Character CreationI ended up MCing while DS and OW created characters. I busied myself with creating enemies and a Troll while OW and DS did their thing. There was very little interaction until the process was done. OW created Herakleus, the Cretan Troll-Killer, and DS made Parlan, the Tavie Wicker-Wise. I created the people beyond the border (Slaves, known for their implacable blood vengeance, ruthlessnes, insularity, and a few other things), and a Wood Troll. I noted that a "monster sheet" in the vein of a character playbook would be nice to have.
Start of PlayWhen asked what was done last season, DS opted for "Rites and Celebration," while OW chose "At the Hearth," noting that a grandchild had been born. I asked what their holds were like. DS mentioned having a large ceremonial shrine. OW stated that he was not known as the "Troll Killer" by the Cretans, instead referred to as the land-watch patrol. The Tavie, more in tune with the magical beasts of the world, venerated OW for his aid in fighting on their behalf.
As MC, I mentioned that the lack of "getting to known the characters" left me not sure what to do next. We talked a bit, and thought that the "what did you spend last season doing" options might benefit from something that brings conflict into the game more. Some ideas included:
- what did you spend last season preparing for
- what did you spend last season doing, and what stood against your effort
Not sure what to do next, I opted to bring in my Troll (which I was excited about since I originally saw the Troll page of the playtest documents). We opened with DS speaking with the chieftess of the Tavie (Muirne), whose mother had had her breath stolen the previous night. OW was called, and Murine stated that it was the Wood Troll who had taken her mother. OW was bewildered, stating that he had killed that troll last season, sticking its head on a pike beyond the village.
DS decided to
consult the other world, and blew the roll. OW opted to do the same, to the same effect. I described DS coming to his ceremonial shrine, only to find that several of the stone pillars making up the space had huge, deep gashes in them, many toppled over. Similar claw marks were dug into the dirt at the center of the shrine. OW inspected the pike (bearing no head), seeking a sign from his gods. He saw that the pike was cracked, now leaning towards the desecrated shrine - the creature had in fact returned.
After some conversation about how to move forward, OW and DS decided to try and track down the beast. DS
asked for the hospitality of the Tavie, and was granted both a small troop of warriors (5). Additionally, DS enchanted one of OW's arrows to burn with hot fire, using the same hospitality to gain a bounty of food as a sacrifice.
In the woods, OW
struck a quarries trail, blowing the roll. The troop arrived at the den of the Wood Troll, and were quickly ambushed by the beast.
Here we struggled for a bit with the rules. We started off the fight by stating the Tavie warriors as a War Company, and they rolled to "come under attack." While the warriors were quite weak (war -1), their "considerations for harm" were devastating.
They: outnumbered the enemy 3:1 (+3 harm, +3 armor), and had high ground (archers set up in trees) (+2 harm, +2 armor). After the first
come under attack exchange of harm, the troll was nearly dead and the war company was unharmed. In response, OW
lead an attack against the troll. When we read that the roll had to roll to
come under attack, using its war, we realized that the battle mechanics probably weren't made for this. As such, we jumped back to when the troll burst forth from the treeline and attack OW. There was some confusion as to which move to use next - we originally looked at
undertake great labor as a "acting under fire" equivalent, but I noted that the wording of the move and the move outcomes didn't really fit. Once we realized this didn't work, OW rolled to
engage in single combat, and was brutally mauled by the troll as a result. He then noted that he really didn't want to go to single combat when the troll burst out - his intention was actually to flee, but he misunderstood the way the move worked. He opted to keep the harm inflicted (3 harm as established) but to then try to escape. We went with it for the sake of moving through the playtest.
DS decided, quite reasonably, to run, and succeeded in "covering the distance" to his escape on a
lead into action roll. OW was quick to follow suite. He made the roll, "seizing hold of" his escape and "covering the distance" between himself and the exit. We got to a point where we felt like every move made was
leap into action, but we weren't sure how else to engage the mechanic in this situation.
I had the archers fire off a volly at the troll, but as individuals, none of them could puncture the trolls hide. We decided in the interest of moving forward with the playtest, the Troll decided to retreat to the woods rather than get pelted with arrows again and again.
After the fight, DS consulted the other world, discovering that the Troll had survived its earlier "death" because it kept its organs hidden in a broken tree somewhere amidst the woods. He also saw that the troll must consume its own organs before removing them again at each half moon. OW opted to
strike a quarries trail again, this time choosing to "study it for insight." He learned that the Troll was going to a cave in the side of a cliff to deter followers, and would wait to regenerate. Since they did not yet know the location of the organ tree, and OW was badly wounded, they decided to return to the stronghold.
One back, DS began a healing enchantment. The sacrifices chosen were:
- Bind the subject by oaths to your gods, in this case swearing the Troll-Killer to slay the troll in exchange for their blessings
- take a measure of blood from each person in the village
- give a bounty of goods to the river
- spend the rest of the season performing the enchantment
The oaths were acquired by OW after some cajoling, and the villagers were willing to give some blood to help revive their only protection from the troll. The bounty of goods was trickier however. Since a bounty had already been taken this season, the Tavie simply did not have it to give. OW asked the Cretan war captain, asking for 2 horses to be sacrificed for his healing. The war captain was unhappy about the request, but decided he would grant it if OW swore to him not to take up such foolish errands as chasing after trolls in the woods. "Stay at your guard post - do not enter the woods" was his demand, which OW made (this was fun since he had already sworn to DS's gods that he would hunt down and kill the troll). Since drowning two horses is kind of a task, I decided to call for a
undertake great labor roll from DS. He blew the roll, and I described the horrific scene of cutting, stabbing and drowning the two horses, who fought for their life with tooth and nail. In the chaos and wild fighting for survival, 3 Tavie drowned, and DS took 1 harm from a horse kick to the femur.
We were just about done for the day at that point, so I called for the end of the season. DS's 1 harm couldn't be spent in recovery since one sacrifice was to spend the season enchanting, so it became permanent. OW slowly recovered over the season (healing 2 from the enchantment, and choosing to recover for the season to heal the last 1). During the season, I noted that 2 more Tavie had died, their breath stolen just as Muirne's mother.
Things we/I liked:
- Stronghold/People creation
- Rights and the interaction of characters and the people
- The design of the engage in single combat move (although I and OW noted, any harm at all is brutal in this game)
Questions/Things that were weird:
- Is "creating a holding" the same as "creating a stronghold"? Did we do this right?
- The scales of the wealth options given the populations in question
- Direction about world creation - should we have created a region rather than a single hamlet? How far reaching is "create the enemies holdings and peoples"?
- Where to go after character creation - I felt that I really need to interject something independent of the players, which was very different from AW (perhaps this is the intention? That this world is about outside threats coming in, not what you personally care about/seek to achieve?
- the whole fight with the Troll was confusing
- how "lead into action" seemed to be the only mechanic to use if doing anything other than "single combat"
- The focus of the game in general - we, perhaps expectedly, were very character/individual centric in our approach, but it seems like this game is much more about the community(s) as a whole. Were we approaching the game wrong?