Firstly, there's an audio recording of this. But it is five hours long, rambles off topic, has variable audio quality, and has swearing, inside puns, half-audible background music, and dead baby jokes, so... consider yourself warned.
Part 1 :
https://www.dropbox.com/s/ggqfk5vcwo9srz9/prev.wma?dl=0Part 2 :
https://www.dropbox.com/s/1te7i4tqb3nwkwa/FirstSession.wma?dl=0We've all played Dungeon World before. I re-read Apocalypse World twice in the last few weeks and listened to a few podcasts in preparation but I haven't ever played it.
Setup took almost exactly the first two and a half hours. I think I might have been well off to keep it going longer - I was surprised at how involved everyone got in the game before they had characters to play. It was easy during the setup to figure out possible points of contention between the player characters.
Starting with the stronghold setup was logical, and I think drawing the map really helped nail down what the settlement is about. The group decided on a village surrounding a Temple placed atop the largest local hill. This 'holy' town rests near two larger 'countries' that may some day invade, but haven't yet since they don't consider it worth offending those gods worshiped there. A stone wall surrounds the Temple and the burrowed living areas of the quasi-Druidic 'clergy' of the area. Spotting towers were placed at one point of the wall and three points surrounding the open area where most of the people lived and worked. Raiders, a local warlord, and a newly-rediscovered ancient enmity threaten it, while it is protected by the hill, stone wall, watch towers, and a series of wells. The armory carries enough spears, hides, helms, and bows for twenty souls. Four of the Pikes (the Celtic Druidic people) carry such as guards of the Temple itself, while 16 souls follow the War Captain in defense of the entire town. The Wicker-Wise took on an apprenticeship position, just below the Elder of the Temple. The Peasant Beauty works a field down in the town at the base of the hill. The Legatus (emissary) admitted his plan to the table to manipulate the town into taking the land between them and the sea since his bosses back in Sorrentelli thought they'd make better trade partners than the actual occupants.
Everyone ended up making their own People. The town has a hodge-podge of languages like New Amsterdam, although we all assumed they're predominately using either Celtic (the Pikes / Druids) or Welsh (the common folk).
** On the Peasant Beauty's sheet, there's a move that affects "Someone here" (sees your power, is afraid of you, craves your counsel, must come to know you, or becomes infatuated with you).... the miss condition would logically be assigned by the MC. Are the 'someone's picked by the player on a hit chosen by the player or the MC? We assumed MC.
Starting with season moves was a good play - the War Captain rolled horribly and was wounded while fighting raiders. The Peasant Beauty's father died peacefully, leaving him to lead his family. The Legatus/Emmisary saw a nearby town, one they struggle against fairly often, preparing for war on his way in. So right there I've got three things to run with as MC : How does the Peasant Beauty deal with the new familial and social obligations? What does the town do with the knowledge their old enemies are up to new tricks, IF the Legatus tells them? Does the War Captain slow down to avoid further wounds, or prostrate himself to the Wicker Wise for healing, or suck it up and risk permanent wounding.
Wandering back into town, bleeding profusely from the face, the War Captain sees the fires of the Wicker Wise's bonfire-ceremony to dispose of the Peasant Beauty's father. He is also addressed by his head servant (who watches the criminals working hard labor at the War Captain's farm) telling him that the visitor he was waiting for has arrived. He was expecting no one, and went home to find this fancily dressed stranger eating at his table. As he argued with the Legatus over whether he should be put up in his fine estate, he had his servant bring him clean linens and prepare to sew his wounds with cat gut. The Legatus ended up getting kicked out, and loses his poison kit to the thief working off his labor for the War Captain (a miss on winning the War Captain over) He wanders to the temple to see what the smoke is about and, because of his garish dress, draws the eye of the Peasant Beauty.
The Peasant Beauty and the War Captain get into a verbal argument after the service for the dead, wherein the War Captain tells the Peasant Beauty that if he feels he can defend the town he is welcome to the job. He pulled his soldiers back to the Temple's half-wall, leaving the Peasant Beauty to muster warriors to defend the town. Soon they're running through the town, ready for war. The enemy never came though, and in time they made peace with the soldiers and the War Captain. Lines were drawn, then erased.... but it became clear that the War Captain can do as he likes with the loyalty of the dedicated warriors, but the Peasant Beauty can easily sway the masses and has the ear of the Legatus.
Another season - the harvest is lighter than they hoped it would be, since the farmers were skittish about going too far from the protection of the town with the impending raid. The Wicker-Wise spend the season performing rites, and caught a vision of a beast feasting on a boysenberry bush. After eating the fruits it ate the greenest, newest shoots. The bush grew new thorns to protect itself, and the beast became heavily scratched but healed quickly. It tore the bush from the ground, then moved on to a new berry bush...
The War Captain wisely rested and healed up.
** When you take harm from soldiering via the season move, that damage is calculated AFTER damage becomes permanent.... right?
The Peasant Beauty went to work his landlord's field. The Legatus traveled east to find news from a larger land, and learned that a fleeing army was on it's way. He also passed through the town where the warriors were training for war (Angyng) and found it deserted.
Two carts of survivors from the town of Angyng arrived seeking refuge. No males above the age of twelve were amongst them - they told of a Night Beast their husbands and kin went to slay the last time they saw them alive. The Wicker-Wise reasoned that going to that town and tipping over all their totems would please his gods and count as a Sacrifice the next time he made an enchantment, and the War Captain took half of his men with some peasants to recover what remains of their harvest.
A ghost town exists between the two settlements. The force stopped there to tap their well, but found it marked with runes akin to those from a graveyard. The Wicker-Wise asked the warriors to recover the bodies he sensed within, and the War Captain went down personally to do so, recovering twelve baby/infant corpses in various stages of decay, eight of them bearing massive deformities. Ridged, scaled spines, claw-like hands, cloven feet, etc. The Wicker-Wise went into The Other World and learned something there, although when he awoke all he remembered was feeling the vague touch of the Wicker Witch. He did awake in a pool of his own vomit and fecees though, both loaded with boysenberries... which he had not eaten in the last few weeks.
After making an improvised bonfire from one of the town's abandoned buildings and sending the child souls to their final reward, the Wicker Wise and the War Captain's party move onward to the more recently abandoned town. Within it, while the Wicker Wise and his prodigy went around chopping down totems, the War Captain tracked a set of prints through the snow that were made after the escaping womenfolk left. It lead to, and away from, a small home which yet contained a baby, wrapped in many blankets and on death's door.
Meanwhile, thievery has skyrocketed back in the stronghold and her village. The Peasant Beauty is being looked to to resolve it while the War Captain, who had set up a personally-dictated martial law system, is unavailable.
That's where we broke it off. The War Captain is holding a half-dead baby, new tracks leading off into the woods, peasants ready to start harvesting what is still salvageable from the snow-covered abandoned fields. The Wicker Wise is getting visions of danger. The foreign emissary, technically without authority here, is throwing extra weight behind the Peasant Beauty. A fleeing foreign army is going to pass nearby, possibly directly over them all and their relatively small town.
Both the Peasant Beauty and the War Captain got a point of New Nobility experience for their scrapping over the way the town would be lead while under threat. I enjoy the implication of the way experience works - by faking authority to rule the people, and sticking to his guns, the Peasant Beauty has begun to acquire legitimate ruling authority. That's brilliant.
The group is a bit wary of the lack of 'investigative roll'. I'm going to go with the DITV method in the next game and hide nothing they could reasonably see or hear about, and tell them I'm doing so when the session starts.