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Dungeon World / [AP] Carver's Cave
« on: February 11, 2012, 01:36:02 AM »
So, I've been on leave and got a chance to 'sell' and play through the villager playbook with an old hand at D&D (3.5) and a complete noob to roleplaying with great success! 'Trouble' the halfling (as in here comes Trouble) played by the noobie and 'Al' the dark? Elf (the player is a Wil Wheaton fan) by the D&Der.
They have spent two short sessions finding their goodwill in the heaving Port Blacksand (from Fighting Fantasy fame). After much skulking about avoiding the law and the clutches of the local thieves guild, (stolen from the Spanterhook starter) the daring duo ended up with some strong bonds and even stronger motives to leave town.
Trouble levelled up to thief and Al to a ranger using the new beta 1.1 rules. I decided to play RAW in order to give some feedback to Sage and Adam. So we went through Chargen with our backstories in mind, '1st' session principles and agenda in play. I grabbed a whole stack of Dyson's maps and printed the map on side and the 'blurb' he introduces them with on the other on an A3 page. This leaves lots of room around the map to write on other stuff or add sticky notes for relationships.
Chargen was a breeze, and I'm getting rather proficent now at letting the players do their thing and really ask some pointed questions to set up the starting situation. We already had established the stat blocks and alignments from the villager session. Both players got the 7-9 hit on leaving home for the life of adventure.
Arwen (the elf) chose You’ve been rejected by the village. You no longer belong here, and maybe never will. Narrating that the thieves guild has no use of elfy, rangery types and she should head back to where she came from. The player really liked playing up the theme of alienation and predjudice, thus getting Arwen voted in as chaotic good.
Sketchy (the halfling) chose You are abandoning something precious to be claimed by a loathsome rival. Establishing without doubt his unrequited love toward an elusive, beautiful wizard named Morgan le Fey hinted at during the villager sessions is indeed the head of the Thieves Guild's (Silk's) mistress. One shall not covet thy boss's squeeze.
This gave me a few cool stakes questions that I quickly scribbled down - Is Morgan or Silk in control of the Spanterhook thieves guild? and Will Morgan develop 'feelings' for Sketchy? and How are inter-racial relationships perceived by folks? (given that Silk is human)
Look was next, Arwen having Animal Eyes, Wild Hair, Camouflaged Elvish Clothes and a Lithe Body. Through questioning it became apparent that her 'mentor' from the village sessions - an aged (drunken) elven veteran of the 'old' wars turned beggar named Thranduil - gifted his shifting elven war rainment to her, after having held onto it for 200 years in a tatty box hidden deep within the catacombs under the temple of Lolth 'What lies beneath' in Port Blacksand.
Ooooh, he's definitely coming under my cross[bow] hairs. I asked Arwen to write a bond for him, and she didn't like any of the Ranger options listed, so chose from the fighter playbook instead: I have sworn to protect Thranduil, as he has mentored me and been as my father. She likes the idea that her own background is ephemeral and to be discovered in play.
Sketch chose Criminal Eyes, Hooded Head, a Cloaked Outfit, and a Well-fed Body.
In terms of moves, there wasn't much to do other than choose from a few lists. Sketch went with the Poison Bloodweed (of course) cementing his evil ways. We established his source is a halfling smuggler named Caleb Deathcap, who tends to lurk down at the docks. I asked Sketch to write a bond with him and he chose: Caleb knows incriminating details about me. We easily re-incorporated that it was knowledge of Sketchy's sordid lust after Morgan, thus giving leverage to Caleb when he asks for 'favours'.
Arwen then had to detail her animal companion. She went with an tom cat from the seedy backalleys of Port Blacksand. She went with a Highly Ferocious, (stealthy / quick reflexes) Exceedingly Cunning (search / scout) and Instinctual (forgetful) English Blue named Cheshire.
Alignment came next and it was fairly obvious that Arwen was Chaotic Good, claiming that the inspiration for freeing folk was her mentor; Thranduil. Sketch is Evil through and through, though he likes to keep that little detail out of the public eye, going for a fairly neutral demeanour most of the time. I explained the new XP system (not that the players had experienced the old) and explained it was similar to the Goodwill from the villager handbook.
I like the new gear lists! Rather than doing the whole shopping 'mini-game'. The lists are quick and easy and narratively full of promise. Sketch went with a punch dagger and flamboyant but cheap 'fake elvish steel' short sword. His leather trappings included a wide shoulder belt and pauldron, worn but servicable vambraces and a short studded kilt over his trews. His Bloodweed poisons are tucked away in vials on his baldric and he went with a healing potion too (just in case) and a bunch of adventuring gear stashed away in the many pockets and folds of his voluminous hooded cloak.
He also wanted some ubiquitous throwing knives. Hmmmm. I made a call and said sure, what do they look like? He described them as like a bandolier of death strung across his bulging belly. Nice. So I drew an analogy with a bundle of arrows, saying that his bandolier of throwing daggers was 2 Ammo, 2 Gold, 1 Weight. Sketchy grinned malevolently as he surveyed his kit.
Arwen went with a heavily personalised (albeit human) hunting bow and quiver of arrows, and a beautiful elven spear, in which the single edged blade was almost as long as a short sword. Her leather is the age old war suit of interlocking leaves and wonderfully decorated bands that camouflage her every move. She chose some adventuring gear and rations too, along with a herbal satchel, filled with poultices and unguents to prepare for her trip into the wilds.
The PC's have already been fairly well introduced, so on to bonds and a bit of further questioning....
Arwen says that Sketch doesn't know how to survive in the wild, so she will teach him. He's quite happy with that since he comes across to her as a happy, come-what-may rogue, when in actuality he is an evil, self-serving, sonofa[hobbit]bitch. They run a long running 'protection' scam together since being villagers which Arwen unfortunately thinks is communistically benevolent (though illegal).
The con is that they sell their services to interested merchants as 'guides to the safest toll-free routes through the wilderness'. They keep the pulse on the latest brigand movements and sell that information (protection) to the merchant caravans. This involves a lot of moving amongst both the merchant and smuggling fraternities. They take a cut from the premium paid to the Guild, and the merchants are (usually) safe from harm.
Sketchy infers a darker element to the arrangement, using his position to garner information on the movement of goods that may be of interest to more nefarious types.... Necromancers, ambitious nobles, slave traders, drug dealers and the like.
So I have this huge list of questions I've cobbled together to ask when I feel a little stuck, sort like the 'follow the characters around for a day' of AW. So I got stuck in.
'When was the last time you two were in a fight with each other?'
Arwen pipes up and says it was over Sketchy killing someone (again) for money. She dobbed him in to Silk, hoping that the raw justice would change his ways.
'Oh yeah? Like he poisoned his targets?'
Just so. Sketchy concurs and authors in that the victims were one of the merchant clients - and his family - they had been fleecing under their 'wilderness guides' con.
So just like Sage advises I start the session with the group of player characters in a tense situation.
'OK, you are hauled up thieves court in front of a scowling Silk, demure Morgan and the caterwauling underworld masses deep in the bowels of the Spanterhook. Tell me why again?'
Next post - the Players are offered an ugly choice....
They have spent two short sessions finding their goodwill in the heaving Port Blacksand (from Fighting Fantasy fame). After much skulking about avoiding the law and the clutches of the local thieves guild, (stolen from the Spanterhook starter) the daring duo ended up with some strong bonds and even stronger motives to leave town.
Trouble levelled up to thief and Al to a ranger using the new beta 1.1 rules. I decided to play RAW in order to give some feedback to Sage and Adam. So we went through Chargen with our backstories in mind, '1st' session principles and agenda in play. I grabbed a whole stack of Dyson's maps and printed the map on side and the 'blurb' he introduces them with on the other on an A3 page. This leaves lots of room around the map to write on other stuff or add sticky notes for relationships.
Chargen was a breeze, and I'm getting rather proficent now at letting the players do their thing and really ask some pointed questions to set up the starting situation. We already had established the stat blocks and alignments from the villager session. Both players got the 7-9 hit on leaving home for the life of adventure.
Arwen (the elf) chose You’ve been rejected by the village. You no longer belong here, and maybe never will. Narrating that the thieves guild has no use of elfy, rangery types and she should head back to where she came from. The player really liked playing up the theme of alienation and predjudice, thus getting Arwen voted in as chaotic good.
Sketchy (the halfling) chose You are abandoning something precious to be claimed by a loathsome rival. Establishing without doubt his unrequited love toward an elusive, beautiful wizard named Morgan le Fey hinted at during the villager sessions is indeed the head of the Thieves Guild's (Silk's) mistress. One shall not covet thy boss's squeeze.
This gave me a few cool stakes questions that I quickly scribbled down - Is Morgan or Silk in control of the Spanterhook thieves guild? and Will Morgan develop 'feelings' for Sketchy? and How are inter-racial relationships perceived by folks? (given that Silk is human)
Look was next, Arwen having Animal Eyes, Wild Hair, Camouflaged Elvish Clothes and a Lithe Body. Through questioning it became apparent that her 'mentor' from the village sessions - an aged (drunken) elven veteran of the 'old' wars turned beggar named Thranduil - gifted his shifting elven war rainment to her, after having held onto it for 200 years in a tatty box hidden deep within the catacombs under the temple of Lolth 'What lies beneath' in Port Blacksand.
Ooooh, he's definitely coming under my cross[bow] hairs. I asked Arwen to write a bond for him, and she didn't like any of the Ranger options listed, so chose from the fighter playbook instead: I have sworn to protect Thranduil, as he has mentored me and been as my father. She likes the idea that her own background is ephemeral and to be discovered in play.
Sketch chose Criminal Eyes, Hooded Head, a Cloaked Outfit, and a Well-fed Body.
In terms of moves, there wasn't much to do other than choose from a few lists. Sketch went with the Poison Bloodweed (of course) cementing his evil ways. We established his source is a halfling smuggler named Caleb Deathcap, who tends to lurk down at the docks. I asked Sketch to write a bond with him and he chose: Caleb knows incriminating details about me. We easily re-incorporated that it was knowledge of Sketchy's sordid lust after Morgan, thus giving leverage to Caleb when he asks for 'favours'.
Arwen then had to detail her animal companion. She went with an tom cat from the seedy backalleys of Port Blacksand. She went with a Highly Ferocious, (stealthy / quick reflexes) Exceedingly Cunning (search / scout) and Instinctual (forgetful) English Blue named Cheshire.
Alignment came next and it was fairly obvious that Arwen was Chaotic Good, claiming that the inspiration for freeing folk was her mentor; Thranduil. Sketch is Evil through and through, though he likes to keep that little detail out of the public eye, going for a fairly neutral demeanour most of the time. I explained the new XP system (not that the players had experienced the old) and explained it was similar to the Goodwill from the villager handbook.
I like the new gear lists! Rather than doing the whole shopping 'mini-game'. The lists are quick and easy and narratively full of promise. Sketch went with a punch dagger and flamboyant but cheap 'fake elvish steel' short sword. His leather trappings included a wide shoulder belt and pauldron, worn but servicable vambraces and a short studded kilt over his trews. His Bloodweed poisons are tucked away in vials on his baldric and he went with a healing potion too (just in case) and a bunch of adventuring gear stashed away in the many pockets and folds of his voluminous hooded cloak.
He also wanted some ubiquitous throwing knives. Hmmmm. I made a call and said sure, what do they look like? He described them as like a bandolier of death strung across his bulging belly. Nice. So I drew an analogy with a bundle of arrows, saying that his bandolier of throwing daggers was 2 Ammo, 2 Gold, 1 Weight. Sketchy grinned malevolently as he surveyed his kit.
Arwen went with a heavily personalised (albeit human) hunting bow and quiver of arrows, and a beautiful elven spear, in which the single edged blade was almost as long as a short sword. Her leather is the age old war suit of interlocking leaves and wonderfully decorated bands that camouflage her every move. She chose some adventuring gear and rations too, along with a herbal satchel, filled with poultices and unguents to prepare for her trip into the wilds.
The PC's have already been fairly well introduced, so on to bonds and a bit of further questioning....
Arwen says that Sketch doesn't know how to survive in the wild, so she will teach him. He's quite happy with that since he comes across to her as a happy, come-what-may rogue, when in actuality he is an evil, self-serving, sonofa[hobbit]bitch. They run a long running 'protection' scam together since being villagers which Arwen unfortunately thinks is communistically benevolent (though illegal).
The con is that they sell their services to interested merchants as 'guides to the safest toll-free routes through the wilderness'. They keep the pulse on the latest brigand movements and sell that information (protection) to the merchant caravans. This involves a lot of moving amongst both the merchant and smuggling fraternities. They take a cut from the premium paid to the Guild, and the merchants are (usually) safe from harm.
Sketchy infers a darker element to the arrangement, using his position to garner information on the movement of goods that may be of interest to more nefarious types.... Necromancers, ambitious nobles, slave traders, drug dealers and the like.
So I have this huge list of questions I've cobbled together to ask when I feel a little stuck, sort like the 'follow the characters around for a day' of AW. So I got stuck in.
'When was the last time you two were in a fight with each other?'
Arwen pipes up and says it was over Sketchy killing someone (again) for money. She dobbed him in to Silk, hoping that the raw justice would change his ways.
'Oh yeah? Like he poisoned his targets?'
Just so. Sketchy concurs and authors in that the victims were one of the merchant clients - and his family - they had been fleecing under their 'wilderness guides' con.
So just like Sage advises I start the session with the group of player characters in a tense situation.
'OK, you are hauled up thieves court in front of a scowling Silk, demure Morgan and the caterwauling underworld masses deep in the bowels of the Spanterhook. Tell me why again?'
Next post - the Players are offered an ugly choice....