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Posts tagged ‘in the shadow of the spire’

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 14B: MALKEEN DAWNING

January 5th, 2008
The 4th Day of Kadal in the 790th Year of the Seyrunian Dynasty

It was still the dark of night when Tee woke up to find Malkeen Balacazar in her room.

Ptolus - Malkeen BalacazarThe crime lord was sitting on the chair in the corner, the light of the bedside lamp that he must have lit casting shadows that turned the star-tattoo across his eye into a pit of darkness. “Good morning, Tee.”

Tee’s heart was trying to pound its way out of her chest. “What are you doing here?”

“I thought we had an arrangement, Mistress Tee.” Malkeen’s voice was hard and cold. “I would let you and your friends live, and you would never interfere in my business again.”

Tee glared. “And we haven’t.”

“Then explain this.” Malkeen flicked his wrist, throwing a piece of paper onto Tee’s bedcovers. It had been crumpled, burned around the edges, and badly water damaged – but Tee recognized her own handwriting. It was the note that she had written and left for Dullin at the Cloud Theater.

“Dullin was connected to you?”

“My nephew. You didn’t know?”

Tee shook he head.

“Then why were you trying to contact him?”

“We thought his life was in danger.” Tee took a deep breath, and then spilled out the story of finding the note in Helmut’s house. (Although she was deliberately vague on the details of exactly why they were in the house.)

“Do you still have this note?”

“No, but I made a copy.”

“And do you have the copy?”

She did, and was able to produce it from her bag of holding. Malkeen inspected it closely, then folded it and slipped it into a pouch on his belt. “I’ll take this with me and investigate thoroughly. And I’ll be keeping an eye on you. I hope, for your sake, that we will have no more misunderstandings.”

“So do I,” Tee said. And meant it with all her heart.

Malkeen smiled coldly and then disappeared into thin air. (more…)

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 14A: MANY UNHAPPY RETURNS

January 5th, 2008
The 3rd Day of Kadal in the 790th Year of the Seyrunian Dynasty

They returned to the surface just as the sun was slipping behind the Spire. They walked home in the Spire’s shadow, arriving as true evening fell and Ptolus’ second dusk began.

They weren’t sure when they had begun to think of the Ghostly Minstrel as home, but as they washed their bloody clothes and bodies in the stables, that’s how they thought of it. And all of them were looking forward to a long and well-deserved sleep in their own beds.

Ptolus - The Ghostly MinstrelBut before they could get there, Tee voiced a thought that was on many of their minds: “We need to talk.”

“Can it wait until morning?” Elestra asked. “Breakfast?”

Tee shook her head. “No. We need to talk now.”

They retired to Elestra’s room – the room that had once been Agnarr’s. Once the door was shut behind them, Tee turned to face Elestra: “What happened down there… That can’t happen again. You nearly got us all killed.”

“It’s not that simple,” Elestra protested. “My snake—“

“It is that simple. That door had to be closed. Agnarr knew it. And you kept opening it.”

Agnarr nodded, and then Tor joined in: “And this isn’t the first time. This is life and death. You have to be focused. If you ever put us in that situation again, I’ll kill you myself.”

“I don’t know about that,” Tee said.

“Better one of us than all of us,” Tor said bluntly. “Dominic can always heal her wounds if we survive.”

Tee didn’t have a response for that. She turned back to Elestra. “Look, you say you care about your snake, but you keep sending it into dangerous situations. And its gets us all in trouble.”

“I understand that,” Elestra said. “But what am I supposed to do?” (more…)

IN THE SHADOW OF THE SPIRE

Session 13D: A Time of Tragic Rest

Joey

Poor puppy…

In my experience, there are very few immutable rules when it comes to being a Game Master: Something that would completely ruin one game might be the ultimate coup de grace in another, either because the mechanics are different, the setting is different, the players are different, or just because the situation is different.

But there is at least one truism: If you kill their pets, you are guaranteed an emotional response.

That response will almost certainly include anger, but it will also include anguish and guilt and regret. If you want the PCs to be motivated to seek vengeance, you’ll probably get more consistent results from knocking off Fido than you will from slasher-slaughtering their boyfriend.

Now, if the death of that pet is capricious or forced, then a lot of that anger can end up getting channeled at you. This is one of the advantages of cultivating a reputation of fairness and impartiality: If your players trust you not to just screw with them arbitrarily, then when the hammer comes down they’ll turn their emotional reaction into the fiction and it will deepen their immersion into the game. If they don’t trust you, then the emotional response will be channeled out of the game and damage their immersion.

You can see a fairly clean example of this in the current session: Elestra had been cavalierly sending her python viper into dangerous situations for several sessions, and that had now created a situation which (a) nearly got the entire party killed and (b) resulted in the python’s death.

Heated arguments. Recriminations. All of it turned inward. All of it focused on the relationships between the characters, and thus strengthening the reality and the significance of those relationships (fictional though they may be). Great stuff.

A slightly less clean example happened in my original Eternal Lies campaign. (No spoilers for the published campaign here.) One of the characters owned a horse. The bad guys killed the horse. In this case, I think largely because the event happened “off-screen” while the PCs were in a different country, there was more recrimination aimed at me as the GM. But it was a legitimate consequence: The PCs had let the bad guys identify them; the bad guys had sent them a warning. And that emotional burst was quickly turned back into the game and focused on those bad guys, adding fresh resolve to the investigators and what they were trying to accomplish.

(I will say, though, that I’m pretty convinced killing the horse evoked a bigger response than if I had chosen to target one of their other Sources of Stability – i.e., NPCs who are specifically important to them.)

Conversely, these strong emotional reactions around pets can also be inverted. For example, in the first 3rd Edition campaign I ever ran there was a time when the party got unexpectedly cut off inside a dungeon. By the time they’d managed to work their way back to the surface, they were fairly convinced that the pack animals they had left tied off – including their beloved steeds – would be dead. There was a fair amount of emotional dread and pre-guilt. Instead, they found their horses unharmed and surrounded by catastrophic devastation and a dozen or so dead bad guys.

Not only was the emotional relief a much-needed “win” at the end of a scenario which had unexpectedly taxed and stressed them in a number of ways, it also deepened their curiosity regarding the mystery of what exactly had happened while they were in the dungeon.

(This technique doesn’t work, of course, if everyone knows that their pets have plot armor and death immunity.)

You can get similar results by putting beloved pets in jeopardy, thus investing the sequence to rescue them with a heightened emotional tension. Although, once again, it’s important to remember that if the danger is capricious or forced, the reaction to it will be directed out of the game and instead reduce the stakes.

Her pet of long years – her last connection to her home in Seyrun – had been slain. Dominic laid a blessing upon the body that would preserve it for three days and nights, but there was nothing more that he could do for it.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 13D: A TIME OF TRAGIC REST

December 16th, 2007
The 1st Day of Kadal in the 790th Year of the Seyrunian Dynasty

Dominic had watched the duel between Itarek and Morbion through a haze of dull pain and desperation. It was taking all the strength he could muster merely to keep Itarek on his feet, and he couldn’t understand why Morbion didn’t simply strike him down and ensure his victory.

When it was finally over and Itarek turned to weep over his comrades, Dominic turned to his own comrades and began the rites to heal their broken bodies.

When it was done, all of them – Dominic, Agnarr, Ranthir, Tee, Tor, and Elestra – were amazed to find themselves still alive. It had seemed to all of them that the catastrophe at the door would be their final folly.

But although they were alive, they were far from well. Their bodies were battered, bruised, and burned. Wounds still oozed fresh blood through crude bandages. Dominic had expended nearly all of their healing resources, and there were still the goblins to be healed.

An argument broke out at this. Elestra simply dismissed the goblins as a concern – they had decided that other grievously injured goblins were beyond the point that they could or should be saved, and these were no different. Tee agreed with her – without healing magic they might find it difficult or impossible to escape back to the safety of the clan caverns.

But Agnarr was adamant: If they had the ability to save the goblins, then the goblins must be saved. “Without them we would be dead.” He pointed to Itarek. “Without him we would all be dead.” (more…)

IN THE SHADOW OF THE SPIRE

Session 13C: The Tale of Itarek

This is not the first time that I’ve shared the Tale of Itarek here at the Alexandrian. Several years ago it appeared as a Tale From the Table. I was motivated to pluck this particular story out because of the great impression it had made on both myself and my gaming group. It was a truly significant event, and one which still lives large in our shared memory of the campaign more than a hundred sessions later.

I’ve been asked, in the past, about what the story behind the Tale of Itarek was. Sometimes these queries come colored with a clear subtext: Why did you plan for this to happen? And how did you manage to actually make it happen at the table?

If you’re familiar with literally everything else I’ve ever written about running a game, you probably won’t be shocked to discover that the answers are (a) I didn’t and (b) I didn’t.

There’s not really anything “hiding” behind the events depicted in the campaign journal: Elestra’s desperate need to save her python gave birth to the Tragedy at the Door, which saw the party get absolutely brutalized by Morbion’s area effect spells. (It’s pretty rare in classic D&D for me to see an enemy spellcaster get a chance to dump their entire spell list into the PCs; Morbion did it before taking any damage himself.) Poor skills mixed with unfortunate skill checks turned the rope into an impassable barrier, preventing the group from retreating. Their panic caused their communication and coordination to fall apart, allowing them to be picked off one by one.

When Dominic was the only character left, it wasn’t because I’d put my thumb on the scale. It was because everybody else had lost all their hit points. The campaign really was a hairsbreadth away from ending in a TPK, and the whole table knew it. You could have cut the tension with a knife.

So, no, I didn’t plan this.

I also wasn’t the one who came up with the idea of healing Itarek. That was Dominic. Dominic knew he had no chance at winning a duel with Morbion and no path of escape. He needed a champion, so he picked one from the limited options he had available to him.

I will take credit for having Itarek issue a formal challenge to Morbion. Without that particular point of inspiration on Itarek’s part, Morbion would have simply snuffed out Dominic and Itarek wouldn’t have lasted long.

That’s how these things work, right? Emergent narrative from the unexpected interstices of independent creative impulses.

(Couldn’t I have just decided to not have Morbion attack Dominc? Technically, yes. But in every important way, no.)

Once Itarek issued his challenge, the outcome still wasn’t certain. Dominic barely managed to keep Itarek on his feet from round to round by outpacing the damage Itarek was dealing out. (If Morbion still had his most powerful spells it would have gone differently; of course, if he still had his most powerful spells the party wouldn’t have been in this situation.)

Intriguingly, I have had two different people with reactions to this story ranging from irate to outright anger that I would “do this” to my players. “Bad form in any system”as one of them said.

Intriguing because, as I noted, my own players consider this one of the true highlights of the campaign. (And there are plenty of other people who can read this story and seem to appreciate what an awesome moment it was.) I think this reveals a fundamental difference in perception between players who have taken (and have had the opportunity to take) ownership of their actions versus those who are force fed material by the GMs. I’ve talked in the past about the penumbra of problems created by railroading techniques – the literally crippling weight that a GM is forced to carry when they take on sole responsibility for everything experienced by the PCs. This is an example of that: When faced with a situation that has gone pear-shaped, players who have taken responsibility for their own actions will become ecstatic and feel a great sense of achievement when they manage to work their way out of it. Those who have been conditioned to believe that the GM is feeding them pre-packaged content are likely to instead become upset that the GM has miscalculated and given them something “too tough” which knocked them all out of the action.

There’s some other version of this campaign where these two rooms and the handful of bad guys keyed to them are largely unremarkable. And that’s okay, because in that other version of the campaign there’s almost certainly some completely different moment which those other-dimensional versions of my players remember as being an incredible, never-rending crucible which, in this dimension’s version of the campaign, passed in a fairly pedestrian fashion.

One final peek “behind the campaign journal” here: Dominic doesn’t speak Goblin.  Since everyone else was unconscious, the players did not initially know what Itarek was saying to Morbion. Their exchange – clearly portentous and meaningful – was a mystery to them. It wasn’t until I wrote up the campaign journal (and a dramatic re-enactment of the scene at the beginning of the next session) that the full story of what had happened was revealed to the players.

I think that enigma may have played a small, but significant, role in why this particular moment lived large in their imaginations. Always leave them wanting more, right?

(Although the electric thrill of surviving a near-death experience shouldn’t be undervalued.)

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