, it's all animism at this point. If you really want to make it simple, then just say it's all common magic charms. That is, the player takes an ability like "Hit Like Grampa" and that augments any attack they make. It's really not much different than what you have, except that now we know where the magic is coming from.

Because, again, if you don't want to mess with fetishes, devotees, and orderlies, that's fine. The very basic common magic rules work great. And they're very, very simple.

In Midnight you get only arcane magic, which in D&D comes from either studying very hard...
OK, what do you study? Books? Where do they come from? Who has them? Or do you have a mentor?

or from having some unexplained innate gift
These, again, are natural magic. So they're in the system already. There's also talents which are similar, but which characters have to discover, and which most people can discover if taught. These often do have little religions based around them.

Midnight has no magic communities.
It has communities. It has people who worship these beings. It has magic communities. In HQ it's not about Guilds or something. You learn magic from the dude in the tower, or as an acolyte to a priest, or from the shaman. And these are the people who lead the "communities" which are, in effect your people. You don't need separate communities.

Midnight as written also doesn't really have entities that grant magic, although some bits of description of spirits may be hints of this - for instance gnomes believe that their boats sail more safely when they make offerings to the Watcher of the River.
This is a river daimone, then. Note that the name doesn't matter. What matters is that the being either covers you personally just like a human would, or it gives you the ability to do it yourself. In the case of a daimone, it teaches you the "Cross Waters Safely Feat" when you give it the offering. Note that the character doesn't think of it this way. All he knows is that when he crosses he drops some of his bread in, and he makes it more often than he used to before he knew this little trick.

I'm thinking magic could actually be granted by “spirits” without people necessarily knowing about it. You believe you’ve learnt that “Rally the Clan" from your grandmother or "Swamp" magic from your mentor channeler, while in reality the gestures and words you use for them mimic an old, forgotten ritual of worship.
That's precisely how it works. Note that you don't have to learn the Cross Waters Safely Feat from the Daimone itself - you can learn from anyone. The reason it works, however, is because of the Daimone. It actually comes up under your boat and guides you across. In common magic, the being actually is there, helping you out.

Passively. This is important. In the end all common magic is really subtle, because it's all augments. You don't use the Cross Water Safely Feat 17 rating, you get a +2 to your "Rowing" ability. Yeah, the hull may glow as it helps you out, but it's not a big thing, and if you don't Row, you don't go.

We have had magic in the game before (like every D&D game it was dominated by magic), but magic never had any religious connotation. So if it starts having one now, I’d like it to be subtle and possible to be overlooked unless you look closely.
I see what you're saying. And while, again, I agree that you can do without the religious connotations, I think you're missing an opportunity to explore what's actually canon about the religion, and what HQ explores really well. Again, in terms of who in your community you learned the stuff from and such, and what the rituals look like to some extent.

Technically speaking Midnight can have all the monsters that are in the D&D Monster Manual. That includes dryads, nymphs, elementals, devils, demons and angels, giants, as well as all the D&D-specific monsters that have no root in mythology. And yes, that’s defining them in a not-very-interesting way, that is inherent in D&D.
See, this is precisely why I use HQ and not D&D. It's not the narrativism resolution system, I can get that from a number of places. It's how the system nails characters to the setting. And that means the magic that they use in addition to everything else. There's no "you just got magic from somewhere" that you see in other games.

Of the Midnight spirits-specific spirits, some classify as Outsiders (incorporeal beings from other planes) and others as Fey (native corporeal or incorporeal spirits).
This is classic. Fey are mundane world spirits, and Outsiders are spirit world spirits.

And if you're looking for daimones of other gods than Izrador, they can be present, too. According to canon many "outsiders" (otherworldly beings) were trapped on Aryth at the Sundering.
Again this seems to imply common magic only.

I think you can make arguments for each of the three otherworlds to have some relevance in Midnight if you choose to.
You're completely missing what I'm trying to do here. I'm not trying to mangle the interpretation of Midnight in order to get the three otherworlds in somehow. In fact if one or more don't exist, no biggie. I'm trying to look at Midnight, and define what does exist in the terms that HQ would.

See, this is my argument for why to use HQ for conversions of most fantasy worlds. They all already fit the HQ conventions in some ways. HQ just "finds" and brings these things out where the older systems, not the settings, failed to bring out these elements.

What I'm saying is that I think that from what I'm reading that the designers did want animism in the world, but just didn't have any good rules in D&D for it.

Perhaps D&D has made me more wary of system intrusion than I need to be, but perhaps I have a valid point here.
Well, only if your argument is that the rules don't really match Midnight, or really are irrelevant to playing in it effectively. Which I almost buy when compared to Tolkien. But the more that I hear about all of the spirits, the more I feel that perhaps animism, at least, is warranted.

Actually, I agree that they're using "spirit" broadly, and what I really think is that all three sorts of beings exist in the mundane world. Meaning, again, that common magic would best display this sort of thing. Note that what makes a being what it is, is the way in which you commune with it. If you do ecstatic worship (dancing around fires, or taking substances) to get it to play, it's an animist being. If you Sacrifice to it, it's a theist being. If you venerate it throught the chain of veneration, or just study it, it's a wizardry being.

My pet peeve about Midnight. The setting so shouldn’t have been written for D&D. Oh well, it’s a good enough decision commercially. But it really doesn't do anything for the feel. I haven't seen any magic in the HQ book that I’d have a problem with for Midnight, but D&D spells (again, this mindless wargaming collection) just don’t work for me here.
Who gets fireballs in Midnight? I mean, I take it you can take the wizard class? And they are the ones that learn the magic with much studying? This is HQ wizardry (perhaps unsurprisingly). And, yes, you can make it fit midnight without allowing the fireballs, by determining what books and spells each school (or mentor) has.

Mass-destruction spells like fireballs (channeler) or flame strikes (legate) in everyone's hands are the wrong kind of magic if I want any sort of a Tolkien feel.
Hmmm. Gandalf does it. Yup. Chasing off some wargs. I personally feel that it's how D&D handles fireballs that's the problem than the fireballs themselves. Try it using HQ and you'll see what I mean.

Besides when I’m playing Midnight in D&D, I run into big-time balance problems with those spells. To resist fireballs or flame strikes, I need divine magic (unavailable to PCs) and lots of magic items (unavailable to most everyone).
Not a problem in HQ.

Invisibility was and still is available in my game, but I’m using the “difficult magic” rule in HQ. This made the player decide he didn’t want the spell anymore (nor in fact any HQ magic) because it was no longer automatic.
He just needs time to adjust to how the system works, and then he'll want it back. :-)

How does one kill a Fell? Just hack them to bits?

Unfortunately, yes. Although perhaps this one could be special.
No, no. Just curious.

Mike

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On 2/23/2005 at 1:39pm, KingOfFarPoint wrote:
RE: Midnight game prep: A Dornish Crown

It sounds as if magic is rare but a big deal when it happens. In glorantha and hence vanilla HQ magic is ubiquitous. You have a lot of choices for how to model this difference. Your choices are all about how often magic crops up, whether there is any 'little' magic and the flavour you want to impart to it.


First off: you dont have to use all or any of the types of magic in HQ. The system will not break if you take any one of them or all of them out. Not only will it not break it wont be any the worse for it. They are in there because Glorantha needs them not because the rules do.


Second: magic is not religion. Mike is spot on in saying that the 'good' guys must have strong beliefs or they would have folded. Your quotes mention those beliefs explicitly. There is nothing wrong with having religion keywords that dont have magic abilities; they would still have abilities for beliefs, relationships, lore, etc. They would still have a list of optional traits.

In HQ it does not really matter much what categorising label you choose to put on an ability, so such things as beliefs, relationships, lore, etc are all very useable in play. And in fact they are more interesting than 'spells'. For example augmenting against the desire to flee from wraiths by reciting the names of your fathers (ie using Revere Ancestors) and reminding each other that wraiths can destroy the body but not the soul (ie using What Our Ancestors Taught Us) reveal more about the setting and the characters than we would get if they cast 'Bravery' or something.


Third: If you want to model magic as being something only supernatural beings and artifacts can do (ie not PCs) there is another option. You can make the things that can do it npcs and use the rules for followers, allies, etc.

If by definition they are all greater powers than the pcs then dont allow them as followers (npcs that do what the players want most of the time). This way the PCs can use their relationships as abilities to draw these powers attention to the mortal world and convince them to act.

Items like magic swords or other kit can be handled as followers or allies depending on how powerful and how much autonomy you think they should have. If its like LotR then followers would probably be right as they dont get personalities and dont tend to rebel. There is however a gap in the rules in that there is no explanation of how to make a known npc with known abilities into a follower, this issue does not exist with allies for whom this is expected. Hardly a big issue though.


Fourth: its not necessary to establish how or if the 'good' guy's magic works in order to use it in the game. You can make magic simply a set of prayers that never have any observable physical manifestations. It then remains unclear if there is an outside agency subtley at work or if its simply the psycology of belief.

If you do this you can choose to use the theistic structure of vague Affinities and more specific Feats if you want organised areas of power for the being(s) being prayed to. Or just as reasonably you can describe how they are beleived to interact with the world and have all interaction come off whatever abilities seem relevant in the circumstances.


Lastly: you might also take a look at the heroforming rules that allow powerful entities to inhabit a vessel for a time. There may be stuff related to that that is useful for making magic rare but powerful.


As far as Otherworlds go... If its LotR-like then they are unreachable and uncontactable right? So forget about them. No explanation is needed.


Cheers

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On 2/23/2005 at 6:12pm, Mike Holmes wrote:
RE: Midnight game prep: A Dornish Crown

I think Nick's saying some of the things that I'm trying to say, better than I did. I do have a slight disagreement, however.

"Bravery" as a spell is, indeed not all that interesting unless you know where it comes from. That is, if it is indeed from an ancestor animism religion, then we know that Bravery is calling on the bravery of your ancestors, and it does have meaning. Much like the examples that you gave, Nick.

That said, common magic is what I think we're looking at here, and it's considered so...small?...that you're not required in HQ to have any relationships to represent how you got it or anything.

Here's what I'd consider a good rule of thumb. If the magic is just something that everyone in the community might have, it's just a part of being a member of that community, and the community relationships apply. If, however, the magic is more unique than that, then I definitely recommend expanding into more full-blown descriptions of where it comes from. For example, if you're converting a D&D wizard with lots of spells, then I'd definitely define it using the wizardry rules and all that it entails.

As far as the common magic divides, you can probably leave these undefined. That said, for very few rules, I think it's pretty fun stuff. Very basically here are the advantages and disadvantages of each type:

Charms: Always on (no time to cast), charms can be stolen or damaged, spirits sometimes balk
Spells: Never balk, have to take time to cast, talisman can be stolen or damaged.
Feats: Don't need anything to cast, takes time to perform.

These are basically all things to make contests from or given context to magic to make using magic more interesting. For example, ambushed suddenly? Then there'll be a limit on how many spells and feats you can use to augment (or you'll have to take unrelated actions in an extended contest), but not for charms. If you've got a lot of time, you can use as many feats and spells as you like to augment. Have somebody steal a talisman to give the character a goal. Have a charm refuse to do something antithetical to it's nature (a Protect Nature charm being used to protect an animal that's been destroying the local wildlife). Etc, etc.


Basically I think little stuff like this is worth learning for the fun that the color provides. I guess I've been playing with it for so long now that I personally would be loathe not to use this stuff in any world with magic that it could represent. Basically I'm done with magic being generic, and now require that it have some sort of actual in-game rationale behind it now.

Mike

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On 2/23/2005 at 8:19pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Mike, Nick:

I reposted much of our current religious discussion in this thread to enable Lucy to drop by if she's interested. I'd be grateful if you could post any religious stuff in that new thread, thanks. I'll keep this one for specific future game prep.

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On 3/14/2005 at 1:00pm, StalkingBlue wrote:
RE: Midnight game prep: A Dornish Crown

Play is moving beyond the Redgard map, so I think it's time to start a new thread. This will allow Lucy to eventually start reading this one without stumbling on too much stuff she wouldn't want to see before it enters play.

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