IN THE SHADOW OF THE SPIRE
SESSION 2B: A WOMAN ASSAULTED
March 18th, 2007
The 16th Day of Amseyl in the 790th Year of the Seyrunian Dynasty
IN THE SHADOW OF THE SPIRE
SESSION 2B: A WOMAN ASSAULTED
March 18th, 2007
The 16th Day of Amseyl in the 790th Year of the Seyrunian Dynasty
IN THE SHADOW OF THE SPIRE
In which assaults both inexplicable and inexcusable are committed against the innocent and guilty respectively, and a holy man asks a favor with long-lasting consequences…
The shivvel addict in the first part of Session 2 is what I sometimes think of as a “foreshadowing encounter”.
In the Shadow of the Spire is primarily designed as a node-based campaign (with a few wrinkles that I’ll discuss at greater length at a later date). This means that I do have some general sense of what will be included in the campaign, if not necessarily what will happen in the campaign.
(Although only a general sense: There are quite a few “foreshadowing encounters” scattered throughout these journals which foreshadow… absolutely nothing. The PCs went a different way. I like to pretend that I always meant for those to be “local color encounters”.)
In this particular case, I knew that the PCs were probably going to get wrapped up in a tight little knot of criminal conspiracy involving the shivvel trade. The pay-off starts coming in Session 7, but by laying the groundwork for shivvel here I’ve established some necessary exposition which will make the later stuff easier to present when it comes up. I’ve also established shivvel as part of the wider reality of Ptolus; so when I later say “the shivvel trade is important”, the players don’t have to just take my word for it: They know it.
A subtler example in this same session is Brother Fabitor. I knew that in Act II (which turned out to be several dozen sessions later) I would need someone from the Imperial Church to contact the PCs; thus the introduction of Brother Fabitor here.
I thought there was actually decent odds that Brother Fabitor would become a more significant NPC. And he might have if the paladin Alysta had remained part of the campaign. Instead the PCs ended up becoming more closely associated with Mand Scheben (who you haven’t met yet) and ended up engaging the Imperial Church in completely unanticipated fashion.
… but those are tales for the future.
FURTHER READING
Random GM Tip – Foreshadowing in RPGs
A quick walk through the history of the saving throw mechanic:
(1) OD&D offered an incomplete, source/type-based array of saving throws. This created a couple of problems, one of which was that many effects would actually fall into multiple categories. Did the DM simply make a ruling for which applied? Did a character always use the best-applicable saving throw? Or should they always use the worst-applicable saving throw?
(2) AD&D eliminated that problem by establishing a fairly clear hierarchy of which saving throw category should be applied first. But it didn’t fix the other problem, which is that many effects which required saving throws didn’t conveniently fall into any particular category. There were two possible solutions: Create a new category every time you needed one or simply arbitrarily assign one of the existing saving throw categories. In general, designers and DMs did the latter. This assignation was often based on a rough approximation of “method of avoidance” (you avoid dragon breath by ducking out of the the way, this effect could be avoided by ducking out of the way, so let’s make it a save vs. dragon breath) or “similarity of effect” (dragon breath is a big blast of fire, this trap is creating a big blast of fire, so let’s make it a save vs. dragon breath). (These methods often overlapped.)
(3) D&D3 eliminated that problem by swapping to a universal system based on method-of-avoidance. In some corner-case situations, this system actually reintroduces the lack-of-hierarchy problems from OD&D (“do I duck out of the way or do I tough it out?”), but most of the time there is a clear and obvious saving throw for any given effect.
(4) 4E, of course, took the term “saving throw” and applied it to a completely different mechanic. But if you look at the mechanic which actually derives from pre-2008’s saving throws, 4E did two things with it: First, it inverted the facing of the mechanic. Instead of the defender making the saving throw roll, it’s the attacker rolling against the save.
This is an interesting choice. And to understand why, let’s consider the fact that they could have done the exact opposite with AC: Instead of the attacker rolling vs. AC, they could have swapped AC so that it works like old school saving throws (with the defender rolling against the attacker’s static score).
It’s important to understand that, in terms of mathematics and game balance, this change is completely irrelevant. It has no effect whatsoever.
In my (admittedly anecdotal) experience, however, the psychological effect of this mechanic is to make the person initiating the action feel passive: They announce the action their character is taking in the game world, but they take no “action” in the real world. Instead, the target takes the real world action.
Or, to put it another way: If you roll for an attack, the emphasis of the game becomes trying to hit people with your sword. If you roll for defense, the emphasis of the game becomes trying to dodge or deflect the blows of others. (If you roll for both, no such emphasis occurs. But this becomes too swingy with D&D’s d20-based mechanics.)
As a result, in 4E, you are always active on your turn and always passive on every other character’s turn. In 3E, on the other hand, the differentiation between the facing of attack rolls and the facing of saving throws mixes the experience up: Spellcasters generally feel more “passive” than fighters on their turn. Meanwhile, players frequently become “active” on other characters’ turns because saving throws will be called for.
Here, as with many of its design choices, 4E is flattening the game experience into something more “consistent”, but also blander and less varied. No player will ever feel as if they “didn’t do anything” on their turn, but the trade-off is that they literally do nothing while everyone else is taking their turn. (Theoretically this is then balanced out with the plethora of immediate actions that 4E adds. BID.)
The second major change 4E implemented, however, was to basically eradicate any clear connection between the action in the game world and the save/defense being used. (For example, a cleric can use his weapon vs. AC, vs. Fort, and vs. Will. Why? Because the mechanics say so.) They embrace this dissociation of the mechanics because it allows them to give every character class the ability to target different defenses without having them actually take different types of actions.
Laying aside the general effects of dissociated mechanics for the moment, this second change has the practical effect of watering down the actual meaning of the various defense scores. When Radiant Brilliance lets you charge your weapon with divine energy and trigger an explosion by hitting your target with a vs. Reflex attack and Holy Spark lets you do basically the same thing with a vs. Will attack… what’s the difference between Reflex and Will defenses? Absolutely nothing, of course. They’re just arbitrary categories that we drop various powers into for an “interesting” mechanical mix.
IN THE SHADOW OF THE SPIRE
SESSION 2A: WELCOME TO PTOLUS
March 18th, 2007
The 16th Day of Amseyl in the 790th Year of the Seyrunian Dynasty
IN THE SHADOW OF THE SPIRE
In which the darker side of Ptolus proves to be an addicting experience and the services of many are divided across shopping trips both past and present…
At the beginning of the campaign journal for this session, Tee shares the revelations she gleaned from reading through the Delver’s Guild membership papers. This is actually something that was resolved between sessions. In fact, I’ve still got the original e-mail from Tee’s player:
One thing that should probably be added to the journal is the matter of the ID papers. Everyone took their set that says they are members of Ptolus (I’d imagine that Tee would either keep Agnarr’s for him, or explain to him what it means so he can hold it himself) and the rest of the papers were placed in the secret compartment of Tee’s trunk, and the trunk was then locked (Tee now carrying the key with her instead of leaving it in her room).
I’m not sure what happened with the Delver’s Guild papers officially, though I would imagine that they were distributed and not locked up with the ID papers, as presumably they are not falsified. On a side note – Tee would have read through her set of Delver’s papers (you said there was a packet of information) and probably gone through the ID papers that night, to see all of the things we were “members” of, to try to keep a mental list in case they were needed later, and to see if we were all members of the same things.
I’ve found it can often be quite useful to end a session at the point just before the players are going to engage in a lot of “down time” activities. These activities can then be resolved at length, in detail, and at leisure through e-mail or other means. This conserves table time, allows for more detailed explorations of certain aspects of the campaign, and can also keep the players engaged in the campaign between sessions.
This particular e-mail from the player was prompted by an e-mail in which I sent out the campaign journal for session 1 and asked all of the players to, “Please take a look through it and let me know if you feel anything was misrepresented
or anything important left out.”
This is another aspect of keeping a detailed campaign journal: The process of review not only helps to keep the record accurate, it also helps to reinforce the players’ memories of the session for future reference.
Unfortunately, it’s not always easy to convince the players to actually read the campaign journal. So I’ve taken to secretly docking their XP by 50% whenever they don’t do it.
(No, not really. That’s just my way of seeing whether or not any of them are reading these essays. I’ve found that if players don’t want to engage in a campaign, you can’t force them to do so through punishments. You need to keep adding carrots and trying different techniques to see what will stick. And what sticks will often change over time.)