Title: [Storming the Wizard's Tower] Actual Play..Loooonnngg Post by: madviking on January 12, 2009, 02:21:00 PM We decided to play Storming the Wizard's Tower for last Thursday's session.
It was a fun time with one hiccup that was decidedly not the fault of the game itself, but arose from frustration over a lack of experience with the rules, combined with some really bad luck. The result was one player tuning out for the last part of the session, so we wrapped up early, as soon as the fight during which this occurred was over. We've been playing together for a long time, so we've been able to resolve the issues behind the incident through (lively) discussion. I used The Horsehall from the rules as the town. Doug played a Young Warrior, Juchi, Rob played a Swordmaiden, Willow, and Rick played a Horsebound, Tristan. I decided to follow DVB's advice and simply set the thing in motion and see where the players would take it. They didn't disappoint me much, but I did allow them to not discover a whole bunch of stuff, mostly because they don't really need it, but I was biting my tongue. I have to remember that it's not about my clever back story. A royal wedding is planned. Prince Wiglaff is to marry Princess Breike of the mountain clan (Tristan's cousin). Juchi and Willow are returning from a trade mission with the farming folk. On the way home, they find a battleground near the old woods. Dead, hacked up woodsmen are scattered all around. Rob wants to know what happened, so I have him make an Arcane roll to know something. It turns out that Willow has some experience with wounds, and determines that these men fought one another, some with axes, some with bare hands. At this point I ask Doug and Rob for Perception rolls, since they are being ambushed by a Mad Woodsman (1 XV), last man standing from the carnage. This is Wode, Juchi's cousin. Wode is overcome with relative ease. 1 round. They were able to detect his ambush. Willow wanted to keep the woodsman away from Juchi, so Juchi could shoot him with an arrow. We decided that this was creating a tactical constraint. Rob rolled Skill, getting 3 hits. Wode has a weakness that makes him attack the nearest person (sees red) so I decided that he would simply charge Willow, if she was closest. We felt that Rob should be able to redo his setup because of this. He chose to brace. This worked for us. Juchi's attack cleared Wode's damage boxes, and Doug chose to simply incapacitate Wode. They decided to investigate the area to see what could have driven the woodsmen to madness. They detected 2 sets of horse tracks headed into the woods, frozen under a thin dusting of fresh snow. A couple of days old. They try to follow the tracks. The Woods are a monster. They are frightened badly, each losing 3 dice during setup. The forest is starting to freak them out. They decide to abandon their effort and report this to the town. In town, Tristan discovered the groom to be missing a day before the wedding. He questioned various people and discovered that Wiglaff had ridden north out of town late the previous night. He reported this to the queen, who charged our heroes with finding Wiglaff and getting him back before the mountain clan discovered his ducking out of his marriage to Breike. The Horsehall folks don't know it, but the bride is missing too. Nobody decides to talk to the mountain clan wedding party. I don't force it on them. The Mountain clan wants to find Breike without any meddling from the Horsehall. About this time, Rob and Doug decide they need to somehow cure Wode of his madness in order to properly question him (Wode isn't a monster any more). Rob uses Skill and the help of the Winter Priestess (his person) to get through to Wode, healing some of his madness. Wode tells of a terrible thing happening in the woods. Just that day, a giant, black-barked oak had swallowed up Snorri as he tried to chop it down. Nobody has ever seen a tree like this before. Tristan asked Wode if he'd seen prince Wiglaff, and he said that he had, riding into the woods the day before Snorri was swallowed up. Further questioning revealed that a few hours before that, 2 riders entered the forest, but Wode hadn't seen who they were. Wode has no memory of what happened during his madness. They decide to stop questioning Wode, and go find Wiglaff in the woods, big black oaks be damned. Rick had discovered during his search for info about where Wiglaff went that Wiglaff's brother, prince Alberich, had been seen leaving the Horsehalls earlier the same night. The players assumed from this that Alberich was assisting his brother to weasel out of the marriage. Rick took a map called Childhood Memory. He asked if he knew anything from his childhood about the two princes when they had visited his clan. I had him roll Arcane, with 2 dice for the map. He had! It was a good moment. He remembered poor hunchbacked club-footed Alberich being bullied and picked on by Wiglaff, and joining in to avoid Wiglaff's scorn and possibly being bullied himself. The players then wanted to know about Breike, too. Tristan knew she was the fairest of them all, but that she detested Wiglaff while being kind to poor Alberich. I feel I could have done better here, imparting some actual useful information, rather than just colourful back story stuff. The truth that nobody learned is that Breike and Alberich have been having nightly assignations in a secret bower deep in the woods since the wedding party has arrived in the Horsehalls, nearly a fortnight. Breike has seen past Alberich's form not because she's especially enligtened; he's slipped her a love potion. So, to find Wiglaff, the pcs enter the woods, made dark and dangerous by the (as yet undiscovered) sins of two princes and a small, eensy-weensy pact with dark powers. The entirely overdone back story goes: Wiglaff was told of the lovers secret rendezvous by a woodsman who saw them enter the woods and saw fit to follow. That same woodsman was Snorri, later swallowed up by the evil tree. Wiglaff went after them with murder in his heart. Caught, Alberich knew he could not match Wiglaff's might. He told Wiglaff that nothing could make him give up Breike. Wiglaff and Alberich fought. Alberich was stabbed, his life ebbing away, and here he swore a terrible oath, sealing his fate, the fate of Wiglaff and Breike, the woods, and the Horsehalls forever. As his last drop of blood departed his body, he cursed Wiglaff. Wiglaff's blood will feed the forest until the end of time. The forest will grow strong from the blood pumped through his murderous heart, and cover the land with evil. Nothing good will grow where the forest advances. Only madness and death will remain under the trees. Breike will be Alberich's bride in death. With his last breath, Alberich pierced Wiglaff's heart with his spear, pinning him to the roots of the Great Tree of the Forest. It didn't take long for evil to spread. In hours the woods are a dark miasma of terror and madness. The woodsmen are its first victims. Only the bravest could possibly travel within the woods now without giving in to madness and despair. Alberich is given no rest in death. He wanders as a creature of shadow, shunning the sunlight, hating all life. Breike is driven mad, still under the sway of Alberich's potion, but he no longer loves or desires her. Those emotions ended with his life. If Wiglaff's blood continues to feed the Great Tree, everyone in the Horsehalls and the nearby clans will be forced to leave or die. So, into the evil woods the players go. The woods require Perception to traverse. The woods attack with Madness and are Frightening and worth 5 XV. Anyone who takes damage is actually becoming more and more afraid, approaching madness. If they're put out of the fight this way, they'll 1) run screaming unless restrained or 2) curl up into a ball and gibber. The woods are really effective against people with low Perception who are frightened out of a couple of white dice for the duration of the battle. It took 8 rounds to finish, with Tristan mad and gibbering, Willow on the verge of it (he managed to stay in despite lousy odds), and Juchi, amazingly, unfazed. Rob and Doug eventually hit on the tactic of encouraging one another, singing inspirational songs against the fear, since they have decent command dice. Rick was having difficulty with the rules at a loss as to what to do for the most part during this. I made tons of suggestions, and there was a lot of useful discussion about what to do. We put many of the suggestions presented in the rules into play in this fight, but we'd lost Rick by then. Rob was frustrated by the difficulty of making progress, but was always focused on figuring out useful tactics. He said he really enjoyed the fight, and loved the concept of terrain as monster. Doug was able to rely on his blue dice and really good rolling to avoid taking any damage, but was finding it hard to make progress. 2 of them, Tristan and Wilow, have the spell Bath of Healing Light. It was, at best, marginally effective at healing. Rob had 7 green dice for it, but was never able to achieve more than 4 successes, and that when he had 3 miscast boxes, which he felt obliged to fill. I think 5 total castings of it between 2 characters actually healed only 4 damage boxes. Perhaps bad luck, but not horribly so. Maybe that's the intended ballpark. Our experience was that the penalties for casting seem harsh. Upon reflection, I think it's vital to figure out a way to keep attackers off of spellcasters to minimize the loss of spell dice due to attack. They were getting the hang of battle by the 4th or 5th round. They thought of tactical advantages such as torches piercing the darkness and using maps as weapons, as wellas the previously mentioned giving orders. Sometimes we forgot to charge or brace, when doing nothing but attacking. We ended the session with the characters in the middle of the woods (but the woods defeated), one of them useless pending some sort of healing, one of them nearly so. Both are supposed to miss the next adventure, which they both found annoying. I wonder if they'll figure out a clever way to solve this? I'm eager to find out. I have a few planned encounters left: Some Evil trees which guard the Great Tree of the Forest, mad Breike, who seeks a new lover...forever, and the shade of Alberich (insubstantial, but vulnerable to sunlight), I plan to have him at the Great Tree watching Wiglaff bleed, to make it hard for the heroes to simply heal or kill Wiglaff to save the world. I'm trying to figure out a way to make Wiglaff as a monster, since all that's really required for the salvation of the town is for Wiglaff to stop bleeding on the tree. Killing him, healing him, removing him. Maybe I'll just make him a tactical feature. So much effort required to pull out the spear, kill, heal, etc. With Alberich's shade around to fight, that might be enough. I haven't decided what treasures yet, either. If all goes well, and Wiglaff and Breike are saved, the wedding could go on and the tribes could give royal treasures to the heroes. Or maybe the new alliance with the mountain clan is forged for some benefit the pcs can call upon in the future. Maybe a new character type: Mountain Clan. Maybe the bloody death-aligned spear drawn from the Great Tree and Wiglaff's body. Rob, Doug and I gave the game 2 thumbs up (tm) each. We have a few reservations, but nothing serious. I had a great time playing and designing the adventure. The first is battle seems to take a while (8 rounds in 90 minutes) Probably an effect of us being noobs and not actually having enough distinct dice to make the rolls all at once. The second is, not all stats seem created equal, but whatever. Perception, Strength, Endurance seem most important. There are good uses for the other stats, though, so it's not too bad. Maybe balance is not the intent, anyway. I expect experienced players to take advantage of their strengths and avoid their weaknesses. I expect to make adventures that take advantage of their weaknesses and triviailze their strengths. This was more an issue for Rick and Rob than the rest of us. Rob wants to choose where the stat dice go after he rolls them, not before. Third, magic seems fairly weak. We didn't have a damage spell to try out, though. Probably working as intended at this level. Level 2 magic may be better (?) This was more an issue for rob than the rest of us. I think that's quite enough for now, Eric Hansen Title: Re: [Storming the Wizard's Tower] Actual Play..Loooonnngg Post by: lumpley on January 13, 2009, 07:11:59 AM 8 rounds! That's too long.
I blame: making a 5-XV terrain monster. Yikes. Guaranteed to frustrate and block progress. I mean, that's why you create big-XV terrian, right? But here's a thing, if you're intent on such a crazy-big terrain: Rick took a map called Childhood Memory. He asked if he knew anything from his childhood about the two princes when they had visited his clan. I had him roll Arcane, with 2 dice for the map. He had! ... I feel I could have done better here, imparting some actual useful information, rather than just colourful back story stuff. Yes! Or you could have made this information useful itself. Here's one way: "what you know about the woods counts as a weapon for traversing it, so everybody gets 2 red dice." Overall, your goal as GM isn't really to systematically hit them where they're weak and annul their strengths. It's to challenge them to use their strengths inventively, if you see. Thanks for playing my game! If you have questions I missed or if you'd like me to comment on anything in particular, just point 'em out to me, it'll be my pleasure. -Vincent |