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IN THE SHADOW OF THE SPIRE

Session 1B: Tee’s Homecoming

In which desperate answers are sought and the lack of such answers leads to a heartbreaking revelation…

Something that I didn’t anticipate when I started this campaign was that the players would start keeping secrets from each other. You’ll see this reflected in several places throughout the campaign journals, but it really starts here: When Tee ran away from the others, her player requested a private session. Others would follow suit.

This had knock-on effects: Character backgrounds weren’t shared. The prelude campaign journals weren’t shared. And I often had to prep multiple versions of the campaign journal for each session in order to reflect different players/characters having different sets of knowledge.

(Ironically, I had actually thought I could use Tee’s interest in being a “secret seeker” as a gateway for funneling exposition into the campaign. But when we discovered that Tee sought secrets so that she could keep them, I suddenly had a whole structure built up for funneling information to Tee… and there it would stop.)

Although surprising, this wasn’t really a problem. But there are a few things to keep in mind with this play dynamic:

Balancing Time: The practice of balancing the “private session” isn’t much different than any other occasion when the group splits up. (The only difference is that the GM needs to transition between multiple rooms.) In general, I’ve found the trick is switch back and forth between the groups in order to keep everyone engaged.

There is a proviso to this, however. In general, groups that aren’t dysfunctional take pleasure in both their own activities and the activities of their fellow players (they are both actors and audience for the game). This is true whether the group is together or split up. Time spent with a player when the other players can’t act as an audience, however, is like dead air on the radio. It’s more troublesome.

As a result, there may be times when it makes more sense to just give the rest of the group a 5 or 10 minute break while you’re resolving things with the other player. (This is a good time to figure out what the pizza order should be for the evening. Or to work up a shopping list. Or just hang out and chat. Whatever works.)

Upon other occasions, we’ve simply pushed the “private time” off to a separate session (usually run via PBeM or IM). Of course, this only works if one is confident if the content of that private time isn’t going to have an impact on the rest of the current session. (Sometimes you can mutually agree on the rough parameters or “outline” of the events covered in the private session and then flesh it out later.)

Balancing Information: As I alluded to above, the keeping of player secrets pretty much automatically leads to a balkanization of information. This, in turn, can wreak havoc with the Three Clue Rule — either because the player with the necessary information doesn’t share it when it becomes relevant; doesn’t recognize that the information has become relevant due to a lack of context; or has simply forgotten it.

After all, the Three Clue Rule works due to redundancy and reinforcement. If Player 1 has Clue 1, Player 2 has Clue 2, and Player 3 has forgotten Clue 3, redundancy has been significantly weakened and there is no reinforcement.

This doesn’t require you to automatically hit the panic button, of course. Most of the time it will all work out just fine. But it is something to be aware of and keep track of.

The Bluff: This is only tangentially related to the kind of player-initiated secrecy I’ve been talking about here, but a successful pattern of bluffing can be useful when the GM wants to communicate secrets.

For example, let’s say that one of the players has been hit by a charm spell or replaced with a doppleganger. If you hand a note to that particular player… BAM. The whole table knows something is up. Even if the players don’t necessarily act on their metagame knowledge, it’s still out there.

A few ways to deal with this:

First, build a habit of intermittently handing out notes. They don’t always have to be important. They don’t always have to be secret. They can even just say something like, “Don’t tell anyone there’s nothing on this note.” The idea is to camouflage the important note when it comes long. (Disadvantage: Writing out notes is time-consuming.)

Second, include a “fake revelation” on the note. Something like: “Tell the other players that you’ve spotted a hidden rune on the ceiling. BTW, you’ve been replaced with a doppleganger.”

Third, hand out notes to multiple players. Only one of them contains the actual information — but now nobody is entirely sure who’s holding the secret. (This also works well if you include a few innocuous or semi-innocuous notes for other people. They may think they’re the actual target of the mass camouflage.)

Fourth, find a way to get the player the information away from the table. (In an era of cellphones this has actually become relatively easy. Take a break, go to the bathroom, text the player. Remember to ask them to confirm that they’ve seen the text; otherwise it may just sit at the bottom of their backpack until two hours after the session has wrapped up.)

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 1A: INVESTIGATING THE PAST

March 10th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

(more…)

IN THE SHADOW OF THE SPIRE

Session 1A: Investigating the Past

In which our heroes meet for the first time, resulting in confusion, loose tongues, startling revelations of a largely temporal nature, and a moment of abject panic…

When my players realized that they had been subjected to time-skipping amnesia, the response of Agnarr’s player was pretty straight-forward: “You son of a bitch!”

Starting a campaign with amnesia, of course, is something of a cliche. The video game industry, in particular, is completely infatuated with it because it allows the player to completely equate themselves with the character (both are ignorant of themselves and the world around them).

The conceit of “missing time”, on the other hand, offers a slightly different dynamic. Having taken the time to work up detailed character backgrounds in collaboration with each player, I was effectively stealing something from them. (And this was particularly felt by those who participated in the preludes.) The resulting sense of combined outrage and mystery serves as a great motivator and spring-board: It binds the PCs to a common purpose; gives them something to immediately pursue; and strongly motivates them to achieve it.

More generally, these kinds of “metaplot mysteries” can serve as strong backbones that can hold entire campaigns together.

At this point of course, as a GM, you need to be able to actually deliver on those promises. Unlike Chris Carter or J.J. Abrams, it will behoove you to actually put together an outline of your metaplot mystery. So channel your inner-Straczynski and get to work: You don’t have to be exhaustively detailed in this effort; you just need to provide a roadmap that will keep you on track as you and your players explore the mystery.

(In the case of the “missing memories”, I prepped a 4 page outline detailing the true history of what had happened to each of them between their last conscious memory and awaking in Ptolus. This outline is general in parts, but gets more specific regarding the last few days before they awoke.)

Next, you’ll want to start presenting the clues the PCs will need to start piecing together the metaplot mystery. For this, of course, you’ll want to observe the Three Clue Rule. Taking Node-Based Scenario Design into account probably isn’t a bad idea, either, but you’ll probably want to consider some of the lessons I talk about in “The Two Prongs of Mystery Design“.

Specifically, the clues of a metaplot mystery are usually delivered tangentially through other scenarios. From time to time, of course, you may have “metaplot scenarios” — but the whole point of a metaplot is that it isn’t the plot. (In this sense, Buffy the Vampire Slayer often had a metaplot. 24 never had a metaplot; it just had season-long plots.)

Presenting a metaplot mystery can often be a tightrope-walk: On the one hand, there’s a strong temptation to blow your load. The metaplot is, after all, really cool — and you want to awe and amaze your players with the really cool stuff. But if you reveal too much too quickly, you can’t put the rabbit back in the hat.

On the other hand, you can’t be so stingy with the details of the metaplot mystery that it withers and dies from lack of interest and attention.

In the specific case of these missing memories, I broadly prepped several “layers” of clues: Stuff they were likely to find out immediately (by investigating their rooms and personal possessions); stuff they could find out fairly quickly (by following up those leads and/or digging deeply); and then additional leads that would come to them over the course of the campaign (or crop up in later scenarios). I also prepped several flashbacks with various trigger conditions (which would give them immediate glimpses of their lost past).

(There are also a couple of additional layers beyond that; but they constitute spoilers. So, like my players, you’ll just have to wait and see.)

Basically, the idea is that I’m treating the metaplot mystery as its own, independent scenario — or meta-scenario — that I plan out completely ahead of time and then lay over the top of the rest of the campaign as it develops.

(Actually, “meta-scenario” is probably the best way to think of this. I’m going to change the title of this post.)

Of course, your meta-scenario won’t really be completely divorced from the rest of the campaign. If you’re doing things properly, there will be a feedback loop between the meta-scenario and the specific scenarios that develop through play. Once again, it’s important to see the meta-scenario as a roadmap — not necessarily the road itself. (If that makes sense.)

Over on Hack & Slash, -C has written an interesting trio of posts on the matter of the Quantum Ogre:

On Quantum Ogres

On Slaying Quantum Ogres

On Resurrecting Quantum Ogre

If you enjoy some of the theoretical stuff I post around this neck of the woods, you’ll probably enjoy this stuff, too.

With that being said, however, I pretty strongly disagree with some of his advice. An addendum I’d like to point out: Players making a choice without having relevant information is only a problem if they don’t have the ability to gain that information. The choice to not get that information is a meaningful choice. (Or the failure to do so is a meaningful consequence.)

So any time he recommends giving players access to information that their characters don’t actually have access to, you can just imagine me shaking my head sadly. That technique is killing player agency just as dead as the quantum ogre is.

Untested: Sacred Heat Feat

October 1st, 2011

Reign - Greg StolzeIn Ptolus, the House of the Sacred Heat believes in the divine healing power of fire. They are not priests and they do not have truly holy magic, but their techniques “serve the needs of Ptolusites who cannot afford to pay a temple hundreds of gold coins to heal a wound or deal with an illness.”

This concept of fantastical healing lying somewhere between the naturalistic limits of the Heal skill and the magical extremes of divine magic has always been very appealing to me. Unfortunately, the purview of the sacred heat wasn’t given any mechanical definition. Without that mechanical definition, there’s no compelling reason for the PCs to ever interact with the Healers of the Sacred Heat. As a result, in a setting already teeming with activity, the Sacred Heat is a non-entity.

Reading through Reign t’other day, however, I found the esoteric discipline of Truil Bodywork. Greg Stolze describes this discipline, in part, by writing: “Some Truils argue, quite seriously, that bodywork functions by compressing a month’s suffering into ten or fifteen minutes. The bodyworkers themselves just roll their eyes at the jibe.”

Reign is built on the One-Roll Engine (ORE), so the pain-for-gain mechanics of Truil Bodywork don’t directly translate. But the basic concept was inspiring. Here’s the Healer of the Sacred Heat feat:

HEALER OF THE SACRED HEAT

Prerequisite: Heal 5 ranks

Benefit: The character gains access to the Healing Arts of the Sacred Heat. As long as they have access to an open flame, they gain a +2 circumstance bonus to Heal checks and they can also use any of the following abilities.

Burning Out the Poison: By using flame and heat applied to specific locations on the body, a Healer of the Sacred Heat can attempt to burn a poison out of a patient’s body. (Some ingested poisons will also require the patient to swallow specially prepared coals.) This treatments takes 1 round and deals 1d6 points of nonlethal damage to the patient, but if the healer succeeds on a Heal check with a DC equal to that of the original poison + 5 the patient is completely cured. (They suffer no additional effects from the poison and any temporary effects are ended. However, the treatment does not reverse instantaneous effects such as hit point damage, temporary ability damage, and the like.)

Cooling the Disease: By using strategically placed flames or heat sources around a patient’s body, a Healer of the Sacred Heat can create a biorhythmic vortex which will draw heat out of the body. As the heat departs the body, it draws non-magical diseases with it. The treatment takes 10 minutes and deals 1d6 points of nonlethal damage to the patient due to the sudden chilling of their body, but if the healer succeeds on a Heal check with a DC equal to that of the original disease +5 the patient will automatically succeed on their next saving throw against the disease.

Cauterizing the Wound: With 10 minutes of work and a successful Heal check (DC 15), a Healer of the Sacred Heat can convert lethal damage to nonlethal damage equal to their margin of success. A patient receiving this treatment also suffers 1d6 points of additional nonlethal damage due to the strain placed on their body by the technique.

DESIGN NOTES

I’m tempted to add a “once per day per patient” limitation to Cauterizing the Wound, but I’m  not sure it’s actually necessary. What do y’all think?

This material is covered by the Open Game License.


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