IN THE SHADOW OF THE SPIRE
CHARACTER BACKGROUND: ELESTRA
IN THE SHADOW OF THE SPIRE
I have previously mentioned that the events in the campaign journal are an accurate recounting of what happened at the gaming table. There is, however, one exception to this: The character of Elestra.
In the Shadow of the Spire originally started as an online game run through ScreenMonkey and Skype. After several sessions, however, a couple of the long-distance players ended up dropping out of the game and the third long-distance player ended up being local instead. After a lengthy hiatus, we added a new player and jump-started the campaign back to life as a face-to-face game.
This left us with two orphaned characters: Agnarr and Alysta.
One of the other players ended up taking Agnarr on as a second character. And then I offered the new player the choice of either taking over the role of Alysta or creating a new character.
She decided to create a new character (which turned out to be Elestra). At this point I had two options: I could choose to simply kill off Alysta and then figure out a way to get Elestra involved with the group. Or I could retcon the campaign journal, replacing the character of Alysta with the character of Elestra.
Normally it would be a no-brainer to go with Option #1. But I had a few reasons for going with Option #2:
First, the hiatus in the campaign had already created a natural break in continuity. Part of the process in gearing back up from that hiatus was going to be reviewing the campaign journal and getting back into the flow of things. In some ways, it was an ideal time to perform a retcon.
Second, although it would have actually been quite trivial to kill off Alysta, the campaign was structured around this specific group of people waking up to find themselves locked in a common cause. I didn’t want to risk losing or watering down that essential core of the campaign.
Third, retconning would be relatively easy because Alysta had ended up being something of a cipher. Almost as soon as the campaign had started, the work schedule for Alysta’s player unexpectedly shifted and she ended up missing large chunks of the game. Playing the character during these abseences had fallen to me.
Now, on the one hand, I’m not very good as a GM when it comes to playing allies of the PCs. I usually have lots of balls in the air anyway, and I tend to just forget about the extra character who has no physical presence at the game table. In the case of Alysta this particular shortcoming was aggravated because Alysta’s player — as a result of her absences — never really defined who the character was or what her personality was like. Since I felt it was important for the player to be the one to define who the character was, I refrained from making any strong choices.
In practice this meant that Alysta would frequently go off and “do her own thing” whenever the opportunity arose. The result was something of a tabula rasa — one which easily suited itself to having the label that read “Alysta of the Order of the Holy Sword” scraped off and replaced with “Elestra of Seyrun”.
For those who might be curious, here’s the original write-up for Alysta:
IN THE SHADOW OF THE SPIRE
Character Background: Dominic Troya
With the first prelude concluded, we now move on to introducing the rest of the main characters for In the Shadow of the Spire, starting with an Imperial priest named Dominic Troya.
But while you’re reading that, I’m going to back up and continue talking about the first prelude featuring Tee and Agnarr. This prelude was a modified version of The Lost Vault of Tsathzar Rho, an adventure by Mike Mearls.
One of the issues I faced in designing the prelude was the non-standard party composition: Agnarr was a 1st-level barbarian and Tee was a 1st-level rogue. A barbarian is obviously pretty interchangeable with a fighter, but that still left two of the four core roles — cleric and wizard — unfilled.
But, truth be told, I find the typical hand-wringing over the need for a “standard party” to be a trifle overwrought. I’ve played with lots of odd-sized and odd-classed parties in D&D before, and I’ve virtually never found it to be a problem.
The one exception I’ve found is the mostly immutable need for some form of magical healing. Combat in D&D is strongly designed around the hit-and-heal cycle: The game assumes that you’re going to get hit and that you will then be healed.
Everything else, in my experience, is negotiable. Yes, if you’re missing other key roles in the party they will be missed. Without the consistency of a fighter, adventuring days will probably be shorter. Without the firepower of an arcanist, more powerful enemies will need to be avoided. Without a rogue, traps will become far more dangerous. And so forth. But, as I talked about in Fetishizing Balance, this is just a matter of adjusting the difficulty of encounters and the style of gameplay to suit the characters that the players want to play.
In fact, I’ve even played in a couple of short adventures without magical healing. This isn’t so much impossible as it is radically different. Without magical healing, combat in D&D almost instantly turns into a grim ‘n gritty exercise. Wounds take days or weeks to heal and any kind of serious injury — which can be almost trivial to receive — will force the party into rehabilitation. Hit point inflation still makes it possible for higher level characters to pull off some amazing things, but they’ll suffer for it.
In the case of the prelude, however, this grim ‘n gritty environment wasn’t what I was shooting for. (In no small part because I was using a published adventure as a foundation and I would have had to pretty much toss out the whole thing.) So I targeted the party’s shortcoming — magical healing — and provided a healing totem that had been given to Agnarr by the shamans of his tribe.
Mechanically this was basically just a wand of cure light wounds that worked with a command word instead of a spell trigger (so that it could be used without having a cleric in the party). And, if you’ll pardon the pun, it worked like a charm. Several encounters still needed to be adjusted due to the smaller group size, but with a large supply of magical healing available to them the barbarian and the rogue were still able to enjoy traditional-style romp through a dungeon crawl.