In which Yuan-ti are robbed and multiple magicide is discussed.
The Yuan-ti have the last pieces of the cubes needed to open the door to the tomb. The Red Wizards of Thay were throwing Fireballs and such as a distraction while the team sneaked in.
After some discussion, the team decided to use their access to the Godroads, as there is a fell shrine in the Yuan-ti compound. They found themselves in a serpent cathedral in the middle of their fort.
They had several choices for exits out of the cathedral and they chose the hallway to the throne room. The guard was sleeping, as was the Yuan-ti leader. Stealth rolls were rolled and made.
Kuru the Hobbit thief, covered in mud spread on his face in Conan-and-company-invade-the-serpent-cult-orgy-style, mage-handed the cubes to his comrade, Jusko after looking closely for traps (I should have asked HOW he was looking for traps; I’ll ask more before hitting the dice next time). He also took the sleeping Yuan-ti leader’s gladius-style short sword, which turned out to be a flame-brand.
The team spread out across the room while Kuru used Mage Hand. Bugwump climbed up the wall above the door. When the yuan-ti knocked to tell their leader about the attack and no one answered, they were too scared to knock again. The team got out without any blood spilled – a flawless heist.
The Red Wizards met them afterwards and were shocked to find them entirely unharmed. None of the Red Wizards saw them go in. They were unnerved but low on spells.
During the week I wrote a dream for each character with questions. Some of the players responded in the comments, others responded verbally before the game. Bugwump had dreamed about his Arch-mage self, before his power had been taken away by the Lady of Pain. His Arch-mage self gave him advice but he couldn’t remember what it was.
As the Red Wizards flew away, I asked John if Arch-mage Bugwump would have told him to always kill rival wizards after they had been in a big battle and spent their spell slots – he agreed that was the kind of advice his old Arch-mage self would have given along with, “Never trust wizards.”
They discussed murdering the Red Wizards. After an Insight check, they think one might switch sides if offered but they are not sure. That one knows they are from Sigil.
In Book 2: Starships of the Traveller Little Black Box, it talks a bit about getting education and training. Easy enough to Apocalypse it up a bit. Here’s a different way to say something similar, drawing inspiration from ( or ruthlessly pillaging, depending on your POV) Apocalypse World and Burned Over:
But, Judd, you ask, what about stats?
I like that we’re saying that the limits of the human body aren’t interesting to us. What you use to change the world is your training and in order to gain training you have to go out and interact with the world.
What about non-basic moves?
Non-basic moves are all tech. Maybe the True Sword, a networked blade with an embedded AI, gives you a move like the Gunlugger’s Not to be Fucked With, where you fight as a gang. Certain drugs give you access to psychic powers.
I’m listening to the podcast, Trying to be Kind, a show in which a group of young, brilliant academics read and critique Tabletop RPG Design in Theory and Practice at the Forge by William J. White.
It is a smart and scathing look at a book about a time in the hobby that I look back on fondly. It is a vivid reminder that when we are swimming in privilege to be aware of it and do better. The show’s title, the nervous laughter and the intense effort put forth to be constructive are all sobering examples of how far folks from marginalized communities feel like they have to go to tapdance around fragile, white, male egos.
I’m listening and I’m hoping that the show leads to (more critical readings of academic game design texts) a sequel tome in which these brilliant gamers get paid writing credits in a follow-up book, criticizing the book before it, taking a critical look at the Forge as a movement and looking to the future they envision us all creating for independent game design. Hearing smart folks discuss the game design community’s past and how we choose to remember is great; hearing them talk about the future and get paid doing it would be even cooler.
I’m shutting up, listening and not being defensive.
If you are a white dude who I know from that era, shush your face and have a listen. And everyone else should check the podcast out too. It is brilliant, funny and educational.
Sean and I playing Burning Wheel started out because a Blades in the Dark game we both played in had a few nights a month where he and I were the only players who could make it. I suggested a BW side-game and now, several years later, that campaign is still going. Having just purchased a map making program I made a map:
The map helped. It forced me to name things and gives things shape. The human dukes were divvied up into 3 groups that I think of as the Gold Dukes, the Iron Dukes and the Wyrd Dukes. That will help when I need to make up a human on the fly. I can see where they are from and know a bunch about what their political life is like. Naming the dwarven holdfasts wasn’t something I thought about but became important later. Only now have I started to get more firm ideas about Ostofair and Andune.
I knew the BW system wouldn’t be an issue with Sean. He might hate it (and that would be fine (but he didn’t)) but he wouldn’t bounce off it the way I’ve seen some folks do. So I asked him to take a look at the BW Situations I had tweeted and one of those tweets grabbed him.
When I imagined this campaign, I imagined a conscripted soldier who returned home to farm and just wants a peaceful life but is very aware of the perils of war. Instead, Sean burned up Bina Janos, a servant who worked in a tower at the crossroads, serving the knight there. It was not what I expected at all. The game straight up made me nervous. There aren’t many (any?) fantasy books about Bina Janos. She didn’t secretly have magic powers nor was she secretly the lost child of a queen or a knife murder goddess in hiding.
Bina was a mother who married a decent guy, a wheelwright (and it is a Burning Wheel game…huh? get it?) and had a daughter, Nara, with him. She had been taken from a nearby village during some feuding and never went back home. She got by with a skill called Soothing Platitudes, being good at her job and knowing the local gossip.
That first campaign was an exercise in GMing failure without beating up the player. In following Bina’s journey we learned and made up a bunch of mythology in the world. The Burning Wheel, an actual physical artifact that could be seen like an arcane beacon atop a northern mountain and its church. The lore behind the dwarves and the elves that was leading to war. The 17 Great Debts of the Dwarven Princes. The politics behind the human dukes and the songs of the human peasants. There are immigrants from a faraway continent who have traditionally guarded the gold mines and the caravans that take the gold from the mines to the capital after a few local knights turned bandit or rebel lord, trying to control the wealth.
During the game it was clear that a dragon still had an important elf, a consort to the elf queen, and so the second book was about a working class dwarf in charge of tunneling into an abandoned holdfast that was being squatted in by a dragon. The dragon was trapped within but still, there was real imminent danger there.
Pellara the Pillar would become Pellar Dragonsworn and also Prince Pellara Dragonsworn of the Vault through the course of play. That was not at all my intent. I wanted to stay away from noble games but she was born to and was the matriarch of a working class family. To be honest, having a game about a strong woman taking control of a political situation driven into the shitter by born noble princes felt pretty damned good. All of those dwarven holdfasts at the top of the map suddenly became very important. I made notes on each prince and what made those places unique.
I was making stuff up as I went and adjusting to the beliefs Sean made but I daydreamed myself enough content to give myself structure so I wasn’t ever making shit up in a void.
In a subreddit someone asked how GM’s make character arcs. It might look like I very carefully planned everything. Book 1 and 2 are both nine sessions long.
I didn’t. I didn’t plan a damned thing. There was no arc in mind. I didn’ tknow where Sean’s beliefs would take us. I know how I want to push on them but once I push, I have no idea how Sean will react to that pressure. I didn’t want each game to be 9 sessions long and I don’t mind if Nara’s time in the campaign takes 3 sessions or 99 sessions.
Just let he players deal with the problems and cool stuff and arcs will happen naturally because we are humans and we like to find patterns and familiar rhythms in things. Don’t plan the solutions, just put forth the situations filled with problems and wonder and see what happens.
Me, saying stuff, link above
This third book’s situation is more vague. We found out in the first book that Bina’s daughter, Nara, was Gifted and might be destined to be the next Arch-Mage. What does that term even mean? Arch-Mage. All we know is that an Arch-Mage is a wizard who picks up the Burning Wheel, braves its sorcerous fires and takes it down the mountain. We know that her destiny is wrapped up in that mess. I am relying on the lore we’ve built and the fact that we’ve barely scraped the surface. There is still so much that Sean doesn’t know and Nara can learn.
I’ve started writing notes about how Arch-Mages are selected and the previous Arch-Mages and how each of them has led to the current state of affairs in wizard society. We will get to see Wheelholdt from a very different point of view. I’ve been daydreaming about wizards, apprentices and how they learn, what their hierarchies are like and how they interact with the rest of human society.
One of the things BW does well is learning. Seeking out teachers and reading books can be a big deal.
I’m glad we’ve got an empty third belief to start off with, it allows Sean to jump on something that comes up in play as we get to know Nara.
Here are the playlists for the first two books. Come join us in a week for the beginning of the the third. I have no idea what is going to happen. Or…I know some stuff but have no idea how Sean is going to play Nara. We’re going to find out about the history of wizardry and Arch-Magery. We’ll see where Nara fits in all that mess and if she agrees with the prophecy told to her mother years ago that said she was destined to pick up a fiery magical artifact created by a sorcerous fire god.
When I have the energy to do so, I try to write a short synopsis of our Trophy Gold games. The dice kept telling me that strange and terrible things were happening. Who am I to ignore them?
This was tonight’s synopsis:
In which the treasure-hunters made camp on a hill after meeting a lost soul, discussed theology, went to bed for the night, thinking that they would wake up and go plunder the Palace of the Skeleton God with Blackwolf.
The Sisters, gods, devils, and saints of this world had different plans – very different plans.
It was complicated. A goat that had lost its herd instincts entered camp and was accidentally lit on fire – an amorphous blob-beast, drawn to the hill by the sorcery, ate the flaming goat and took on its characteristics. The treasure-hunters fought the flaming goat-blog-man and killed it.
Somewhere in there a god was spoken to in all of its fell, patriarchal glory and a soulless copy of Elezio (Evilezio), an illusion of Elezio brought to life by a sorcerous mishap, gave terrible dating advice to Revel.
Sometimes it just goes like that.
We’ll get to the Palace next week.
“Even by wizard standards that was a pretty fucking crazy night.” – Blackwolf, Wizard
I used the above technique in the Thursday night Trophy Gold game and got a wonderful tale from Jesse. He told me about how his orphan pickpocket broke into a noble’s house and had to kill the noble in order to get out.
I loved it because it wasn’t a kill that made the world a better place (well, depending on the noble) and there was a touch of shame in it. This kid was a treasure-hunter because they had lived a tough life and this was the only clear vocation open to them.
Was talking about starting a Blades game with some friends on a discord and a buddy mentioned that he’d rather not play straight-up evil. Doskvol is a big corrupt mess, that shouldn’t be too hard.
Here are a couple of thoughts.
The 8th Family
You are one of the oldest families in Doskvol, born from a marriage between miners and fisherfolk that ended a bloody feud between the two original factions back when the North Hook wasn’t the Dark Gem of the Empire.
After a disagreement with the Lord Governor he destroyed your clan, killed the matriarch, sent the children into orphanages, and somehow he disappeared the 8th Tower. It is a decade later and few remember that your family ever existed, blotted out by an Imperial Arcane curse. You’ve gathered at an abandoned house the family once owned to form a crew and get your revenge.
Framed for a crime you didn’t commit…
Your commanding officer framed you all for a crime during the Unity War and you just got out (broke out?) of a floating military prison hulk. You know your CO returned to Doskvol but where are they now? What faction are they in charge of?
Time to secure your base, find the bastard who put you all away and get even…
The Weeping Lady is the one member of Doskvol’s original pantheon who the Imperial Church has been unable to destroy. You are the last of her True Cult, not a sanitized monastery or an Imperial nunnery. Uncover the Weeping Lady’s lost history, paved over by architects and Imperial Whispers.
You are a team of rogue scientists, traversing the Ghost Field and testing ghosts and arcane energies with one unifiied goal:
You are going to fix death.
When the sky broke and ghosts flooded the world it opened the door for the corruption you see all around you. Fix death and the rest of the world will figure itself out. It is going to take more resources than anyone could afford and so, you’ve all turned to crime, taking what you need to make the world a better place.
Please join us! Jump on in to the playlists and let us know what you’re thinking. Cheer the protagonists, hiss at the villains and gasp at the complications as apocalyptica is barfed forth, questions are asked/acted upon and fuckery is dealt out.
It is an average night in the Mouse Peninsula when Nurse Lip gets a call to extract a mid-level corporate asshole, Mr. Roark, from a firefight in the courtyard of a storybook castle.
Ell wakes up in his Trenchtown crash-pad to find out that he is a finalist for the prestigious Trenchtown Adventurer’s Grant for the Betterment of Mars. This is a guy who knows all of the angles, watch him work them all in the not-quite terraformed Martian hellscape.
I’m MCing two games in a kind of video-play-by-post and I’m surprised at how much fun it is. At first I was all about keeping it fast and loose. Quickly, I wanted my lighting to be better and to have it look and sound cool for the video recording. I’ll get over it.
Another shock is how good the Burned Over Zine is. The Apocalypse World 2e text is a leap over the original and now the Bakers are vaulting over that with these new moves and playbooks. The new Barter rules are tight.
At the end of the day, the game comes first. I’m glad this kind of play is this much fun. If you give it a go and play this way, please let me know how it goes for ya. If you give our games a listen, please leave comments and ask questions.
With video it kinda feels like play-by-post and it kinda doesn’t. I’ve enjoyed play-by-post games in the past and it was through those games that I realized how much I really love writing. That said, it is a ton of time and effort to play a game like that with lots of keyboard sweat. I’m hoping the quick nature of video responses will keep the sweat factor down and keep the games going where other pbp games tend to fall to the wayside. Also in our favor is the 1 MC/1 PC dynamic that will cut down on exhausting lag. Time will tell.
Daniel and Jay are amazing people. Please support their work.
The Red Maids were a group of chambermaids who turned to crime. Like so many gangs, they gathered too much heat too quickly. Because their enemies were among Brightstone’s and even Whitecrown’s elite and not yet among their fellow criminals, scoundrels still speak fondly of them as both a cautionary tale and a kind of heroic tragedy.
When their crime spree was over Brightstone was said to be painted blood red. The gang’s leader, Scar, was hanged under charges of witchcraft and the rest were put in prison by an over-zealous magistrate under heavy pressure from the City Council.
Forty years later and the only surviving member of the gang is getting out, not because of any mercy but because everyone in power has forgotten. Scoundrels all over the city want to recruit her as she leaves Ironhook. None even remember her real name, only her street nickname.
What playbook was she?
Cutter: Bloody Mary
Hound: The Wolf Crone
Leech: Dr. Scarlet
Lurk: The Old Shadow
Slide: The Red Masque
Spider: Spinner Scarlet
Whisper: The Red Matron
There are barroom arguments, did she kill more people on the streets of Duskwall or while serving time in Ironhook?
This isn’t so much about one character getting out of Ironhook but as something new being added to the scoundrel’s underworld that acts as a spark. This is a fun way to have gangs compete over something that isn’t too high stakes. Of course, some gangs are going to claim their gang has some lineage leading straight to he Red Maidens, making their claim on this wise old-timer more than another or perhaps she has a link to a solid score that everyone wants, some money the Red Maids stowed before they made their valiant and foolish last stand.
Can your gang outbid and out-maneuver the other gangs and get this elder scoundrel to try life on the streets again?