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Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 3B: QUESTIONING CRAN

March 31st, 2007
The 17th Day of Amseyl in the 790th Year of the Seyrunian Dynasty

Arriving back at St. Gustav’s Chapel they found Brother Fabitor tending to the altar. When he saw them enter – soaked in blood, coated in ash – he was immediately concerned. The story quickly spilled out (Fabitor: “Wait, you burned down a house?” Tee: “We didn’t burn down a house! They summoned a fire elemental!”). As soon as Fabitor became aware that Ranthir was unconscious, he quickly healed him.

“Oh dear,” Ranthir shook his head. “I shan’t be doing that again. It just seems to work out so well when Master Agnarr does it…” He quickly came to the conclusion that, if he was going to be finding himself regularly in such predicaments, he should start carrying a weapon. He laid claim to one of the daggers the group had found on the criminals they had apprehended, eventually choosing the dagger which had struck Dominic in the shoulder. “That is if Master Dominic is all right with me wielding that blade?” Ranthir said. Dominic said it was fine, “It’s better than selling it on the street where it might end up back in the hands of criminals… and then end up back in my shoulder again.” Ranthir shook his head, “Given my skill with weapons, I’m afraid I can make no guarantees that it won’t end up there in any case.”

After securely binding both of their surviving prisoners (the half-orc and the man with the red top-knot), the party decided to wake up and question the half-orc first. Brother Fabitor healed him to consciousness, and then Tee and Agnarr stepped forward to question the prisoner.

It didn’t take them long to figure out that, contrary to Agnarr’s continued belief, the half-orc actually was Toridan Cran. At this point, Tee turned the questioning firmly towards the assassination: Why had he ordered the death of Phon Quartermail? (more…)

IN THE SHADOW OF THE SPIRE

Session 3A: On the Murderer’s Trail

In which a fire is unleashed which will haunt the wanderers for many moons to come and a man of ill-repute is brought to a much deserved justice…

Ptolus - House on Fire

For the house fire found in this installment of In the Shadow of the Spire I used a set of custom rules I had designed for handling encounters inside burning buildings. These rules were actually posted here on the Alexandrian way back in 2007 and you can find them under the title Advanced Rules: Fire.

Intriguingly, a few months later, I got a bunch of flak for these rules on a forum: They proved I was a hopeless grognard who had never actually played an RPG because it would be completely ridiculous to use these rules to model huge conflagrations like, say, the Great Fire of London. (Which is true in much the same way that it would be ridiculous to use D&D’s combat rules to model the Battle of Waterloo: It’s true, but completely irrelevant.)

As you can see, of course, these rules were designed to handle fires in small buildings. If I was going to expand the system to handle large conflagrations — like, say, a skyscraper — I’d probably look at adding a more abstract system for handling the spread and severity of the fire in areas where the PCs weren’t immediately interacting with it. For even larger conflagrations, it’s likely that I would handle them in a more narrative fashion (as I did in Mini-Adventure 2: The Black Mist), using the larger crisis to frame scenes with more immediate challenges that the PCs could actually cope with. (Unless, for some reason, the PCs were in the position of trying to put out or contain the fire, in which case I’d still try to find a mechanical structure for them to do that within.)

If you’ve read my discussion of Game Structures, you can probably see where I’m going with this: By creating a custom game structure, you’re giving the players a toolkit for interacting with the situation. When properly designed, these custom structures are incredibly empowering because they can isolate the GM’s preconceptions about the situation and give the players the freedom to craft outcomes which are utterly unique.

Eternal Lies - Jeff Tidball, Will Hindmarch, Jeremy Keller(As another example of this, consider the heat track used in my Eternal Lies campaign: Robust mechanical distinctions between traveling, camping, and resting at oases were then tied to the recovery mechanics for characters suffering from heat exposure. This created meaningful decisions about rate and method of travel. Once you’ve added the risk of pursuit or the consequences of time passing outside the desert (both of which are true in the scenario), this results in the players making meaty decisions with potentially long-term consequences.)

When designing a custom game structure to handle a situation in your game, the first thing I recommend is making sure that it’s a flexible tool instead of just reinforcing your preconceptions about how the scene should be resolved. (For example, if the only mechanical interaction in your structure for handling house fires is “putting the fire out”, then the players have little choice but to put the fire out.)

Second, the structure needs to either be simple enough that it can be rapidly explained or it needs to be player-unknown (in the sense that the players don’t need to fully understand the structure; they can simply make decisions in character and the GM can use the structure to invisibly make rulings). You generally don’t want to create situations where the game grinds to a halt so that you can explain a custom mechanical structure to the players.

An exception can be made for structures that are going to impact a broad swath of gameplay. (Like the Eternal Lies heat track mechanics, which influenced two full sessions of play.) A related technique is to introduce the custom game structure through minor encounters so that the players can then take full, experienced advantage of it during the big, important scene. (You get more bang for your buck this way, and the players get the satisfaction of gaining and then exploiting mastery of the system.)

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 3A: ON THE MURDERER’S TRAIL

March 31st, 2007
The 16th Day of Amseyl in the 790th Year of the Seyrunian Dynasty

As the party left the red warehouse on Able Row, the rain had started again – a downpour that washed the city clean and left the air fresh and pure. They returned to St. Gustav’s Chapel, where they had Brother Fabitor wake Phon.

When asked about Toridan Cran, Phon shook her head. “It seems ridiculous, but I don’t know any of these names you keep talking about – Vagger, Laucio, Toridan Cran… I don’t know any of them! I’m just a seamstress! This doesn’t make any sense at all!” (more…)

Ptolus - In the Shadow of the Spire

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

(more…)

IN THE SHADOW OF THE SPIRE

Session 2B: A Woman Assaulted

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

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