Showing posts with label Play Report. Show all posts
Showing posts with label Play Report. Show all posts

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!

Wednesday, April 19, 2023

The Meeting of the Telvrans: Introduction and Set Up

It all began on Reddit.

No wait it’s okay, this story doesn’t necessarily end bad!

Like I said, Reddit. We’ll call him Prince. I saw a post of his I appreciated enough to DM him, giving my appreciation for his candor. We got to talking and eventually Crescendo, the RPG I'm developing, came up. Prince was intrigued and we decided to give Crescendo a trial run: one act, which should be about six sessions, session zero not included. But first Crescendo requires a pretty detailed setting bible to throw at the players. I had to get that done first. 

I decided to finally draw up my long-running setting, The Wanderers’ Psalms, and pitch it at Prine. I’m not gonna lie, I wanted someone with the quality of Prince’s candor to rip my baby game apart. So I decided to throw the best I got at him. And frankly it was only a matter of time; two years of not really playing on Heranyt had been too long.

It was time to return to my old home.

You don’t really need to know the mechanics of Crescendo to appreciate the setting bible, beyond that Prince and I both have a journal and the following is copied into both of them. And yes, the journal has mechanical weight. All of the below was generated by the mechanics of Crescendo and is necessary to play the game. Yes, that means it's a bit of set-up, but in comparison to your standard open table game it's about commesurate. Well, at least the way I set up an open-table game that is.

Again, I am just following the directions in my game. I'm not deviating to the right or to the left, I'm running the instructions out of the book.

The below is what I sent Prince, with my commentary upon it in italics.

The Meeting Place of the Telvrans

Languages Appropriated

I have personally found that very few things help world building like stealing real-world languages and modifying them to your native ability. Given that I barely have my own American English down pat, this is likely to lead to some hilariously bad pronunciations, for which I think God the reader cannot hear... although Prince with his beautiful French will. RIP.

The dwarves use a bastardized Japanese

The elves use bastardized Finnish. Humans, when trying to be fancy, use bastardized Finnish.

Humans from The Seven Iron Kingdoms use French, probably really bastardized.

The Seven Dooms

Dooms are the Judge's goals for the setting that are also world-building tools. Crescendo plays out in what are called Acts, where three Dooms are addressed. The other four then act upon the setting and change it.

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 X ,linked to the hearts of all creatures on the planet. That 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. They wish 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 decide to go to war with Fort Falls.

6.       The people of La Fourchette will begin to abandon it, even as winter comes on.

7.       The dwarves will enrage Fort Falls into war.

The following entries (Current Five and the planets) are the immortal pantheon of the game. These immortals are constantly acting upon the setting, and play a major role in the story. With each immortal are also symbols, like swans and elder plants, that those particular immortals favor.

The Current Five

1.       The Outsider. Prophet and Observer. Lit the Flame Eternal by becoming a member of each race, who all betrayed him in equally repulsive fashion. His deaths lit the Flame Eternal.

·       Swans, dandelions, tin, wind, creation, travel

2.       The Flame Eternal, The Secret Source. Integrator and Lover, servant and creation of The Outsider. Blue.

·       Fire, courage, magic, doves, copper, elder

3.       Telos, Leader of Those Who Sailed. Prophet and Inquisitor. A former anti-flame who was converted by the Flame Eternal. Black.

·       Bears, lead, seas, grief, protection, yew

4.       Eous, Leader of the Anti-Flames. Warrior and Trickster. One of the two moons in the sky, placed there as punishment for creating the Anti-Flames. Sickly Teal.

·       Chaos, defilement, crime, bees, bloodroot, iron

5.       Verzhoben, The Corrupter of Creation. Inquisitor and Observer Led the origin race known as the ensivalo in rebellion, extinguishing the first flame and dooming the planet for millenia.

·       Beetles, iron, deadly nightshade, void, betrayal, harvest

·       NOTE: all spells invoking Verzhoben are called “tech”.

The Seven Planets

1.       Enusta, The Mysterious Elder. The sun (gold). The Integrator.

·       Dandelions, fire, gold

2.       Tuntematon, The Painful Friend. The real moon (silver). The Observer.

·       Seas, grief, deadly nightshade

3.       Sota, The Suicide. Red. The Warrior.

·       Bees, iron, yew

4.       The Triplets (Epasointu, Epatoivo, Lahjonta), The Baneful Ones. Yellow. The Trickster.

·       Betrayal, chaos, bloodroot

5.       Rakkaus, The Hidden Devourer. Blue. The Lover

·       Elder, doves, copper

6.       Viivoty, The Mother by the Gate. Green. The Inquisitor

·       Swans, crime, travel

7.       Viestinta, The Destroyer. Orange. The Prophet.

·       Defilement, protection, deadly nightshade

The Myth

The myth is the cultural myth that everyone in this small little section of the setting uses to explain the immortals they've encountered. This myth is generally considered reliable by those in the setting and those at the table. Don't be looking for any real subversive stuff going on here.

Once upon a time Verzhoben decided that he did not wish to serve creation, but to master it. He corrupted himself and the ensivalo, along with all their slave races, extinguishing the First Flame. When they did so, the ensivalo realized they cared nothing for their own genetically engineered creations, and left them, to parts unknown. Without the First Flame the races fell to barbarism and undeath.

The Outsider intervened. He incarnated as each of the races -elves, orcs, minotaurs, dwarves, dusken, wolves, dryads, and humans - trying to get them to accept him… only to be killed by each of them, in turn. The humans didn’t even let The Outsider survive childhood. But as the last incarnation of the Outsider was killed, a pillar of blue flame leapt from the corpse and burrowed into the planet, straight down to the core… where the Eternal Flame now rests. The undead plague ended. The insanity ended. Some were nostalgic.

Led by Eous, some began to try to extinguish the Eternal Flame, to no avail: the Outsider’s will was behind The Eternal Flame. Telos, Eous’s right hand man, turned on Eous, founding a resistance group, Those That Sailed. Unable to extinguish the Eternal Flame Eous forced the flame within him, which he could not extinguish, to turn to his mind, to his goals. And thus the first Anti-Flame was born. Others followed suit, drawing power from Herna, the Abyss.

Telos and the Eternal Flame begged The Outsider to force the Anti-Flames to relent, traveling to the very heights of Seitseman to plead their case. No one knows what was said that day; Telos and the Eternal Flame will not speak of it. But Telos, along with Those Who Sailed, have spread throughout the world, working towards an end goal that none know of. Someday we may know of it.

Seasons

A cold spring, a mild summer, a vicious fall, and a bone-chilling winter, as the wind usually comes in against the Etranger Mountains.

The Feast Cycle of the Seven Iron Kingdoms

Yes, there's a cycle of celebrations, and it is relevant! Players use these to heal up from long-standing conditions and get a lot of XP from participating in them.

The Gathering and Forgiving Days: The first days of harvest. With each barn filled an attempt is made at resolving a grudge with copious amounts of communal drinking. Small trees are placed into the ground with a secret desire whispered into them.

The Day of Mourning: The winter solstice. All lights are extinguished, even the eternally communal bonfire. The bonfire is relit by a child at midnight, and the party begins.

Finding Seitseman: the spring equinox. Telos and the incarnation of the Eternal Flame had to learn the way to Seitseman by climbing a tree and watching the cloud formations. Roof parties and tree crownings are held.

Secret Day: All gather around the trees they planted, and reveal whether or not their secret was granted.

Yes, I drew the map in Paint. Yes, the circles in the top left are trees. Shut up.



 

The Local Area

The Glade: where the dryads gather, location actually unknown. They were last seen gathering for a push against Fort Falls for cutting down several dryad hometrees.

Fort Falls: Right at the meeting of The Telvra River, Telvra Falls River, and the Minor Telvra River, Fort Falls is the last military outpost from the Seven Iron Kingdoms. It protects the town La Fourchette, but both are losing more and more people to migration south each year.

La Fourchette: Colloquially just called “Crotch”, La Fourchette was once a prosperous trading post with the dwarven strongholds Sakabun Horu and Kami Horu. With the slight of Warlord Akio, however, the trade dried up, with the dwarves growing ever colder. If Crotch doesn’t fall to the dwarves, it’ll become a ghost town, whichever comes first.

Sakabun and Kami Horus: The two closest dwarven strongholds still in existence, the dwarves have total control over all natural resources in the area, including up to the area of Fort Falls. After the slight to Warlord Akio a growing resentment to the human presence in the land has been brewing, including raiding parties.

I sent all that over to Prince, who was supposed to read it and make a character with that context in mind. Crescendo makes characters by a structured series of journaling prompts, which the player uses to make one of those overly long and drawn out backstories that folks like myself love. Here's what I got back:

I grew up in Fort Falls. My father was a sergeant there, my mother a seamstress. I remember watching the logs going on the barges of the Telvra River. Even then I was headstrong, fearsome, quick in anger. The old woman said it was the Sign of Sota, under which I was conceived. She took her own life during the Day of Mourning, two years later. When they relit the bonfire she was gone.

They were a tough breed, army brats. By day we ran all manner of errands for whomever asks. You learn to stand up to the elder children or you will be worked to the bone. Sota the Warrior. When we were sent outside the walls to collect firewood I split a boy's lip with a yew branch; he was two years my senior. Father thrashed me, but I could see in his eyes he was proud. In the fall my mother gave birth to my sister Veronique and passed away shortly after, while I held her hand.

Life became harder then. The groups of boys would chase me, but I was nimble enough to run and hide amongst the beekeeper's hives. Other times I took a beating, sometimes badly. Father would ask me how and, when I told him, he would grunt and reach for his bottle, telling me to do better on the morrow. It was a harsh existence. Fearful, painful. While I made few friends, the next years were easier. The elder boys became apprentices and were gone. I then made two friends, Sal and Rene, and we watched the lumber barges pass in the summer, while the younger boys gathered firewood.

The masters came at the appointed time, Finding Seitsemann. While parties were being prepared and trees were crowned they inspected us in a cold hall. Master Girard selected me for the polemen. I was so happy I cried.

Master Girard was hard, his piercing rasp never failing to elicit verbal jabs from the other apprentices. He would know if you were lying or scared or hiding something. I feared and respected him.

My hot blood made me ill-disciplined. It took many cuffs and mess duty shifts before I could march in step. The intricate formations and maneuvers of a pike-man became mine over time. I learned also to control my temper. Your fellow apprentices  were tied to your fate, and if your unit fell short all were punished.

If we were not being trained there were endless tasks. Bringing water, mending tunics, sharpening pikes. An hour every day we would have to ourselves, one we would play cards for coper. If Iwas indifferent to marching I was a gifted Bez-lue player. I gained a reputation for stubbornness. After the second year our apprenticeship was over, and I was allowed to wear the colors of the Papillion, Fort Falls' block of pikemen. I married Genevieve the same day, a match made by my father and hers, and though I loved her little she was kind and doe-eyed.

Our duty began in earnest. We patrolled walls, roads, and the forests of Fort Falls. We had to quell unrest in La Fourchette. I gained a reputation for discipline and courage. I never saw dryads, but men would go missing on patrols or be found in unusual places later. I found an unusual talent: I was a natural carpenter. Soon Papillon found me a hundred tasks to train that skill. I set wheels, mended barricades, and repaired the commander's tent. I grew in time to be respected.

Genevieve passed away giving birth to our son, Luk. I asked Veronique and her husband Gelbert to take him in, for I had no time to raise a young boy.

I worry for the future.

And with that the backstory concluded. Haunting stuff. Prince then figured out his relationships, based upon the number of times he'd written about them in the backstory:

Veronique, level 2

Gelbert, level 1

Luk , level 1

Zak level 1

Rene level 1

Father level 4

Master Girard level 2

We drew up some gear for Girac: a decent pike and some armor that could take a hit or two.  Nothing terribly fancy, and Girac had some money left over.

We then drew up three Beliefs for Girac. Beliefs are subjective statements that are part characterization and part plot hook. Beliefs have what are called Resilience Points (RP), which tell you how hard the character believes in them. They're roughly equivalent to HP from old-school games, and the numbers mean just about what they mean there:

Superiors should be obeyed, 4 RP

You should stick by your comrades, 5 RP

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

So yes, those are very low. The beginning of Crescendo is usually of a brutal nature that most games do not think to show, that of the effects of adventuring upon the mind and its need for constancy... as opposed to all the shit that can happen to you if you go out your door.

Prince then chose two Traits for Girac, adjectives that described his base personality: Prince chose Quick to Anger and Loyal, both at level 1. Trait levels tell you how powerful the Trait is in influencing the mechanics of the game. HINT: level one's not very good.

Last, but not least, we drafted the Act's Poem. Yes, you make up a poem in Crescendo. It is used as world-building and a set of thematic rewards is based upon it. Prince seemed a bit skeptical at first but took to the process like a duck to water, practically writing the Poem, much to delight and surprise. Here it is!

Sing to me, O muses!

Of man-killing Sota

And the zenith of his rage

With his resentful fist of iron

Sota smote Tuntematon

he split and cracked his silver skin

And nightshade blood rained from the heavens

Before Sota came then the inqisitor

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

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

And with that prep was done. 

Thanks for reading!

If you're wanting to see the current draft of Crescendo, please click here.

If you want to come to the Discord server and ask questions and possibly even see a game or three, click here!

Wednesday, August 18, 2021

Suihkulahde: Session Thirteen


I wasn't nearly as nervous about returning this story as I thought I would be. Over the last few months I've beening playing Hearts of Wulin and Against the Darkmaster, and just... decompressing. After two to three campaigns a week for almost two years I'd just... needed some time off. Playing other games, after drinking from the fountain of Burning Wheel so intensely, was a really eye-opening experience for me, and gave me a bit more perspective on what I wanted out of Burning Wheel in the first place.

And let's be honest: I was definitely trying to live up to The Undertow. That campaign was absolutely the type of journey I wanted to have in RPGs, and I wanted to do it again. That, of course, is stupid. I can't do it again, that's what makes it special! With a bit more perspective (and two different stories/systems) I was ready to go.

Last arc on...

Anneli was on dail way to save the world... and literally had dail sister, (a now pregnant) Nomi, dropped into dail lap. With a magic sword. Nomi had not only betrayed Anneli, but had been personally responsible for torturing and injuring Thungal and Fingar, Anneli's friends. They did not take to this kindly. Anneli and Nomi had to kill them both as The Light from Mikansia's sacrifice faded.

And then they were back in time, with Nomi on the ship. Thungal remembered the alternate future and cracked. They left Thungal on an Island with some folks who might have been able to help dai. They then got caught up with Leviathan, almost giving into his influence.

Anneli and Nomi then used Sydanelma to go further back in time, to try and stop Aloysius from killing Nomi's husband, The Crown Prince of the Argentum Empire, Constantine. They failed, in part because Anneli had left Aloysius, not knowing he would be kidnapped... and stabbed with a Dagger of Betrayal, making his killing of Constantine not of his own volition. Nomi's wrath was almost incalculable. 

They came back to the present to find that Fingar's brain had broken as well; Fingar stabbed Anneli, who met Mikansia as she was about to go through The Gate. Mikansia's mentor and friend, Akseli, gave a part of himself to Anneli so dai could return to the world. Anneli returned just as Nomi killed Fingar. 

Thungal came, utterly transformed by evil, with an army of twisted things at her back. Anneli and Nomi fought her in the pounding surf on the beach. Anneli was wounded in the head and went down like a rock. Nomi killed Thungal. And then stayed by dail sister's side, even though there was really nothing Nomi could for Anneli. 

Telos and Marian helped get Anneli stitched up. A few months into the process of Anneli healing they left to deal with the fact that the sun hadn't returned. They said if they didn't come back within four months they were in trouble.

It's been five months. Anneli is now fully healed.

So I knew I wanted to keep tying all three campaigns together, ever tighter and tighter. I want them to be three parts of the same story. Just the concept of doing a trilogy is so freaking cool that I couldn't avoid it. So I figured out a way to do it: Aloysius, Alpertti (the Crowned Prince of the elves from The Undertow), and Tara (the human lover and betrayer of Spar from Sabina's Castle, who should be dead) would show up, looking for Anneli and Nomi. I figured that would get quite a reaction out of Andy and Lena. 

Whaddaya know, I was right! Here's what they gave me, before the session.

Anneli

B1. Something has changed about Aloysius; I will cut to the truth of his heart.

B2. Nomi is changing; I will give dai the spark of a new ideal.

B3. My bond with Akseli is profoundly new; I will learn how to strengthen it.

I1. Akseli Instinct: Always rely on others.

I2. Always let Nomi draw steel first.

I3. Never abandon kin.

Traits: Call of the Island, Dreamer, Mortally Wounded in the Head, Shaky Hands, Bound to Akseli, Commanding Aura, Driven (Pilot), Aura of Determination

One of the many things I enjoy about Andy's RPing is how fully he buys into the concept he's set up. Anneli wants to be the hero. Dai thinks heroism is a necessity, a duty. Like, no matter what happens Anneli has this drive to do the right and idealistic thing. It's a lot of fun to watch the character get battered, but I still walk out impressed by how Andy has this core of Anneli down.

If I had to boil down what a GM's duty, his first job, was then I'd say it was to enjoy your players. Find the things you enjoy about them and encourage those things.

Nomi

B1. I trust Fish’s truthfulness; I will gladly help him ensure Tara isn’t a problem. 

B2. Whatever new idealistic game the prince is playing at here, I cannot trust mu to have accurate intel or read of the situation

B3. I can’t afford to grieve; there is more to be done.

I1. Always act towards my own goals first

I2. Always bend the truth when advantageous

I3. Never put my son in unnecessary danger

Traits: Call of the Sea, Spite, Deceptive, Compulsive Liar, Memory’s Influence, Guarded, Charismatic,   Pregnant, The Killer, Familial Loyalty

 See, this was the character I was really excited to watch this particular session. Nomi had been close associates with Prince Alpertti's father, before dai had started to get dai's life together. Nomi had a very particular opinion of Alpertti, as a goody-two-shoes who needed a serious dose of real life. That and seeing how Fish handled Tara (who he had killed awhile back) was another thing I really looked forward to.

Anneli had taken to walks on the beach and sitting contemplatively, slowly recovering dail strength. Fish was also taken this form of recreation, and the two took to sitting on the beach together, watching the dark waters, torch in hand. Nomi had kept herself busy with tasks to keep her mind busy and distracted/focused. Keeping food stocked, small tasks to prep the ship, and so forth. Nomi did not want to be sitting still.

Now, we'd already talked about the situation, but I didn't want to start in media res. Burning Wheel has never really been an in media res game to me. I've always wanted to savor it. For me, my primary inspiration for fantasy are the treks of Tolkien, the surrealistic sadness of Gaiman, the paradoxes of Wolfe. And those require set-up, not rushing... time. They require time. And it had been months. I wanted to just... sit... in it for a little while.

There was the sensation of approaching lowering airship- there was a familiar change in air pressure - nearby. Everyone independently goes to investigate. Aloysious and an incredibly pale redheaded woman, with an eyepatch come off this definitely elven airship. Anneli had spotted an elf flying the thing but couldn’t make it out. The ship was circling the ground in a textbook landing pattern, as in, learned from a book not the maneuvers of an experienced captain, with lots of wobbles. 

As soon as he saw the red-headed woman, Fish charged her, knife appearing out of nowhere.

Aloysious reaches down and picked him up, tossing him straight into the ocean.  Fish bobbed and sputtered, but couldn’t swim. Nomi had been stunned into silence for a moment, not expecting to see Aloysious again quite so soon after…everything. Anneli held dailself back to see what would happen, choosing to not get involved yet in a fight. Nomi angrily sputtered at Aloysious and went to pull Fish in out of the water.

This was a Steel test on Nomi's part, which dai failed pretty epically. Andy did not want to make a Steel roll, given that he did not want to intervene. He watched with great amusement as Lena had Nomi go out, yelling and cussing at Aloysius for throwing Fish so far.

After Nomi went to get Fish, Prince Alpertti exited the ship. Anneli tried to make the appropriate respectful greeting but it was a little awkward as Prince Alpertti was a dai now, and no longer a mu. There was talk about respect being based on grief and social hierarchy, and how complex it could be to work it out. Alpertti brushed it off: it wasn't important right now. Prince Alpertti asked if dai as talking to Anneli, and then asked where Nomi and Sydanelma was. Anneli pointed; the glimmer of Sydanelma could be seen from where Nomi unbuckled and left her, at the waters edge. Prince Alpertti asked what were they doing here. Anneli was flowery and gave a cryptic answer. 

Nomi stomped back up, cussing Aloysious out, and realized the crown prince was present. Nomi didn't respect him personally, but did attempt a socially appropriate acknowledgement.

Fish charged Tara again; this time Aloysious knocked him out cold. Nomi drew Sydanelma from the beach and demanded to know who Tara was and why they were there. Seeing Nomi brought back something painful for Alpertti. There was an exchange about how she was unworthy to carry that sword and if he hadn’t had it on good authority from someone dai trusted, that dai would have killed Nomi where she stood. Nomi cooly replied that dai felt the same way. Anneli tried to settle the building tensions. Everyone turned and snapped at dai.

We were definitely just jawing at this point. Honestly I'd just missed all these characters enough to where I really didn't want to do a lot of mechanical stuff. I could have and probably should have called for rolls a good deal sooner than I did, but Andy and Lena play off of each other so well I just enjoyed hearing the chatter. Eventually  I made Andy make a check... which he failed. And we got a good laugh out of it.

Alpertti said dai had been visited by Mikansia in a dream, and had been told to collect them. Alpertti was looking for Anneli, as one of dai's few remaining captains, and Nomi, the bearer Sydanelma, sword of legend, because dai needed to find hope for dail people. Alpertti talked about how the Ring was nearly destroyed in confrontation with the Nameless, how Mikansia saved them. But there was still immense collateral: the Ring of Tears, the home of the elves, was nearly destroyed. Many had died. Would Nomi and Anneli come, to help bring hope?

 Anneli focused on the fact that what they were doing here was more important, without actually explaining anything. Nomi said Alpertti was being such a typical arrogant noble; dai just assumed they’d drop their plans to come at his beck and call. Alpertti was angry: "If you wont answer me, and just want to sit around and fight, go fuck yourselves for all I care, I’ll go die holding my people if I must." Prince Alpertti stormed off to go start undocking the ship and fumbling with knots. "COMMONERS!

Nomi teased Alpertti about dail bad knots but wanted to know what happened to Mikansia. Alpertti told Nomi about Mikansia's death, and kinda half apologized for losing dail temper. Nomi also softened a touch and mentioned that dai hadn’t been part of the cult for some time now, and only wanted to save the Ring not see it ripped apart. Prince Alpertti knew, that’s the only reason he was even willing to talk to Nomi at all; dai had many things to do other than talk to those who would ignore dai.

Anneli talked with Aloysious and Tara, sorting out a little of their stories. Tara mentioned having a dagger put in her back by Fish, and that being why he hated her for turning him into a dragon. “It’s the dagger that binds us all together.” said Anneli. Tara quipped that it bound Anneli just as much as it did everyone else. Tara was strange, in how she spoke and moved. Not quite alive exactly…cracking sounds, head spinning, no teeth, odd vocal quality. Even Tara wasn't quite sure why she was there but she was certainly willing to believe in destiny, considering.

Before dai left, Alpertti tried to remind Anneli of the oath  dail had taken, as one of Alerpitti's captains. Alpertti released Anneli if dai was clearly unwilling to follow it. Anneli spoke to Nomi directly, about having an idea since dai was the only true captain here. Nomi caught the glint of what Anneli was doing and was only too happy to support Captain Anneli at Alpertti’s expense.

Anneli addressed Tara and Aloysius directly, demanding to be let aboard as the only true captain here. Tara sort of laughed and asked why, what did she plan to do. There was a bit of a steel-off, Anneli trying to maintain authoritative composure to let Tara rant herself out. Tara being pragmatic and wanting something known versus gambling on an unknown risk, since Anneli wasn’t offering anything descriptive. Anneli mentioned walking amongst the flows of time, and other beautiful descriptions of their experience, and how dai didn’t present what they were looking for because dai held the key, the key to the Island. If they really wanted to do this, then they needed to let dai aboard and give dai the ship because her path was the one that could do something. They should be helping Anneli and Nomi and not the other way around. To help sway the balance and knowing the sword carried some sense of awe to these people, Nomi held up Sydanelma and asked if they'd really rather bring back what they called the sword of legend just to serve as some figurehead, or if they wouldn’t really rather it be doing what it was meant to do, here, actively working.

So this whole thing was going and going and going. I was really enjoying RP'ing Alpertti, whose evolution since The Undertow had been something I'd found really interesting. Alpertti, who had once been such an idealist, had been changed by the constant death of dail people. This young monarch loomed large and pitiable in my mind. So Andy and I kinda got into it.... and I kept expecting him to make a call for a roll. I don't know why I did, but I was having fun, so off I went! Finally I made it clear that if Andy wanted a roll I was more than to do so, but I was having fun. Andy said he'd been hoping for a roll five minutes ago!

Abashed, I called for an Oratory roll. Lena threw in a helping die and and advantage die from Sydanelma. I put the obstacle at 8; Alpertti was not amused in the slightest, Tara didn't give a crap for flowery speeches, and Aloysius refused to get involved. Andy just barely passed.

Alpertti…sighed kind of sadly but agreed to give Anneli the ship to use if she would first return dai to Kohtae Mah, as his place was with his people. Anneli agreed. Aloysious told Nomi to kill him, his life was in her hands. Nomi…surprisingly couldn’t bring herself to do it. Aloysius said he remembered two time lines, how was this possible? Nomi and Anneli said they did as well. Aloysius said he owed his life to the both of them. Nomi but said he could start paying that debt by carrying the unconscious Fish up to the ship. He did. Nomi warned Tara to stay out of the way going forward; Tara chuckled and said the ship was a bit small for that.

Anneli walked the ship to begin learning the feel of handling the new vessel and its operations. This was Alpertti’s personal vessel, top of the line and super fancy. Anneli promised to bring it back but mentioned not having the best track record for keeping ships intact. There was an awkward call back look to Nomi for dai's prior sabotage of Anneli's first ship.

It was agreed and done. Anneli took command of the prince’s vessel Isän Rakkaus: Father's Love. They set off into the black sky.

So that was the first session after the break! Light on mechanics, but man it felt good to be back in this world. With this game. I can't wait to do the next session. I've really missed this game. Even though I'm in the middle of designing my own there is a special place in my heart for Burning Wheel, a spot that I doubt it will ever leave.

A sincere thanks to Lena for taking the notes for this session. I needed the help!

Friday, April 2, 2021

Suihkulahde: Session Twelve, Trait Vote the First

I tried something different this time: I didn't push for this arc as if it was the last, and spent most of the time building forward. And it was a very strange experience! I've always striven to make sure each arc was self-contained. Even if my sessions aren't, they all added up by end of the arc. But this focus led me to suggest skipping parts of the narrative in The Undertow that could have been really interesting.

So I may or may not have gone the other way.

Way the other way.

I think I may have overdone it. Slightly. But this wasn't a total wash. We had created a prologue of sorts for the rest of the game. There had been a lot of tension between Anneli and Nomi. This arc hadn't removed the animosity completely, but it did put Anneli and Nomi on the same side.  By putting the sisters in a situation that removed them from their friends (and preventing them from able to communicate the problem to said friends) Anneli and Nomi forged a completely unique bond. And that's where we cut it: a rekindling of sorts between Anneli and Nomi. It's not perfect, it's certainly not pretty, but they won't necessarily be at each other's throats in future arcs.

So before we start this trait vote here's the traits as they stand:

Anneli

Call of the Island, Righteous,  Mortally Wounded in the Head | Shaky Hands | Slightly Clumsy, Bound to Akseli, Commanding Aura, Driven (Pilot)

When Sabina's Castle ended, Anneli was in a very interesting place. She had just saved the Argentum Empire from Aloysius, but was unable to figure out how to address Nomi. The entirety of this arc was about Anneli's assumptions getting just shattered. Seeing that Nomi, who Anneli had abandoned in confusion, had not only changed, but was pregnant, with a husband that had loved her, would have been enough. 

But then she failed her sister and Nomi's husband, Constantine, was killed. And then the Akseli helped mend her broken body, changing Anneli's soul. That's a lot. A lot of a lot.

So when looking at the traits I know I'll be suggesting swapping out Righteous for Fearless, drop Slightly Clumsy, and add Tough.

Nomi

Educated, Call of the Sea, Spite, Deceptive, Compulsive Liar, Callous, Charismatic, Memory’s Influence, Bitter, Guarded

Ah, Nomi. From NPC to PC, there's been a lot of development for this character that Andy first envisioned as just simply "Anneli's sister". Nomi, having lost her husband Constantine, needed a new anchor. And I think she found it? Or at least is willing to look for it? Even that much is a lot. And I think she's willing to find a new anchor.

I'll be suggesting swapping out Compulsive Liar for Snarky, nixing Guarded, and adding Aggressive.

Lead Up to the Vote

The first thing we had to figure out was how long Anneli, who'd taken a mortal wound, was out for. Given that life-giving water from the center of the earth was available, I decided that would help Marian, Telos, and Decima heal Anneli, giving dai quite the boost. So I told Andy that all healing checks would pass, giving Anneli +3D to dail Health rolls. The water also meant that, no matter what happened, the recovery time was at the minimum. That's a bit of cheating, I know, but it's the life-giving water. Those 3 dice really helped! Andy passed like a champ. Five months of recovery! So that's what the downtime is.

Feedback

I next asked folks for feedback: things they liked, things they didn't like and wanted addressed, as well as things they wanted introduced. With the format explained, I led.

Nathan (GM)

I really liked the character work going on; no matter how wonky things got Andy and Lena stayed relentlessly focused on how things affected their characters. They also played a lot with subtext, describing in pretty great detail little facial shifts and other stuff that I just adored. All the little twitches that siblings are so sensitive to they played up. It was great.

Less great was my own lack of focus. I had tried a few things that fell apart as they hit the table and had created a bit of a mess. I had partially intended to not make an arc that was self-contained, but felt that I had gone too far. 

I personally wanted to see more of what made someone become a member of the immortal Council. What did it mean to be immortal? What had to be given up? And what if not all of them were good? What did that look like?

Andy

Andy agreed that the character work was really strong and enjoyed it. He and Lena had crafted some really good emotional scenes. The arc had retained a good emotional core. He also really liked going back to the Argentum Empire and seeing it again.

Andy's criticisms were... completely on point, and not what I expected them to be. Andy said that the plot about the stars vanishing had been more or less dropped, and that had been a primary piece of concern for Anneli. Andy also wanted to see more of the fallout from the time traveling that happened, specifically the Dahaka. What had happened there? He wanted more definition on it.

I honestly just kinda expected them to want to drop the arc entirely.

Andy also asked about somehow getting back to the Ring of Tears. He wanted to reconnect Anneli to that piece of the past.

Lena

Lena agreed about the emotional core. She had found that, as weird as the plot had become, its focus on character was amazingly consistent. She also agreed that she wanted to see more of the consequences of the time travel. What had they accomplished? What sorta backlash was coming? Lena then asked if we could find a way to not only get back to the Ring of Tears but to see more of the fallout of the Lone Keep cult. Nomi had been a member of that cult for a while, what would happen if dai ran into more members of that former cult? I honestly hadn't expected that.

The State of the Sky

Andy brought up a good point: the plot about the vanished sky had dropped out. Part of it was that introducing Nomi significantly affected the plot, changing the focus of the story. So now that we had resolved the myriad conflicts brought about by bringing the two sisters back together, what were we going to do about the sky?

I said that I didn't really know how to approach the problem and wanted to broach that with the folks at the table. Naturally speaking the cloud that surrounded the planet would be dying down around five months or so. Now, speaking on a meta level that wasn't a problem; we needed to determine what answer we wanted. I broke down the three states we could do: sky remains black, cloud goes away, or something strange happens. If the sky stayed black that would mean someone was probably keeping it that way, and that while that would change the plot it would keep Anneli's motivations intact from the start of the campaign.

We all opted for that: the sky would stay dark. And that meant someone was keeping it that way. Which kinda implies the meta-goal of the next arc. I think. 

The Trait Vote

We're finally here! The trait vote! Here's the actual thing. We listed out our suggested traits, and then started to have our conversation.

Anneli

Nathan

Drop Slightly Clumsy, change Righteous to Fearless, and add Tough as Nails

My logic was that Slightly Clumsy, a trait earned from a Mortal Wound from years ago, just didn't really apply anymore. Anneli was no longer the Righteous icon dai had become in the eyes of the Argentum people, but had become a fearless, badass warrior, whose body was toughening up in the face of constant adversity.

Lena

Drop Slightly Clumsy, Righteous to Cool-Headed, add Aura of Determination

So Lena was in complete agreement about nixing Slightly Clumsy and Righteous, but wanted to add Aura of Determination. Anneli had been the bedrock of the sisters, constantly helping Nomi regain dail composure at key times. So Lena wanted something to reflect Anneli's leadership, but at the time she didn't really know what particular trait she wanted.

Andy

Drop Slightly Clumsy, swap Righteous for Dreamer, add Aura of Determination

Turns out nobody thought Slightly Clumsy and Righteous should go. But Andy wanted to go for Dreamer, as that allowed Anneli to take dail experiences with Dream and seeing other things from other worlds and making that a part of dail plans. Lena and I adored that idea, and took to it at once. Lena, who was looking for a trait, loved that idea.

And so this is what we ended up with:

Drop Slightly Clumsy

Swap Righteous for Dreamer

Add Aura of Determination


Nomi

Nathan

Drop Guarded, Swap Compulsive Liar for Snarky, add Itching for a Fight (C-O Intimidation, start in Aggressive stance)

I saw Nomi as becoming more open and not as openly secretive, as well as being openly hostile to those who got in the way of Nomi and dail sister.

Andy

Drop Compulsive Liar, swap Bitter to Grief-Touched, add The Killer

Andy saw Nomi as opening up more, and emphasized dail's growth from Bitterness to someone who was may be willing to grieve. The Killer makes Nomi better at Fight! and Ranged and Cover. 

Lena

Drop Educated, swap Callous for Familial Loyalty, and add The Killer

Lena brought up that Educated didn't come up... at all. Not at all. Like, at all at all. Lena wanted to get rid of Callous because, at the end of the day, Nomi had started to care about something... dail family. The rest of the detritus hasn't gone away. And this was another situation where The Killer just became a unanimous vote. 

Drop Educated

Swap Callous for Familial Loyalty

Add The Killer

And there we have it! We're going to take a break, as Andy and I go onto do an eight session gameof Hearts of Wulin while we all digest everything that went down. In about a month I think I'll start writing up my thoughts on the arc and see what it is I want to throw at the campaign. The idea of going and ending the darkness that was unwittingly started by Mikansia but now continued by... something else. Maybe throw in some of the folks from the Lone Keep, get some time glitches and loops thrown in, all from bad members of the Council?

We'll see!