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« on: April 16, 2011, 09:03:42 AM »
Second session, same characters, once again in lieu of our regular AW game. This one didn't go as well as the first. It was a "town adventure", just following the PCs around as they tried to get more information about Quinn's observatory and the silver dagger. The PCs had a lot of failures. The combination of no specific dungeon to explore, and problem after problem arising from the bad rolls, made it feel too rambly and loose, and a little Keystone Kops. I think I was running it too much like an AW session.
Some highlights:
- I tried out the fence-the-goods move I posted in the Treasure thread. The PCs failed (the perils of dump stats), so they didn't get much for their stuff, and attracted some unwanted attention to their dagger and exploits. It got me thinking of how it might work in different situations. Do you roll once for the whole pile, or divide the loot into meaningful subsets? Does each PC roll for their own share? I guess it would be up to the PCs, and how they played it out.
- There were lots of maneuvers that didn't map easily on to the available moves: climbing a tree to get away from monsters, bowling over an opponent in a fistfight, fighting over control of a weapon, etc. We adapted existing moves as best we could: Defy Danger for fighting over the knife, Hack and Slash for tripping somebody with slightly different outcomes (instead of delivering damage, you successfully get your enemy on the ground).
- There was some frustration about the questions you could ask using discern realities or spout lore. They break down a bit when the characters want to know about a more general siituation, like best escape routes out of town when you kill a drunk elf in a street brawl while surrounding by a crowd of witnesses...
- It's hard to treat the characters as heroes when they feed an urchin girl to an alligator so they can escape. I think we've been playing too much AW...