The Forge Reference Project

 

Topic: Tragedy of Three Kingdoms
Started by: Bankuei
Started on: 3/4/2002
Board: Actual Play


On 3/4/2002 at 5:56am, Bankuei wrote:
Tragedy of Three Kingdoms

I finally got a chance to play with some of my friends something I've been wanting to get to for a while. I've been soaking my brain in old Chinese epics, like Heroes of the Water Margin/All Men are Brothers, Romance of the Three Kingdoms, etc. All of us have also been playing Dynasty Warriors 3 the videogame, also based off the same subject.

We got together using the Blood & Steel rules for octaNe, since I wanted something quick and fun emphasizing style over numbers. The players took about as long as any rules-heavy game coming up with character concepts and backgrounds... For some reason I find that happens a lot with games that don't guide you step by step with classes or archtypes...

I broke out two reference books, Ancient Chinese Weapons, and 100 Chinese Gods and told the players to each pick one out of each book. That worked out great and made things easier for the players.

The basic setting is the border between the states of Chu and Wei, a major trade route between the two where the PC's act as border guards, protecting caravaans. The PC's are all captains at Hulei Keep, and are responsible for their own platoons of soldiers. The general plotline goes about a political disaster between the two states when one of the captains of Chu kidnaps/rescues a bride to be from the abusive son of Wei's Governor. Needless to say it gets real nasty from there.

I've found two things that worked out well, the first being to use bangs(set up conflict right away) like Ron said, "Story now!"-The first scene being "Hide the girl". This worked well because the entire conflict of the love triangle and political ramifications came to front in just one scene. It worked even better as I doled out pieces of information that simply raised the temperature each time(The capt. responsible is a nephew of the King of Chu, he killed two guards, the girl's mother was beaten to death by her fiance, the two "guards" were actually the Governor's nephews, etc.) These bangs were awesome for increasing the tension.

The second thing that worked well was using a Relationship map, although I haven't gotten a copy of Soul yet, I used Ron's Sex & Family model, but also added Duty, since most of the characters were military/politically under someone else. This worked great for keeping track of the labrythine machinations that the players kept spawning and those of the NPC's. I found that by the close of the first third of the session, that my preplanned ideas were mostly junk at that point.

As far as the octaNe system, the players are having a hard time fully using the Narrative power they get on a success, as well as using the Plot Points system. The other part that is a bit hard is using the variable dice rule with Blood & Sword, since I have to make judgements as to what gives a bonus and what doesn't each contest. On the other hand, the style system really fits the chinese epic focus on character over details.

On the next session I hope to add the Vows rules since players were particularly ired by some of the antagonists :)

I'm definitely surprised at the complex story I've managed to weave from such a small cast of characters. I hope to be able to better scene frame to keep things moving faster, and to adapt to the players' plans a little better in the future.

Chris

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On 3/4/2002 at 2:17pm, Ron Edwards wrote:
RE: Tragedy of Three Kingdoms

Hi Chris,

It sounds like a great game, and I'm glad that principles or ideas I've provided are working out for you.

Let me know a tad about the following.

1) You mentioned "preplanned ideas" becoming "mostly junk" as play progressed, which matches my own experience with these techniques. In your view, was this undesirable? Or did the material that actually emerged turn out to be preferable?

2) I have found that there's such a thing as too much "GM spin control" when it comes to assigning bonuses and penalties. In more traditionally-written games, this feature is practically necessary to keep from killing PCs or to keep things "on track," but more overtly-Narrativist designs don't need these things ... so when I play something like Sorcerer or InSpectres, I find that the "spin control" can get in the way. (Kind of funny, a form of "freedom" getting in the way, but it does.) What do you think?

Best,
Ron

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On 3/4/2002 at 3:04pm, Jared A. Sorensen wrote:
RE: Tragedy of Three Kingdoms

Bankuei wrote:
As far as the octaNe system, the players are having a hard time fully using the Narrative power they get on a success, as well as using the Plot Points system. The other part that is a bit hard is using the variable dice rule with Blood & Sword, since I have to make judgements as to what gives a bonus and what doesn't each contest. On the other hand, the style system really fits the chinese epic focus on character over details.


Hey, Chris.

The newest, bestest version of octaNe: Blood & Steel is different and doesn't use bonuses or penalties. Also, I think it's cool you're using B&S, but I'm not sure appropriate it is for the kind of story you're running (I'm of the mindset that although any game system can be used for any game, some are more well-suited than others)...

If it works, though...well cool.

- Jared, furiously writing the last section of octaNe so it'll be ready for GenCon. Check out my forum here for an update, anyone who's interested.

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On 3/4/2002 at 3:44pm, Bankuei wrote:
RE: Tragedy of Three Kingdoms

Ron, in response:

1) I was quite pleased that my preplanning turned to garbage. I like it when the players do the unexpected. I don't like the players to feel railroaded, or "guided", but I do want to keep the story moving, so I keep throwing in clues, plot advancement, etc to spice up the stew.

2) I wasn't really looking at the idea of spin control with the rolls, as much as trying to use the version of octaNe I had as written. Actually, next time I just might use the 3 dice basic rule and perhaps add bonuses in special situations only.

Jared,
Reading Blood & Steel, it had all the makings of the Chinese hero:

"Who dares challenge Chen Tsao, son of Chen Wu, the hero of 67 battles and slayer of your fathers? I have lifted boulders for 100 moons, read the classics for another 100 and sword practice for 1000 moons! Though merely a soldier in Chu, I am an ambassador to King Yama, lord of the 18 underworlds. He has prepared a cottage for you and your descendants! Let your gods parley with him to ransom you from his dark haven, until then, let me grant you ferry across the river of death!"


Deeds, Lineage, gods, its all there :) Check out the stories sometime, they're great :)

Chris

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On 3/4/2002 at 4:40pm, Jared A. Sorensen wrote:
RE: Tragedy of Three Kingdoms

Bankuei wrote:
"Who dares challenge Chen Tsao, son of Chen Wu, the hero of 67 battles and slayer of your fathers? I have lifted boulders for 100 moons, read the classics for another 100 and sword practice for 1000 moons! Though merely a soldier in Chu, I am an ambassador to King Yama, lord of the 18 underworlds. He has prepared a cottage for you and your descendants! Let your gods parley with him to ransom you from his dark haven, until then, let me grant you ferry across the river of death!"

Deeds, Lineage, gods, its all there :) Check out the stories sometime, they're great :)


I stand corrected!

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