Friday, May 26, 2023

Enjoyment Is a Skill


Did you know that the Church Fathers, particularly the Desert Fathers, rail against “pleasure”? I’m sure you’re not surprised. The guilty Christian isn’t exactly out of left field, is it? Bad sad little nihilistic masochistic Christians all worried about Hell and making one for themselves and everyone else, right here on Earth!

Here’s a picture of some really spicy stuff:


What stupid backwards bumpkins, right? What joyless jerks.

Yes, the rug’s about to be pulled.

Cause the word “pleasure” that’s used? In Greek it’s hedone. As in hedonism. As in chasing pleasure for its own sake, to the point of mindlessness. As in overindulgence. Addiction. Like doomscrolling. To further cement the issue, there's another word, synhedone ("syn" to combine, like synthesis), which doesn't have the negative connotations of hedone. Hedone means to be isolated.

See, the problem is that humans, if given the chance, will optimize all the fun out of their life. Half of game design is about making sure players can’t just screw themselves out of a good time in the name of inconvenience, pain, and disappointment. Half the lesson of a truly amazing game is how the unpleasant and awful make pleasure and joy all the better because they exist. “Reincorporation is one hell of a drug,” as Dave (one of my playtesters) said after a particularly amazing playtest of Crescendo, after his character Sorin had to talk a furious mountain elemental down from committing genocide, something Sorin had to be talked down from doing himself at the climax of Book One. Oh, and after killing a few people in a helpless fit of rage. Without those instances where Sorin failed himself and needed others to help him talking down the mountain wouldn’t have meant much. But now this scene was a redemption, a moment where he truly felt how someone else felt and wanted to help, because he himself had been helped. Failure makes success sweeter.

Inconvenience helps make true joy something you can actually appreciate. So yes, we're going to talk about weapon breakage in Breath of the Wild. 

Not Tears of the Kingdom, because that's actually a very different beast in this regard.

No, Breath of the Wild.

See, in Breath of the Wild there are people who hate weapon breakage. They feel that they found the item, they should get to keep it, thank you very much. The fact that finding new items means something completely different in Breath of the Wild because of this mechanic seems totally irrelevant to them; they want what they want. It is not a question of asking why such a mechanic exists, but whether or not they're willing to approach an object on its own terms and conditions, and thus see the thing as it is, not as they wish it to be.

"But wait" you may protest, "People can like what they like and it's fine!"

Oh please, we all know that's not true.

Don't believe me?

Go Google the TTRPG called F.A.T.A.L. I'll wait.

Whenever you're done scraping out your eyes and brain, let's talk reason, okay?

Aesthetics is the height of ethics. The only reason why someone would make something like F.A.T.A.L. is because he believes such things are okay to enjoy. It is not a question of whether or not F.A.T.A.L. is well implemented (it's not!!!), it's that to unironically celebrate rape and racism and just... look, I'm just going to say F.A.T.A.L. as entirety because it's just entirely wrong I'm afraid of missing something here.. is such a repugnant thing, that you know exactly who would enjoy that kind of thing. And yes, it is a moral issue, and anyone who says different has more than a few screws loose and we all know it.

Because, in this rather extreme example, it's very obvious what we're doing: we find objects that we are in sympathy with, and that sympathy, that synthesis, is what we find enjoyable. And it's totally possible to do this with any object (in the art sense), whether good or bad. Some objects may not be comfortable to be in sympathy with, sure, but it's not necessarily a case of bad design, but of incompatible worldviews.

So, since I'm the one throwing hot stuff like this around, we'll turn the microscope back on me, okay? It's only fair.

I can't seem to finish Dark Souls.

Now, the irony of that should be obvious to anyone, right? I mean, I'm making a game that could be called the mechanical equivalent of Dark Souls, so what the heck do you mean you can't finish Dark Souls? It's a very simple answer: because in an RPG I know there's a point. I'm talking with the people at the table, we're discussing what this means, all the time, and I can experience a whole ton of darkness, so long as I know we're all in it together. I find Dark Souls claustrophobic. It presses on all the anxieties I have about life actually being meaningless and amps up them so hard that I can barely get through a level. It's something I want to try again, but I am aware that I do not, natively, jive with the idea of Dark Souls. Maybe if I could plan online it would help, but logistically I can't do that right now; for me it is going to have to be a slog through the dark, alone. And I've never done that sorta thing terribly well.

Notice that, nowhere in there, did I call Dark Souls a bad game, or even myself a bad person for not being able to sympathize with it. I can reflect upon what that means for me as a person, I can diagnose that as being baggage that I need to keep working on, and who knows? I recounted facts and decided what I wanted to do with them. That actually frees me up to enjoy the bits of Dark Soul I do (like a two-handed Zweihander right to the face) without having to go muddy up the waters. It also allows me to develop more as a person, to allow my relaxation time to relate to the world around, and to change it from hedonism to enjoyment. 

Instead of isolating myself I am able to relate even while alone, because honestly there have never been moments where you don't affect someone else. You're always doing that, it's just that they may not necessarily know what was affecting them. Such assumptions about privacy are wrong, and have always been wrong. You are always relating to those around you, even if they can't see the whole picture of what's going on with you. Such enjoyment is more work than hednomism, but life takes more effort to begin with.

Death is likened to sleep for a reason: it's profoundly easy.

Friday, May 12, 2023

The Meeting of the Telvrans: Session Two


So on the morning of the session Prince messaged me: something had come up and he only had about an hour to do the session. I told him that Crescendo could handle an hour easily. So all the below happened in fifty or so minutes.

Last Time...
The soldier Girard had been given a chance to avert war with the dryads... only to succumb to their wiles at the last second. Will he ruin his chance to save Fort Falls?

The Seven Dooms

1. Not all post-medieval information we have is true, especially gunpowder and antibiotics; people are at the mercy of nature.

2. There is a flame of goodness at the center of Heranyt, linked to the hearts of all creatures on the planet. This is not so for other planets.

3. Some beings have set up their own anti-flames, anti-points of light. They are corrupted and horrific beings, who try to destroy those not like them.

4. The elves fly amongst the Ring of Tears, the sub-orbital remnants of their continent. Strange things are said to live there.

5. The dryads of The Glade will go to war with Fort Falls.

6. La Fourchette will be abandoned, even with oncoming winter.

7. The dwarves will provoke Fort Falls into a war.

The rules of Crescendo dictate that the player picks one of these Dooms for the Judge to challenge them with. We're still on number five from last session: "The dryads of The Glade will go to war with Fort Falls."

Girac's Beliefs 

1. Superiors should be obeyed. 4 RP

2. It is natural to use force to advance your own interests. 7 RP

3. You should stick by your comrades. 0 RP

Beliefs have health, called Resilience Points. If you fail rolls it hurts your Beliefs, and there are also Resilience Rolls, which target RP as well. A Belief being at 0 RP is bad news, we'll get to that in a second!

Girac's Traits: Loyal, Quick to Anger 

Girac's Sign: The Warrior

 The Poem is what the immortals are up to, in the background, while the session goes on. It changes every few sessions. Here's what's going on in the background, as we play:

The Poem

Sing to me, O Muses!

Of man-killing Sota

And the zenith of his rage

With his resentful fist of iron

Sota smote Tuntemata

he split and crackehis silver skin

And nightshade blood rained from the heavens

Before Sota then came The Inquisitor (Viivoty)

And queried "Why then have you smote my son?"

Sota laughed: "How could I not, given what we are?"

It was the last dryad that Girac fell prey to, the seventh one. It was an impressive feat, one that would have gone down in the history books had anyone else known, but Girac just couldn't resist... and she was more than happy to comply. She drew near to kiss him.  Girac's mind locked up; he refused to defile himself with this dryad, no matter the cost! 

So whenever a Belief drops to 0 RP, the player has a choice: to keep the Belief or to change it. Prince chose to keep his Belief "You should stick by your comrades". The Belief immediately charged to its full 7 RP.  

1. Superiors should be obeyed. 4 RP

2. It is natural to use force to advance your own interests. 7 RP

3. You should stick by your comrades. 7 RP

The question after that was whether or not something awful happened as a result of this critical decision.

Prince had to roll a two or less on a d20. If he succeeded, he could do something awesome with his Sign (the Warrior) confirming the Belief. If he rolled three or higher, he'd get a ton of XP, but he'd have to do something awful with his Sign (the Warrior) to contradict the Belief. Like, something really bad. Really really bad. Something that would haunt him for years bad.

Prince failed, rolling an eight. This got him to a total of 65 XP, which Prince could spend immediately. Prince increased his Resilience Die to a D7, Willful Stat to a D8, and his Stoic specialization to a +05. Prince spent all his XP.

But now Girac had to betray his loyalty Belief, which would give him a level three Mental Condition ("Betrayed Fort Falls to a dryad" level 3)  and the Doomed condition. A mental condition is an event that troubles you, increases your Stress, and will open up more opportunities for provoking Saves. 

Doomed is the worst condition in the game: it makes you unable to spend Stones (the metacurrency in the game, vital for winning rolls), and if you keep running into situations that would get you Doomed again you get serious physical injuries, which hastens your death.You cannot get rid of Doomed until your Stress is lower than your total Trait levels (so 2 in this case). So Prince had to get rid of his two Conditions ("Ensorcelled by a Dryad" +1 Stress, and "Betrayed Fort Falls to a dryad" at +3 Stress), before trying to get rid of Doomed.

So Girac is now in serious trouble.

Girac pushed the dryad away, in a daze, telling her he would give up information about the fort if only she would stay away from him! He threatened to kill her if she didn't listen.

The dryad drew back, desirous of Girac, but intrigued.

Girac told the dryad about the east gate (the forest they were in was north-west of the fort). It was currently being rebuilt, with a guard that wasn't even close to adequate, because of an illness that had struck the guards.

She smiled, and withdrew, leaving Girac alone. He felt sick in his soul, that somehow, something had abandoned him in that moment. He shook his head. He had to go and give his testimony. He re-entered the ring of yew trees, which had previously give him so much strength.  The Queen of the Dryads stood before him, in the mingled lights of the twin moons. Girac told the truth: the man who had attempted to violate the queen was not of their race, and no one at the fort would have done a heinous thing like entrapping a dryad soul. None of the men there would know how to do it and none of them were of such low character. All dryads were satisfied. 

A run through the woods later and Girac was outside the gate. The dryad told him she didn't want to see him again, and Girac heartily agreed. And then she was gone, vanished into the forest. Girac looked up at the sky. He was very late; hours had gone by. The guard who had been so jovial with him before was not jovial now. Girac told him a version of the truth: he had been captured by dryads, and was afraid he had revealed information about the fort to them, but he couldn't be sure, because he'd blacked out. The lie was believable enough, and the guard grew pale. Girac insisted in the morning they both raise concerns about the guard level on the east gate, and the guard (who reluctantly gave his name: Theo) agreed, although not happily.

The next morning Girac went to the Temple of the Eternal Flame to try and atone for the sins he had committed the previous night. The Temple of the Eternal Flame was an enclosed cube, with no windows. Inside, at the center, burned a single flame, at the bottom of a series of steps. During more formal services these steps would be submerged in water, with the flame floating atop in an oil lamp. The water was drained at the moment, so the stone steps led down into a depression in the ground. 

A young priest stood by the dark entrance. Girac held out the money (all the had left from his soldierly pay) he needed to pay for a sacrifice, and the priest vanished into the gloom, reappearing with fine dove few minutes later. They went down into the depression together, towards the flame that burned in a large oil lamp. The priest cut the dove's throat, removed the feathers, and  skewered it on a spit. The priest took a long look at Girac, handed him the spit, and went back up the stairs, telling Girac he could tell something was really on Girac's mind and the extra dove wouldn't hurt. He climbed down a moment later, another live dove in his hand. One slit of the knife later and the dove hang in his hands, dead. Into the flame the skewer went, and the priest cooked both birds, saying prayers for Girac's soul, begging the Eternal Flame to burn the sins from him. After a few minutes they ascended the steep steps together, and left the temple, which was by the wall of the fort. The priest ripped the heads off and tossed them over the wall in a ceremonial flick. Together the two ate from the cooked birds, and Girac felt as a weight left his chest... but not all of it. Something was still wrong. The priest, seeing something was still amiss, kindly told Girac that the Flame had consumed it all, whatever it had been, and that he could trust the sacrifice. Girac mumbled a few excuses and thanks and left.

So if you offer a sacrifice to the immortals in the form of Wealth you can heal one entire Condition per Wealth point given up (normally you only heal levels of a Condition, not the whole darn thing). Prince only had one Wealth, so he could only get rid of one of the two Conditions he had. I decided to throw him a favor and have the priest give another dove, out of a concern for what was clearly a troubled and conscientious individual. Healing Conditions gives you XP, in this case 12, as well as allowing Prince to fully heal two Beliefs:

1. Superiors should be obeyed. 7 RP

2. It is natural to use force to advance your own interests. 7 RP

3. You should stick by your comrades. 7 RP

So Girac is about as good as he's going to get, Resiliency-wise, even if he is still Doomed.

We were almost out of time, so we decided to handle getting rid of Doomed next session. We'd have Girac go and get Theo, to go and make their report about the east gate.

Girac found Theo, and told him it was time to go report their concerns about the east gate to their superiors. But Theo had lost his nerve; he told Girac that he smelled a set up of some kind, and that if Girac was so afraid of what was going on at the east gate he could tell the superiors, alone. Girac told Theo he could take all the credit, it would look good if Theo took the lead! 

I decided I was going to push on the "Superiors should be obeyed" Belief that Girac had been dancing around. Was he going to keep up with his shenanigans, or was he going to back down and just tell the truth to his hierarchy?

Prince had Girac push on with the shenanigans.

A Save was provoked.

Prince, because Girac was still Doomed, couldn't spend Stones on the roll: it was his Willful stat plus his Falsehood (D8+2) versus my raw D20 roll. Given how wild a D20 can be, Prince hoped for me to roll low.

I didn't. I got a 19. He got a 9. The margin of failure (10) damaged his Belief about obeying his superiors, reducing it to zero. I asked Princed if he wanted to keep the Belief, and he laughingly said he didn't.  Another Crisis Point was invoked: Prince rolled a six, failing the roll by four.

But Theo, with that uncanny sense of the enlisted, knew he was being asked to help cover up  a situation that would come back to haunt him. He grabbed Girac and shook him, yelling, drawing attention to them. Something in Girac's troubled soul snapped.

Originally Prince wanted to just have Girac headbutt Theo, but I reminded him that failing a Crisis Point required an action that would haunt Girac for years. 

Girac put the iron dagger Master Girard had given him into Theo's neck; Theo bled out quickly.

So now Girac has a corpse he has to worry about, in addition to what's surely about to be a dryad invasion of some kind, which he would be responsible for. 

All in under and hour.

If you want a closer look at the Crescendo ruleset as it currently stands, go on over to the Discord and download the document, free!

Friday, May 5, 2023

The Meeting of the Telvrans: Session One

 

The goal of Crescendo is to truly enable long-term play. It requires a full set of standard dice, zocchi dice, and a journal. 

This is a play report on a playtest. While most of the game is nailed down I'm still refining a few things, here and there. Sometimes that means I'm rather wrong in an idea.

The setting of Crescendo is always in flux, it's always shifting around. The Seven Dooms are the ways, that the setting is in flux. These are goals, with the means of accomplishing them totally up to the Judge. Doomsd are public knowledge so that the players are aware of the pressure cooker. 

Yes, seven is too many. That is on purpose. 

No matter what the players do the setting will shift beneath their feet, creating new problems that they could not have anticipated. This is essential for a game story that needs to run a long time, as story threads wrapping up kills stories.

The Seven Dooms

1. Not all post-medieval information we have is true, especially gunpowder and antibiotics; people are at the mercy of nature.

2. There is a flame of goodness at the center of Heranyt, linked to the hearts of all creatures on the planet. This is not so for other planets.

3. Some beings have set up their own anti-flames, anti-points of light. They are corrupted and horrific beings, who try to destroy those not like them.

4. The elves fly amongst the Ring of Tears, the sub-orbital remnants of their continent. Strange things are said to live there.

5. The dryads of The Glade will go to war with Fort Falls.

6. La Fourchette will be abandoned, even with oncoming winter.

7. The dwarves will provoke Fort Falls into a war.

The rules of Crescendo dictate that the player picks one of these Dooms for the Judge to challenge them with. Prince picked #5, The Glade wanting to go to war with Fort Falls.

Girac's Beliefs 

1. Superiors should be obeyed. 4 RP

2. It is natural to use force to advance your own interests. 7 RP

3. You should stick by your comrades. 5 RP

Yes, Beliefs have health, called Resilience Points. If you fail rolls it hurts your Beliefs, and there are also Resilience Rolls, which target RP as well. You're going to see them in this session and this session only, because they've been removed in future drafts.

Girac's Traits: Loyal, Quick to Anger 

The Judge gets to pick one of the player's Beliefs. I decided that I wanted to see what would happen if Girac was forced to go against the "using force" Belief for an extended period of time. Would he go along with it? What would he do? So I decided that there was a dryad who wanted to stop the oncoming war and was willing to actually talk with the humans... who she usually despises for being susceptible to her charms. It was a delightuflly easy pressure cooker to set up: Girac was already a short-tempered guy, so let's see what he did when he had someoen who didn't like him trying to actually use diplomacy!

The Poem, drafted in the last session, is a thematic reinforcer for a few sessions. Prince will be rewarded for choosing actions that speak very strongly for or against The Poem. After testing for about a year without a poem it became apparent to me that a thematic focus was necessary for arcs, one that shifted every few sessions to change things up. This is what we drafted up for the session zero:

The Poem

Sing to me, O Muses!

Of man-killing Sota

And the zenith of his rage

With his resentful fist of iron

Sota smote Tuntemata

he split and crackehis silver skin

And nightshade blood rained from the heavens

Before Sota then came The Inquisitor (Viivoty)

And queried "Why then have you smote my son?"

Sota laughed: "How could I not, given what we are?"

With all that done (it took less than five minutes to pick a Doom and a Belief), we began play! Crescendo is meant to be mostly conversation, with spikes of mechanics that shift things in wild and unexpected directions. The book is chonky, sure, but it's a book that only gets used in spurts of intense moments, with everything going back to the conversation right afterwards.

Girac was waiting at the docks for his brother-in-law Galbert to come back from his logging expedition along with his sister Veronique and his sun Luc. It had been a few months and everyone was eager for Galbert to come home. Galbert did not come to his wife and adopted son, but went straight to Girac and asked to talk in private, immediately. Galbert and Girac went to a nearby alleyway. Galbert's explanation poured out hardly a moment later: Galbert had met a dryad. A real dryad. Things had... happened... with said dryad. And she had asked to talk to a soldier of Fort Falls. Girac made Galbert swear a solemn oath to never have relations with the dryad again. Galbert tried to say that his oath may not be worth much, for he could not resist the dryad, but Girac forced the point, making him swear heavily to never see the dryad again. Commending Galbert for his resolve, Girac told Galbert he would meet with the dryad at one in the morning, two days hence. Galbert promised to hold to his oath and left. By the time he came back Veronique was upset, but Girac helped smooth things over.

Girac went to Master Girard and asked him what he knew about dryads. Master Girard told Girac druids were very secretive creatures. They had a bewitching effect on anything sapient at all, and were highly dangerous in that regard; it was almost impossible to resist a dryad, at least for long. Reaching into his desk Master Girard pulled out a curious dagger, explaining that dryads were deathly afraid of cold iron, and if they found someone with cold iron on them they would fly into a rage. To provoke a dryad was to die. He handed the dagger to Girac, repeating to not get caught with it.

Girac then went to one of the soldiers who was on guard duty. He told the guard that he was set to met a wench from La Fourchette, the town just outside of Fort Falls, and he asked if he the soldier would let him out. The soldier smiled wickedly; this was old hat, he let soldiers out of the fort all the time for such ventures, in fact he considered it his primary duty! Girac told the soldier if he wasn't back in a half hour to call the guards and get ready for trouble; the "girl" had brothers and they may not take kindly to someone messing with her. The soldier was only too happy to comply with such a request.

When the night came, Girac snuck out to the docks of La Fourchette and waited for the dryad. When she showed up Girac was shaken to his core; here was something far more beautiful than he could have ever expected. 

It was here I interjected by calling for a Save. Saves are only called for when a player's narration doesn't have a plausible explanations for time, skill, tools, and general temperament like traits or bad crap like traits. In this case dryads are passively enchanting and arousing to other sapient creatures. It is not something the dryad controls, others are just immediately captivated by her. Girac had to try and resist this unfortunate fact about dryads.

There's six stats to the game, rated in dice sizes: Brawny (strength and constitution from other games), Nimble (fine motor skills), Agile (gross motor skills), Cunning, Empathy, and Willful. Prince and I agreed that Willful, which doubles as a spiritual/social resistance/offensive stat, was the principle stat to use in this case. Girac had Stoic at +4, which was a really damn good skill for this particular case. He also had the cold iron knife, which I ruled improved his Willful die by a step, from D7 to D8.

I, as Judge, always start at a D20, and add something called the Fate Counter. That starts at 0, but is increased by the margin of success of the players. So the better the players do makes the game harder on them. Eventually the Fate Counter will trigger a Twist, which is a plot twist that also resets the Fate Counter to zero. So there's a natural ebb and flow to the game, as the world resists the player more and more until things finally reach a boiling point, and then resets.

I then introduced Prince to Stones, which are a type of metacurrency that make dice rolls easier for the player. You get more of these Stones from either the character There are three types of Stones:

Mythos Stones: when you spend these the Judge has to lower his dice by a step (so from D20 to D16, to D14, D12, D10, etc). The immortal of the poem (in this case Sota the Suicide) interferes with the game to your benefit. The Judge says how. Both players then journal the supernatural occurrence into their journals as they see fit.

Dynamis Stones: this lets a player reroll his stat die and/or the Judge's save die. The player narrates how one of his Traits gave him a burst of strength, and he and the Judge write down their versions of it in their journals. The player underlines what he wrote.

Persona Stones: the player increases his Stat die by one step. He has to tell the Judge how his relationships with others and the setting have given him strength. They both write that down into their respective journals.

Prince currently has two of each kind, and can only spend two at a time. So Prince spent a Mythos and Persona point, decreasing my dice to a D16 and his dice to a D10.

Here's what I wrote in my journal for the Mythos Stone: "A bee, a symbol of Sota, flitted near the dryad, and the enchnatment lessened a bit as the dryad's passive focus shifted to the bee; dryads love bees the way humans love dogs".

For the Persona Stone: "Remembering his conversations with Master Girard and Galbert, Girac tried to summon more strength. He had to resist! This was the enemy!"

The roll off happened, me at D16 vs Prince's D10+4. 

He failed by 1, meaning his Belief " It is natural to use force to advance your own interests", which had 7 RP, now had 6 RP instead. You don't want it to hit 0, bad stuff happens. I gave out a Condition "Enchanted by the dryad" at level 1, and we got back to it!

He could feel the enchantment, the need to be possessed by her, to be with her, come over him. He had to resist. He must! A bee, a symbol of Sota the Suicide, drifted by the dryad in the dark, and she was distracted a moment, as dryads all love bees the way humans love dogs. Girac could not resist; he was under the sway of the dryad.

The dryad, for her part, regarded him with annoyance. She could not control the effect she had on Girac, but did not want him, not now at any rate. She had come here to talk. She took a step forward and Girac growled at her, telling her to stay away, to not come even another step closer! The dryad acquiesced, asking Girac of whether he knew of the declared vengeance her sisters had sworn upon Fort Falls for the attempted rape of their Queen. Girac said everyone knew of it and were worried. The dryad told him that she had personally stopped the rape attempt and had killed the man herself. But something about the whole incident was wrong to her, and she needed a human who knew the uniform of various soldiers to identify the body. Would he come with her? If he did they may be able to stop the attack on Fort Falls and La Fourchette. Girac agreed without hesitation, he needed no enchantment to agree to such a proposal!

The pair hurried out of La Fourchette, into The Elder Forest. Baleful Eous and Observant Tuntematon, the moons, were bright, the stars were out. The Ring of Tears, the remnants of the elven continent, glittered as they hung in the sky, oversized jewels.

Within a few steps into The Elder Forest the dryad turned and snapped at Girac: could he please be quieter???  Girac apologized, but the only way he could move quieter was to move slower. The dryad took hold of  Girac's hand and spoke in a voice that sounded like the wind rustling through leaves. She then ran, hand in hand, with Girac.

Right through a tree.

And a bush.

And so on.

They ran much more quickly than Girac ever could have expected, with an abandon no human could have ever managed. By the time they got to a glade and stopped Girac was exhausted. The dryad spoke once more as the wind and all of a sudden Girac could feel his body on the ground again, he could feel the wind, the moons' mixed lights, all of it, all over again. It was thoroughly disorienting. The dryad gave Girac about ten minutes to recover, and then showed him the body.

It looked nothing like Girac or any other human he knew in Fort Falls or La Fourchette. The man was bald and clean shaven, covered in a light black and white cotton that would have made more sense in a warmer climate, as opposed to the more northerly humid climes of Fort Falls and La Fourchette. The dead man had a bag on him made out of a strange leather. Girac picked up the bag; in it were four strange cylinders, one of which shone with an odd green light. The dryad cried out in agony, pleading with Girac to put it away. She screamed that thing was profane to all life, to put it away, now, now please!! Curious, Girac put it away gingerly. He swore that he had never seen such a thing in his life, had no idea what it was, and that the dead man was not of his locale, and never had been. The dryad touched the garments of the corpse and Girac's, nodding to show she understood the difference. She was going to call her Queen, who had exiled her for reasons she would not get into, not right then and there. The point was that Girac was walking into a very fragile situation and needed to keep his head down unless the Queen herself talked to him. Girac made his promises.

The dryad opened her mouth and spoke like the wind once more.

So I'd forgotten to do a Resilience Roll, again. It's something I thought was necessary for the game because it keeps to the concept of the psychology of the character being primary. A roll-off occurs, with the margin of success going to the Fate Counter (which is currently at 0) or the margin of failure damaging a Belief. 

Prince spent a Mythos and Dynamis stone, and this is what I recorded:

Mythos Stone: "The glade was mostly composed of yew trees, which allowed Sota to help Girac."

Persona Stone: "Girac's loyal nature provided him an enormous burst of internal strength".

And Prince forced a reroll on me, and passed a by a huge margin of failure, to 4! So the Fate Counter goes up to 4.

At this point in the cycle a Resilience Roll always precedes a Save. In this case it was to see if Girac would be ensorcelled by the Queen of The Glade as well. Prince argued that his previous Condition should actually count as a bonus to his own roll! I agreed, and he got a +1 step to his stat die, which we decided would be Willful again, along with another +1 step because of the cold iron dagger.

The roll-off was me at D20+4, versus Prince's D10+4. Not good odds, but after an initial bad roll Prince spent a Dynamis, which forced a reroll: he succeeded by 5!

Here's what I wrote for his Dynamis expenditure: "The loyalty of Girac was so powerful that it drove him, demanding more of him, pushing the wiles of the Queen of the Glade away."

Now, part of what's going on in the background is that, every time that Fate Counter goes up (it's currently at 9) I'm rolling a D20 to see if I roll under said counter. Whenever I do a random twist occurs. We'll get into what the means more next session, but just understand for the moment that each success drives the chances of something crazy happening in the narrative up.

The light became brighter, the birds louder, the wind kicked up. In walked the Queen of the Glade, in her fully unadorned splendor. It was a level of allure and beauty totally unexpected. Girac, even though he was enchanted by the other dryad, could feel that the pull of the Queen was of a completely different level. He had already failed once, he could not afford to fail again. Looking at the yew trees, the symbol of Sota the Suicide, holding the dagger he had hidden on him, and steeling his resolve, Girac refused to give in, even a little bit.

The Queen laughed; it had been a long time since anyone had resisted her, Girac was an interesting human being indeed! She also found it funny that Girac had a cold iron knife on his person; did he really think he could threaten her with it? She conversed with the dryad a few minutes, and confirmed with Girac that the human who had attempted to rape her had nothing to do with the humans of Fort Falls and La Fourchette. Girac swore it was so. He then brought out the green-glowing tube. The Queen flinched, and demanded that Girac put it away; it was the remnant of a dryad, somehow ripped from her tree and imprisoned. It was the foulest of things, a profanation that nobody should tolerate. Girac put the cylinder back in the bag immediately, apologizing profusely.

The Queen then requested that Girac allow himself to be examined by the other members of her Glade court. They would want to verify themselves that the human in question was not of Fort Falls or La Fourchette. Girac reluctantly agreed. They relocated the corpse into a small thicket, so that Girac would not have to contend with the effects of all the dryads of the Glade at once. Eight of them came and examined the corpse and Girac, one by one.

This is where it gets bad. See, by now the Fate Counter is at a +9, which is a pretty heft bonus to my rolls. Prince has spent a lot of his Stones, having only one Dynamis left, which means he can't shift luck to his side all that much. He either makes the rolls or he doesn't. So far Prince had been rolling hot, but would his luck hold? Would he be able to withstand the wiles of not one, not two, not four, but eight dryads, one after another? For the good of his people?

We agreed it should just be one Resilience Roll and Save for all the dryads. Eight rolls was too much, and frankly Girac had shown an unusual willpower up until this point.

He bombed the Resilience Roll, knocking out "It is natural to use force to advance your own interests".

The Save was even worse, even with the reroll.

Dynamis: "The dryad's promise to protect Girac gave him strength, allowing him to have more resolve. The tree trollops would not enrapture him! He would stand strong!"

The margin of fail on the Save, which always damages a Belief, also knocked out another Belief. I asked Prince which one he wanted to reduce to zero, and he chose "You should stick by your comrades", because screw Galbert for getting him into this crazy situation!!!

So that's not one but two Beliefs knocked out. What does that mean? What's the terrible thing that happens with one Belief going out, nevermind two? Prince wanted to find out but we were out of time.

NEXT TIME: we'll find out. I've run enough of these to know it's not good. Oh, and Resilience Rolls will be mercifully gone. It's clunky in game and even clunkier to write about.

If you want to hop onto the Discord to ask questions or read the current draft of Crescendo, click here!