Tuesday, March 17, 2026
Sunday, March 8, 2026
The Dragon's Fire: Book 3, Chapter 6
Shadowdark Taught Me Much
The Method Behind My Madness
So this time, we’re going actually break down what I’m doing when I make the prompts I use for my players to respond to. I have a calendar and astrology I use to generate them, which is in the Heranyt setting. I use themes derived from the astrology of my setting to make prompts for the players.
- The three universes in rough orbit with Arvoita.
- The month's theme
- Whether Eous is waxing or waning
- The brightest planet in the sky, whether it's waxing or waning.
The End of an Age
One of the things unique to Heranyt is that is part of a multiverse set up... all of which move in orbit around each other. These universes will bleed into each other, slightly. All Heranyt campaigns, from here on out, are when the orbits of the three universes closest to Arvoita (where Heranyt is) change. So we always start with three universes in conjunction, and then at some point I decide when the change begins.
Conjunctions at the Beginning
At the beginning of The Dragon's Fire, we had three Daughters (universes) in conjunction:
- Paritay, the Loving Daughter. She's leaving orbit, which means love and sexuality are just flat out bad. Weak.
- Kilpaya, the Daughter Who Competes, usually thought of as war. She's in full orbit, which means competition and warfare are good and actually solve problems.
- Jaoday, the Indulgent Daughter. She's the one who dispenses plenty. She's the one coming into conjunction, which means that providing and giving fixes things... at a steep cost.
Conjunctions Now
- Kilpaya, the Daughter Who Competes, is now leaving orbit. Warfare and competition is now bad, and its consequences are just a disaster.
- Jaoday, the Indulgent Daughter. The problems of the world can now only be fixed by giving and being generous.
- Sarray, the Grieving Daughter. She's about discipline, structure, and giving space to sadness. She's now coming into orbit, which means her ways solve problems, but at a steep price.
Nothing is Painless
The Rest of the Astrological Times
- Starting in March (Kakusa), we move to communications as a theme.
- The bright planet in the sky is Ihanaus, which is ascendant, which means its theme is “good” or “strong”. Ihanaus is about love and sensuality and loyalty.
- Eous, the fell green moon that hangs over the planet Heranyt, is waned, so we get a “good twist” in there somewhere.
Key these Themes to Locations
Kaksusa 2-6
The Undermaze Proper
Raphael
As he’s thrown toward the rocks, Raphael turns his body and takes the impact on his shoulder and arm, protecting his head and avoiding a concussion.
Once dragged from the lake, he immediately forces himself into motion—wringing water from his clothes, rubbing his arms, and staying on his feet near the faint warmth of the phosphorescent mushrooms. By keeping his body moving and his blood circulating, the cold never settles deep enough to become hypothermia.
So Raphael walks away soaked and battered, but without Exhaustion, concussion, or hypothermia—pure stubborn survival backed by Fate.
King Melny
Addressing My Issues
The System
Chapter 6, Kaksusa 7
Reflections
Addendum
Monday, March 2, 2026
The Dragon's Fire: Book 3, Chapter 5
Sononn 17-28
Sota City
Raphael
The Undermaze, Sota Cluster
Alistair
The Undermaze Proper
King Melny
Chapter 5, Kaksusa 1
Reflections
Tuesday, February 17, 2026
The Dragon's Fire: Book 3, Chapter 4
Sononn 9-15
Sota City
Raphael
Undermaze- Sota Cluster
Alistair
Undermaze Proper
King Melny
Chapter Four- Sononn 16 to 17
Reflections
The Dragon's Fire: Book 3, Chapter 3
Passouan 11-17
Sota City
Raphael
Undermaze- Sota City Cluster
Passouan 18-30
Sota City
Raphael
The Undermaze
Alistair
King Melny
Sonnon 1-7
Sota City
Raphael
The Undermaze- Sota Cluster
King Melny
Alistair
Chapter 3, Sonnon 8
Reflections
Tuesday, January 6, 2026
Heranyt Playtest and The Dragon's Fire - Passouan 4 , 5 and 6

I like reading setting books. I like having a coherent set of vibes that I can just lean into on evenings where I don't feel like reading something more "substantial". Just soak in the vibes.
I hate using setting books while running games. I hate it because there's either too much lore or not enough, and it's impossible to just use the lore immediately. I don't know anyone who personally used a setting book as it was "intended", and the only people I know of who sorta did were using 4e DnD books, which have a lot of crunch in them: using the setting book changed the game itself, so they used the book.
So I decided I wanted to actually make a setting book that could be used, as-is, in a game of Crescendo... which meant that Crescendo needed to be done. And it is. We're getting the text firmed up, which is why it's in Ashcan, but the game's mechanics are done.
So I decided I wanted to make a setting book. Which meant actually making something I would use at the table. This time I decided to try and document what I'm doing in a somewhat public fashion. For funsies.
What I Look for in Designing a Game
Now Hold Up
The Heranyt Setting
Playtesting
1:1 Time (It's John McGowan's Fault)
The Procedure
How Does the Situation Progress?
The Initial Situation
How Does the Situation Progress?
The Resolution
How This Looks So Far
4th of Passouan
Two days from now is The Drowning of Telos, when he was said to have met Elpida, the Flame Eternal.
Unfortunately, on this warm and temperate day General Juhani, a popular elven leader, dies protecting his elven guard from a surprise attack led by the dragon and The Bride. Morale is very low amongst the elves. There wasn't even a body left.
Kuri
Account of the Witness
On that same day, the one who would later be named in the Wars to Come stood among the elven host, sworn neither to command nor retreat. They felt the turning of fate before the dragon was seen, and raised warning even as shadow fell upon the terraces.
When the attack came, they fought to hold the line beside Juhani’s guard, drawing steel and spell alike. They survived the firestorm only by chance—or by design unknown—cast to the stone as the General made his final stand.
When silence returned, it was they who first rose, and it was their voice that called the living together amid the ruin.
For this reason, the chronicles name them not as a savior, but as the Last Witness of Juhani, from whom the true account of the Fourth of Passouan is known. This what I have written or in historical addendum brain today I can change it up if need be.
Raphael
I stood among the guard when the air turned wrong, warm as a forge without flame. Two days remained before the Drowning of Telos.
The dragon came with the Bride. General Juhani placed himself before us and was unmade. No body remained—only scorched stone.
I fell in the fire.
I did not burn.
When the dragon withdrew, I alone rose where I had fallen. The host was broken, and mourning was decreed.
Fifth of Passouan
Kuri- Raphael
The day before the Drowning, on this day, a hundred of the elves sailed to the stars, hearts shattered by the death of Geneal Juhani. Defenses against the horde are worse than ever before. An envoy has been sent to the wolves of Serpent Forest, and prospects look good.
I remain not by chance, but by design—set aside to remember what others were meant to forget.
Sixth of Passouan
It’s a warm winter’s day, the Drowning of Telos is today. Heavy rains cancel the festivities for off-duty soldiers. Drunken debauchery amongst the humans follows, elves are disgusted.
Kuri-Raphael
Conclusions So Far
Friday, December 12, 2025
Eating Crow: Positive Design and Mustafar
Eating Crow is when I admit a previous blog post was wrong, and why I think it was. This is a continuation a previous post. I recommend reading it.
The Mustafar Duel is one of the big influences on Crescendo. Two brothers who have been molded by their experiences, who thought they meant the world to each other, only to discover they value their ideals more. This kind of moment should be happening in Crescendo all the time! But, in my years of playing, it has never come up since the metacurrency is dropped.
Why?
Metacurrency is one of the chief tools of what I call Positive Design: do a thing and get rewarded for doing it! This triggers the Pavlovian response, and players then go for those kinds of actions instinctively. It’s a powerful tool. But this kind of design has a downside: it can short-circuit the soul. People just start chasing the kick. So, for a long time, I removed metacurrency rewards from Crescendo and focused on Negative Design, which allows players more inherent freedom. This sounded like a good idea. And I think Crescendo is a great game as it is in part because I focused on making the game inherently fun, without the dopamine kicks. Gameplay is smooth and easy and surprising. No session of play is like another. As it stands, Crescendo is by far the best long-form “storygame” I have ever seen.
But. There’s not even one Mustafar match, in a game about Heroes possessed by Beliefs. And that’s not how that’s supposed to work. Heroes are uneasy allies normally, or passionate friends/enemies. Crescendo not doing that experience is a critical flaw.
So what gives?
Well, it turns out I messed up. See, certain actions are just inherently unpleasant. Sticking to your Beliefs past the point of opposing another player is one of them. So the dopamine rush incentivizes you past the discomfort. And there are moments that should happen in Crescendo that are very uncomfortable. Like almost killing your brother.
So, here’s how I changed the game. About a week before editing begins. It’s fine.
Fate Points
This is a metacurrency that can be spent to reduce the Margin during a Defy (which keeps the setting from changing in huge ways) or reduce an incoming Condition’s level, one for one.
If you beat a Defy by 3, you can spend 3 Fate Points to make the Margin 0, instead.
So if you get a level 6 Lonely Condition (which would kill your Hero), you can spend 5 Fate Points to make it a level 1 Lonely Condition instead.
You may cancel a Crescendo (a huge plot twist which has enormous consequences) for 8 Fate Points. Hit the Books to see what strange thing happens instead.
End of Chapter
Go through each Belief. If there are multiple Players, go to a different Player each time.
- Did you act on the Belief in a way that created trouble for others, particularly the other Players? If so, record a Bullet Point (a sentence in your Journal, which counts as XP for advancement) and take a Fate Point.
- Did you act against a Belief in a way that created trouble for others, particularly the other Players? If so, record two Bullet Points. One is the action, the other is why you did it. Take two Fate Points.
-If there are multiple Players, did your actions cause another Hero to receive a Condition? If so, take a number of Fate Points equal to the lowest level of Condition received. Write the Belief you acted upon to harm the other Hero as a Bullet Point.
- If you change a Belief voluntarily, take a number of Fate Points equal to the number of Chapters (sessions of play) you held it for.
Normally I would be reticent to allow Fate Points to be taken for acting on or against all your Beliefs. The dopamine kick would be very strong, and players would start gaming the system for Fate Points instead of actually role playing.
But Crescendo has an answer for this: the Journal!
You have to write the action down, forcing the more rational part of the brain to tun on alongside the dopamine lover, which is definitely one of the most human things one can do. It turns from “press button get pellet” to “I did something meaningful and here’s a pellet!” Humans are rationalizing animals. The more often you can get both halves of that existence to turn on at the same time, the better your life.
A further knock-on effect is that the Weaver can really take the gloves off. Role playing is a social activity, and giving out Conditions hits the “feel bad” center in the brain. Players, however, now have a means of lowering the sting, should they choose, using resources they earned. Defies, which can be extremely tumultuous, can be used only when the player actually wants to. Players have more control over the story… provided they mess things up themselves. From victimizing to empowerment!
Positive Design got a bad rap from me in the previous post. Not all actions are inherently pleasant, even if they’re very important to the experience, and therefore Negative Design can’t do much with them. In these cases, Positive Design can smooth over the rough edges, incentivizing actions that Negative Design simply can’t address. It’s a rough lesson to learn, but a vital one.
Friday, April 11, 2025
Creating Roleplaying Opportunities
The other week I played DCC for the first time. It was a blast. I had a wonderful time. Three of my level zero wusses died in the first session, in hilariously awful ways. Blood was flowing, we were solving puzzles and trying to survive... and boy was I failing. But I noticed something while we were having a great time: we weren't really roleplaying, as I had come to understand it. Again, I had a blast! I was engaged! But it wasn't like we were truly RPing.
This isn't a complaint. It's more of a meditation. A processing. Please keep something in mind: I have been playing either Burning Wheel or Crescendo constantly for going on... ten years? I have been steeped in very deep, narration-heavy, roleplaying for a very long time. I don't say that as a boast. It's a fact of my life, and in order for this post to make sense, you have to know that.
Now, I am a firm believer that systems influence people. I think it's possible to encourage people into roleplaying more, into any system, with just a few modifications. After thinking about it, here's what I thought of:
Whenever possible, hook mechanics into roleplaying.
You can't make a fictional world in an RPG without the rules the players agreed to. Throwing the rules out actually makes the world incomplete. I've found that the more you bring the rules into roleplaying itself, the better the roleplaying itself is.
Hold any possible skepticism for the moment. Here's some ideas on how you do it.
Use Their Player Classes/Archetypes/Backgrounds to Describe Scenes
Players Must Justify Success
Justify Advantage When Rolling
Let Them Narrate the Loss of HP
Conclusion
Friday, December 6, 2024
The Real Point of Crescendo
“Well, Mr. Dungeon Master?” Jedd’s voice was soft. But unyielding. I realized I had to talk. What do you say to such a thing?
There's a Point to All This, Right?
Friday, November 29, 2024
Design Journal: Conflicts and Pitches
The Tarot Map
The Chronicle and the Drunk Rule
Hitting the Books
Conflicts and Pitch
Friday, November 22, 2024
Design Journal: Crescendo's Beliefs
There is no mechanic I love more than Beliefs. Pioneered by Luke Crane's Burning Wheel, Beliefs are a subjective statement made entirely by the players. They're used to determine scenarios in the game, making the story tailor-made to what the players want it to be about. The sheer utility of this mechanic can't be understated. Players get to write what they want. The GM gets a statement they get to interpret. Inherently creative, Beliefs give back far more than what are put into them.
Two (Necessary?) Asides
As a quick aside, there's a saying in the art world: don't make portraits of those you love. I love the works of Gene Wolfe. I am trying to capture the feeling I get when I read his books. This is objectively not a good idea at any point. It's a harder project for my emotional attachment. Things that should be obvious can't be. More time is spent is because I can't have an objective view of this design.
As an additional aside, there's a large elephant in the room: Burning Wheel. Anyone who reads more than a few posts of this blog is going to discover that Burning Wheel is my favorite game. Beliefs are my favorite mechanic in gaming. A lot of my thoughts on designing Crescendo are, inevitably, going to be about taking Beliefs and adapting it to my vision. Which means that Burning Wheel is going to come up a lot. Crescendo isn't a hack of Burning Wheel, but it would be stupid to pretend that Crescendo doesn't owe a lot to it. A great deal of time has been spent repurposing Beliefs from the ground up, (usually) to the confusion and (sometimes) delight of my playtesters.
What is Crescendo?
Crescendo's central conceit isn’t a simple one: as character changes so should setting and vice versa. The game is principally based on the works of Gene Wolfe, which are intensely subjective, mythological, and cosmic. If you're going to do a Gene Wolfe game you have to have an intense subjectivity and soaring scale, which form each other. This is Crescnedo's by-line, its mission statement, is:
Belief Has Consequences
Okay, that's nice, but what does it feel like to play Crescendo? That's all very pie in the sky, but what am I going for?
Excellent question! Crescendo feels like this:
Heroes have Beliefs, Traits, and Scruples. Beliefs are what drive the Hero, Traits are how the Hero acts, and Scruples are hidden doubts/obligations that mess them up. The Setting has NPCs with simpler Beliefs, Locales and Histories that chronicle recent events, and Conflicts which rage across the Setting.
The Journal
All participants have a journal, where they log their history and events of the session. The journals are used in a mechanic called Hitting the Books: everyone opens to a random line in their journals, closes their eyes, puts their finger down, and reads aloud their selection. The LW interprets these randomly picked prompts into whatever piece of information that's needed, primarily plot twists. And then everyone writes their interpretation of whatever the LW just said into their journals.
I cannot understate how much Hitting the Books impacts play. No one is driving. The Lore Weaver isn't called a Game Master because he's not in control of where things are going. He's given prompts and says "Well, this seems like a good idea right now". Nobody is driving. If there is a single way that Crescendo has genuinely changed the face of roleplaying games, Hitting the Books is it.
There's various triggers throughout the game to record more lines in your journal. Once you record enough lines you can advance, gaining/ improving a skill or a relationship with an NPC.
The only thing even comparable are FFG's narrative dice, except Hitting the Books is cheaper and more creative. The dice are only marginally faster. Hitting the Books is also qualitative: success and failure aren't really a part of it, but bring in completely unexpected elements from past recordings. The more you play, the more eerily coherent the experience becomes, as past events factor into the present, creating more lines to choose from in the future. Hitting the Books sets up play loops that can last for tens of sessions before closing with a snap... creating a new loop.
Or, as one of the playtesters commented: "Reintegration is one hell of a drug".
Beliefs
The first thing I tried to do was to provide incentives for interacting with Beliefs, Burning Wheel style. And that would be reasonable for me to try! I'm a Burning Wheel vet! People will do what they're rewarded for. Right? Well, hold up. Burning Wheel's by-line and mission statement is
Fight For What You Believe
So, if you cause trouble for what you believe, you will be rewarded. This change at the core has been the hardest thing for me to navigate. Crescendo, if it's to stand on its own two legs, has to be its own thing from the ground up. Beliefs in Crescendo have to be fundamentally different from what they are in Burning Wheel.
Two and a half years have been spent trying a lot of different things with Beliefs, to the point where I was advised by some to just torch the Beliefs, outright!
Well, I did that, Robby, and that game's called Brick!, which I'll release as well. Probably first. We'll see.
The problem, of course, is that Crescendo is about Belief and Setting in the style of Gene Wolfe. And I am going to see that through. NPC Beliefs are based off the players'.
But is that really enough? Heck no.
Belief is Perception
Putting it Together
Sir Mal
Beliefs
Scruple
Traits
Climbing a Tower to Get Royally Laid
Remember...
Here's the Rope
In Conclusion
Friday, May 12, 2023
The Meeting of the Telvrans: Session Two
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!







