Yeah, that push to create a situation in motion instead of a static one is really key, in many games. Thanks, and I'm looking forward to hearing more!
Why would not there be a mechanical part about the player motivations in the setup / player creation ? That would be great.
So, the
game.
To begin with, I told them that the summer has just ended, and asked them what they did during it, and choose a
season move.
The Wicker-Wise and the Troll-Killer did their job :
Rites & Celebration and
Hunting respectively, no problem here.
The Castellan told me she was supervising the land working, which is not the exact description of the
Working the Land move, but it seemed suitable, with the exception that the food bounty is property of the landowner, no the Castellan herself.
The War-Captain told me that he was leading raids and looting with his warriors. As there was no move for this, we adapted the
Soldiering move, primarily by replacing the possible bounty of coin by what he would have looted. With a hit on the war roll, he told me that he was unhurt and stole a bunch of slaves, but was still engaged.
Afterthoughts : I hoped that the season moves would give me some stuff on how to start the story, but except with the War-Captain it didn't really.
I also found that the Soldiering move is pretty harsh comparing to the other "here, take experience and bounty" season moves : the only benefit is an option on the list, and even with a hit you get one problem. Maybe you should a least mark experience toward War rights ?
It is the
beginning of Fall, and the characters are doing their business when they learn that a farmer nearby has been violently attacked by foreign warriors. They all react promptly : the Castellan
gathers warriors to set patrols, the Troll Killer
tracks down the trail of the attackers, the Wicker-Wise
lead the funerals of the dead farmers... not without
ritually summoning their ghost to learn about their killers : a Germanic clan, but strangely helped by Celtic people.
Remark : at one point one of the characters
consulted his gods, while the Wicker-Wise asked to be
overcome by an oracular vision, and except the absence of roll, both seemed very close, and the Wicker-Wise player felt a little wronged.
The Dortmund clan who rules the Golden Woods has a strict revenge policy, and the liege asks for reprisal over those attackers... but he just received an invitation, for him and his sister, to their cousin wedding in a neighbouring province. And his allied warriors, the Turgis clan, are still oversea...
Meanwhile, the War Captain, head of the Turgis clan, sails back from the raiding season with the slaves they captured. However, he is pursued by some Danish clan eager to steal their loot.
This led to our first, "test"
battle, which was a little tricky because we had to apprehend all the options, but quite fun. However we wondered if the
Fighting in Company counts for the company leader, and as it seems that the answer is no, if the leader takes damage with his company or not.
The fight ended with a
single combat between the leaders of both sides. It enlightened some possible flaw on the single combat rules, which has yet been confirmed by every single combat we made : there is no reason for a PC to spend on the "strike hard" option, as someone on a combat just wants to win without being harmed, inflicting harm being a way but not a goal itself (the MC, however, would probably like to spend on this option to make combat dangereous).
Having won the battle, the War Captain, wanting to be in good terms with this norse neighbour clan, invites them to rest and celebrate in the Golden Woods. When he comes back, the Dortmund liege announces him that he is leaving with his sister for his cousin wedding, and asks him to protect the Woods and take revenge on the attackers.
So the Castellan goes to her cousin wedding, an opportunity to learn more about her abundant family, her insular father and her world open cousin, the first reproving the union of the latter with a woman from the latin continental culture. The Castellan being herself both a latin literate and a tradition conservative, she becomes the mediator of the conflict, and made many promise to calm down her father, including that she soon will find a husband for herself. Remark : during the numerous conversation scenes, it was a little difficult to choose between
Win Someone Over and
Size Someone Up or both, are they seem almost identical moves.
During this time, the War Captain organize defense and reprisal in the Golden Woods. He promises a bounty of goods to the Danish clan in exchange of the protection of the lands while he takes his warriors and the Goldwoodish hunters to destroy the Germanic raiders. However, the Wicker-Wise wants to perform a ritual to protect the Goldwoodish hunters, and sends the Troll Hunter to catch some dire beast to sacrifice.
The hunt included some
Undertake Great Labor,
Strike a quarry trail,
Leap into action, all working very well, despite I'm not really convinced with the 7-9 result of the first one (saying "you succeded but it was difficult" doesn't seem to add much to the story). At one point we wondered if
Joining in Single Combat was fitted or not for the combat with the beast, and in retrospect I think we should not have used it. After that, the Troll Hunter comes back terribly wounded and the Wicker-Wise cancels the ritual, preferring to heal the hunter.
As their preparation ritual was cancelled, the Goldwoodish hunters refuse to go to battle until the next season. So the War-Captain decides to delay his attack... and I had the season pass.
New
season moves : the Troll Killer
recovered, and the Wicker-Wise
performed ritual to heal him. As the Castellan was away from the Golden Woods at the end of the season, she chose that
travelling was the most adapted choice, and this made me add some interesting news connecting the different factions that were introduced. The War-Captain told me that he was preparing for war, training and scouting... and we didn't really know what move to choose.
Overall thoughts :Overall it was fun, interesting, and we are all impatient to play the next sessions.
As a MC, I had a lot to improvise. That's not a problem on itself, but I miss the strong MC rules and prep of Apocalypse World. One thing I would really like is a list of moves for peoples or NPCs, like the threat moves in AW. Not that the generic MC moves are too restricting, but as they are very broad so not very inspiring. I have the feeling that the "Have an NPC act on their aspirations / do what their conscience will allow" moves somewhat try to fill this absence of threat moves, but I'm not yet very comfortable with this aspirations/conscience mechanic.
For the PCs, it was easy for the Castellan and the Wicker-Wise to find their place in the story, but it is not the same for the two others. Concerning the Troll Killer, it seems clear that I should introduce one or several trolls at one point... but I really lack some binder between the realistic setup material and trolls. Concerning the War Captain, we probably just have to start a big war and he will feel like a fish in water... but he maybe is a little too much specialized playbook, at least for my taste.
A last word concerning the sheets : I have very quickly been drowned on sheets of peoples and notables (but I must admit I'm not a very well organized person). My favorite is the 1 people + 3 notables, but actually I stopped using those and rewrote a summary of all peoples and notables on a blank sheet so I could have everything on a single sight.