The Alexandrian

Posts tagged ‘running the campaign’

IN THE SHADOW OF THE SPIRE

Session 20C: Dominic and the Silver Fatar

As Dominic finished, his eyes blazed with silver light. Rehobath was entranced. “It is the mark… It’s hard to believe that one of the Chosen should have come to me.”

This meeting between Dominic and Rehobath is a major turning point in the campaign.

Looking back on this moment now, it’s hard for me to imagine a version of In the Shadow of the Spire in which this doesn’t happen. But the truth is that if I ran this campaign another fifty times, the chances of this – or anything like it – happening again are basically nonexistent. Like “The Tale of Itarek,” this moment, and everything that comes from it, is the result of completely unanticipated player decisions building one atop another.

(If I actually did run this campaign again, of course, I might choose to restructure it to make including this material more likely. This is not out of the question. For example, the Severn Valley scenario I designed for Eternal Lies was similarly the unplanned result of very specific and relatively unlikely decisions made by the PCs. When I ran the campaign a second time, however, I added specific clues to make it more likely that the PCs would end up going there.)

So let’s take a moment to talk about how we got here. I think you’ll find it interesting, at least in part, because it also demonstrates how a number of different techniques I’ve discussed here at the Alexandrian can combine together in actual play.

Unlike most of these Running the Campaign essays, this one will contain SPOILERS for upcoming installments of the campaign journal. So you may want to skip it if you’d rather be surprised.

STAGE 1: ACTUAL PREP

In terms of actual prep (i.e., things I planned as the DM), there are basically two points of origin.

First, Dominic’s eyes. These were included in the campaign as one of the clues to the metaplot mystery of what had happened to them during the period of amnesia immediately preceding the beginning of the campaign. The notes describing the eyes were quite brief:

  • If Dominic praises Vehthyl while wearing or holding the mithril holy symbol he woke with, his eyes become glowing silver globes with the following effects: +2 to Spot checks, detect magic, can be active for up to 15 minutes per level per day.
  • A Knowledge (religion) check (DC 22) reveals that this is one of Vehthyl’s signs – it is a mark of the god’s chosen, indicating that they have taken the first step on the path to sainthood.

Second, Rehobath and his relationship with the Imperial Church. This gets a little more complicated.

Rehobath is based on Monte Cook’s Rehoboth. In the original Ptolus setting, Rehoboth Ylestos was the Emperor of the Church. When the Empire fell, Rehoboth fled to Ptolus, where his son Kirian Ylestos was the Prince of the Church, and “declared himself secular Emperor as well as the head of the Church of Lothian and set up his own Imperial court in the Holy Palace.”

Because I was transplanting Ptolus into my own campaign world, I had to figure out how to adapt that to fit with the gods, religions, and politics of the Five Empires. This went through several iterations, some of which were quite convoluted. (At one point, Rehoboth was theoretically being held in religious asylum and seclusion by his son, but the two of them were secretly working together as a nefarious conspiracy.) But at the time the campaign started it had settled into a more basic form:

  • Rehobath (note the subtle name change, which I’m definitely claiming was deliberate and not a typo that iteratively asserted itself into all of my campaign notes) had once been the Gold Fatar of the Inner Cathedral of Athor. In the political wrangling around the appointment of the last Novarch (the head of the Imperial Church), he was effectively demoted to being the Silver Fatar of the Outer Cathedral of Athor in Ptolus.
  • Aggrieved in his new position, Rehobath gathered power and eventually declared himself both the Novarch-in-Exile and Holy Emperor, claiming divine right of rule over both the Imperial Church and the Empire of Seyrun.
  • Kirian Ylestos (who was no longer Rehobath’s son) had been sent by the Imperial Church to replace the heretic Rehobath as the rightful Silver Fatar of the Outer Church of Athor. He was successful in ousting Rehobath, who took up residence in the “Holy Palace” in the Nobles’ District.

Shortly after the campaign started, however, I realized that I’d made a mistake: It would be far more interesting to rewind the timeline and include all of that political finagling as backdrop events that would play out as current events in the Ptolus newssheets while the PCs went about their adventures.

So, at this point, Rehobath was still the Silver Fatar of the Outer Cathedral, although he was actively scheming to declare himself Novarch-in-Exile.

STAGE 2: PLAYER INTEREST

Once Dominic discovered that his eyes glowed silver whenever he praised Vehthyl, he became interested in figuring out why. Although it seems fairly obvious in retrospect, I had not anticipated that his interest would take the form of seeking out local Vehthylian religious experts.

I’ve previously discussed the method I used to respond to his interest in “An Interstice of Factions,” so you can check that out at length. But what it boils down to is that I gave him four different options:

When Dominic headed across the bridge into the Temple District, he made gentle inquiries into the worship of Vehthyl and discovered four options: First, the Order of the Silver God. Second, the Temple of the Clockwork God. Third, the Temple of the Ebon Hand. And, finally, an itinerant minotaur priest named Shibata.

This list was largely prepped by simply going through my notes and seeing which religious organizations and individuals in Ptolus were associated with Vehthyl. Although the Order of the Silver God (part of the Imperial Church) is included in this list, you might notice that Rehobath and his politics still aren’t present.

STAGE 3: UNINTENDED CONSEQUENCES

At Harvesttime, Dominic chose to speak with Shibata. He got some guidance and insight into what it means to be Chosen by one of the Nine Gods and what the religious mystery of Vehthyl was, but he ultimately wasn’t satisfied with the answers he got. So after mulling things over for a bit, in Session 14 he decided to seek more guidance at the Temple of the Clockwork God.

This actually came a bit out of left field for me as a GM: After seeking out Shibata, I hadn’t realized that Dominic was still thinking about looking for more answers, so I had never given any meaningful thought to what would happen if he went to the Temple of the Clockwork God. So I stalled:

The priest shook his head. “Why this should be or what your purpose is, I cannot say. And the wisest among us are not here. We would like to wait for their return and then pray for the guidance of Vehthyl. Can you return to us? Let us say in five days time, upon the ninth of Kadal?”

Basically, the five days of in-game time would give me some time to prep content that would meaningfully reward Dominic for pursuing this avenue of investigation. I knew that the Temple of the Clockwork God and another organization known as the Shuul were loosely aligned and that both of them venerated the Iron Angels. The Iron Angels are basically ancient fantasy mecha that were somehow related to the Lithuin Titans, and various ruined Iron Angels had been recovered in archaeological digs in recent years. (This is because Cook had used the name “Iron Angel” to refer to neutral outsiders related to the Iron God, but my setting already used that name for the ancient constructs and rather than giving the Iron Angels revered by the Shuul a new name, I decided it would be more interesting to have them simply revere my existing Iron Angels.) I knew that the Shuul had been reconstructing one of these Angels, and they and the Temple of the Clockwork God were interested in figuring out how to revive it (basically bringing what they perceived as a dead god back to life). I decided that Maeda, the head priestess of the Temple of the Clockwork God, would perceive the coming of the Chosen of Vehthyl as a sign that the time for reviving the Iron God had come.

I hadn’t done much more than put together a few fragmentary notes to this effect, however, when, as I discussed in Session 19, the group’s actions unexpectedly caused them to raid the Shuul’s headquarters. Given the timeline involved, it made sense that Maeda’s communications with Savane, the head of the Shuul, would be there and the PCs discovered it:

Brother Savane—

Brother Tannock has brought me strange news. A man bearing the Mark of Vehthyl has come to our temple. He is to return to us on the 9th of Kadal, at which time I shall see for myself. But if the Chosen of Vehthyl has come to us, then the hour has arrived. Can the Iron Angel be made ready?

Maeda

When I wrote the note, however, I hadn’t anticipated that the PCs would interpret it in the worst light possible. I thought it would be kind of a cool, enigmatic reference to the “Iron Angel” and then, when Dominic met with Maeda, there’d be a payoff when Maeda revealed what the Iron Angels were. (“Make it a mystery” is a technique described in Random GM Tips: Getting Players to Care.)

Instead, the note scared them: The Temple of the Clockwork God were conspiring with the Shuul and clearly had some sort of nefarious agenda where Dominic was concerned. Dominic resolved to skip his appointment with the Temple and was left figuring out where he wanted to turn next for answers.

STAGE 4: UNANTICIPATED CHOICE

At this point you might anticipate that Dominic would choose between one of the two remaining options he had found at Harvesttime: The Order of the Silver God or the Temple of the Ebon Hand.

Instead, he did something completely unanticipated: They had been briefly introduced to Rehobath during the Harvesttime celebrations at Castle Shard, and they made the decision to reach out to him directly as the local head of the Imperial Church.

So… what happens?

Well, I look at what I know about Rehobath and his agenda. And then I think about what he would do if the Chosen of Vehthyl basically fell into his lap.

The result, of course, is that the PCs are going to be thrust directly into the middle of Rehobath declaring himself the True Novarch of the Imperial Church.

And then things get even crazier.

IN THE SHADOW OF THE SPIRE

Session 20B: Tee and the Silver Fatar

In front of the windows, Rehobath sat behind an enormous desk of godwood – the pale, almost pearlescent wood glowing faintly with a white light in the presence of divine magic.

When describing a game world, I try to make a point of integrating the magical, supernatural, or otherworldly aspects of the setting – the stuff that makes the setting unique and different from the world as we know it – in to the setting as a whole: Magic in D&D, for example, shouldn’t only show up in the loot piles or as the central McGuffin of the current scenario.

This is how you make the fictional world come alive. You can see a great example of this in J.K. Rowling’s Harry Potter novels, in which the environments are filled to the brim with magical effects, even when that magic isn’t centrally relevant to character or plot. It’s why the Wizarding World is this vibrant, living place which fans find so inviting as a place to imagine living in despite the fact that none of that worldbuilding really “makes sense” if you think about it logically for any amount of time whatsoever.

This isn’t limited to fantasy, either. When I ran Eclipse Phase, for Eclipse Phase (2nd Edition) - Posthuman Studiosexample, I looked at the transhuman technology available and then very specifically think about how that technology would be realized in fashion. So when I’m describing characters they have prehensile hair, color-changing colors, nictating membranes on their eyes, holographic “make-up” projectors that turn their face into a living art project, and so forth. When it came time to write the Infinity core rulebook, I made sure we included a whole section on this type of stuff for the GM to riff around.

A few partially overlapping categories to think about:

  • Furniture
  • Fashion
  • Building materials
  • Common conveniences or appliances
  • Trinkets

Also think about garbage, trash, and detritus. When we think about the cool things that some speculative conceit would make possible, I think we often default to thinking of those things as being new or shiny. But the thing that will make the future feel fundamentally real to someone from 1895 is not the automobile: It’s the rusted Chevy on cinderblocks in the front yard. It’s the patch of leaked coolant slicking the parking lot asphalt. It’s the busted hubcap laying askew in the gutter.

Numenera is basically a whole game based around this conceit (with the titular numenera being mostly the broken or discarded technological remnants of past civilizations), and also takes it to the ultimate extreme by postulating that the very dirt of the Ninth World is, in fact, made up of particles of plastic and metal and biotechnical growths that have been eroded by incomprehensible aeons.

Similar principles can also apply even without speculative fiction, however: What makes a ‘70s police precinct different from the world that the players are familiar with? (Check out the original Life on Mars television series to see this particular example realized in detail.) Or just life as a police officer in general? Or the environment of a squad of soldiers in Afghanistan? Or just daily life in Paris?

(This assumes, of course, that the players are not currently on tour in Afghanistan or living in the 9th Arrondissement.)

The past is a foreign country. Foreign countries are also foreign countries.

Life on Mars (BBC TV)

IN THE SHADOW OF THE SPIRE

Session 20A: Funeral for a Python Viper

Ptolus - The White House

The Necropolis had been built upon a low bulging hill that lay just along the Cliffs of Lost Wishes at the eastern edge of the city. As they moved a little further into the Necropolis, therefore, they were able to look over the top of the mausoleums and see seemingly endless rows of gravestones dotted with crypts of various sizes running up the hill. In the farthest distance, an the edge of the cliffs themselves, they could see an enormous, castle-like building.

I’ve talked about foreshadowing here on the Alexandrian before.

In Random GM Tip: Foreshadowing in RPGs, for example, I talk about the difficulties of foreshadowing in a non-linear, improvised medium (and three techniques you can use to work around that).

Random GM Tip: Adaptation & Reincorporation discusses how meaning is built over time through the repetition and reincorporation of creative elements. I also discuss the fact the foreshadowing can be thought of as the repetition or reincorporation of material at a point in time before the moment you actually created the material for.

For example, I know that certain features of the Necropolis are likely to become important later in the campaign, and so when the PCs arranged a funeral for Elestra’s python viper, I made a point of including some of those features (like the Dark Reliquary) into my description of the Necropolis.

This is also an example of opportunistic foreshadowing.

I didn’t plan for Elestra’s python viper to die. And I didn’t plan for her to arrange an expensive funeral for it. So I didn’t plan this bit of foreshadowing. I simply seized the opportunity while improvising the scene.

(You may note that this is not exactly hardcore foreshadowing, either. It’s literally just describing something that the characters happen to see. Which is fine. The point is to pre-establish elements so that when they later become the primary focus, they’ve already become an established part of the players’ understanding of the world.)

Session 20 is actually filled with examples of opportunistic foreshadowing.

When the PCs head to the Cathedral to seek advice from Silver Fatar Rehobath, that’s actually an example of how foreshadowing can build on itself: I had included Rehobath on the guest list for the Harvesttime party at Castle Shard because I wanted to establish his presence for later in the campaign. That’s an example of planned foreshadowing. It also put Rehobath on the PCs’ radar, though, and helped prompt them to seek his counsel here.

The inclusion of Prelate Adlam as the priest who recognizes Tee and gets her an audience with Rehobath, on the other hand, is an example of opportunistic foreshadowing. (He has his own significant role to play in future events.)

There’s also the White House: A gambling house that I know will become the center of attention later in the campaign. I’d already put together a planned bit of foreshadowing for the White House at this point (you’ll get to see that play out starting in Session 34; the actual pay-off starts in Session 91), but that’s no reason to forego the opportunistic foreshadowing here when Tee goes looking for a place to gamble.

The mrathrach game she sees being installed is also opportunistic foreshadowing, as is the strangely garbed knight she sees later in the Dreaming. (Tee’s training in the Dreaming Arts will frequently offer incredibly rich opportunities for both planned and opportunistic foreshadowing.)

If you want another example of planned foreshadowing, check out Running the Campaign: Foreshadowing Encounters.

IN THE SHADOW OF THE SPIRE

Session 19C: Shilukar’s End

Last week we talked about players creating a firewall between player knowledge and character knowledge. This week I want to talk about some of the pitfalls in doing that.

Think back to when you first started playing D&D. If you’re lucky, then you’ll remember the time that your DM described a huge, hulking, green-skinned humanoid. You chopped at it with your sword! A mighty blow! But the wound begins closing up right in front of your eyes! Nothing will slay the thing! Run away!

AD&D 1st Edition - TrollThe creature was, of course, a troll. And you eventually figured out that the only way to permanently injure it (and eventually kill it) was by dealing damage with fire. Think about how exciting it was to figure that out!

There are countless other examples of this hard-won knowledge that you have probably accumulated over the years. And not all of it is as clear-cut or specific as this. It includes stuff like “always bring a 10-foot-pole” and even “put the squishy wizard in the back.”

Now, here’s the question: Having learned all that stuff, you’re starting a new campaign with a brand new 1st level character.

Should your 1st level character know that trolls are vulnerable to fire?

It turns out that what seems like a simple question isn’t.

Let’s start by acknowledging the elephant in the room: You can’t actually put the genie back in the bottle. Once you know that trolls can’t regenerate from fire damage, you can’t “unlearn” that and truly play as if you don’t know it in order to rediscover it.

I knew a group once that mimicked that experience by randomizing the vulnerability of trolls at the beginning of each campaign. But even that isn’t truly a complete reset of your knowledge because you’re still carrying the knowledge that trolls can regenerate and you need to play “guess the element” to truly injure them. Even just the knowledge that some things in the game are immune to damage except from certain sources is knowledge that you had to learn as a player at some point!

The argument can be made that, since the character actually lives in a world with trolls, it might make sense that they know that trolls are vulnerable to fire even if they haven’t personally fought a troll before. Maybe you could make an Intelligence check to see if they know it or not.

… but if you do that, why didn’t the DM have you roll a Knowledge check for your first character?

The answer, of course, is that it’s fun to be surprised by the unknown, to recognize that there’s a problem that needs solving, and to figure out the solution. And it’s generally not fun to simply roll a Solve Puzzle skill and have the DM tell you the answer.

Nonetheless, there’s a good point here: Assuming that characters who have spent their entire lives within walking distance of the Troll Fens don’t know anything about trolls is, quite possibly, an even larger metagame conceit than “my peasant farmboy has memorized the Monster Manual.”

But for the sake argument, let’s say that “trolls are vulnerable to fire” is, in this particular D&D universe, not a well known fact.

Another argument that can be made, therefore, is that you simply need to roleplay the character not knowing the thing that you, as a player, know.

In my experience, however, this approach usually takes the form of indicating that the character doesn’t know it, which often does not actually look like someone who doesn’t actually know it.

You often see a similar example of this when players have metagame knowledge of what’s happening to other PCs and begin explaining, out of character, the thought process of their character so that the other players don’t think they’re cheating by using the metagame knowledge. This, too, often does not resemble actual decisions made by someone who doesn’t actually know the information: It, in fact, looks exactly like someone pretending that they don’t know the solution to a problem even when they do. Like a parent playing hide-and-seek with a toddler and pretending that they can’t find them even though their feet are poking out from behind the chair.

I once played in a game where some shit was going down in our hotel room and I said, “Okay, I finish my drink in the hotel bar and head back up to the room.” And the GM immediately pitched a fit because I was using metagame knowledge. I had to point out that, no, I had already established that I was going to finish my drink and head back up to the room before shit started going down. Nevertheless, there was an expectation that my character should instead NOT do what they had already been planning to do because there was an expectation that we should go through a charade or pantomime in which my character would do a bunch of other stuff in order to indicate what a good little player I was by not acting on the metagame knowledge.

WHAT IS FUN?

This is not to say, of course, that players should freely act on metagame knowledge. The issue is more complicated than that, and largely boils down to personal preference and a basic question of, What is fun?

Is it fun to pretend to re-learn the basic skills of dungeoncrawling? Generally not, IME. That’s the Gamist streak in me: That problem solving for the best dungeoncrawl techniques is fun because I’m figuring out how to overcome a challenge; it’s not fun for me to simply pretend to be challenged by that stuff. I’d rather focus on the next level of challenge. (And, if the GM is a good one, there’ll be a constantly fresh supply of new, non-arbitrary challenges as we move from one dungeon to the next.)

Is it fun for players to act on metagame knowledge and all rush towards where something interesting or dangerous is happening as if they were gifted with a sixth sense? Or to instantly know when another PC is lying or holding information back? Generally not. That’s the Dramatist streak in me, and if I’m GMing a group that’s having problems refraining from these actions OR roleplaying naturally despite possessing metagame knowledge, I’ll start pulling players into private side-sessions in order to resolve these moments. (Because if I don’t, valuable and cool moments of game play will be lost.)

(Over the years I’ve also come to recognize that the possession of certain types of metagame knowledge are, in fact, virtually impossible to roleplay naturally through. And I will use techniques — including private side sessions and non-simultaneous resolution — to control the flow of metagame information to best effect.)

These lines, however, are not set in stone. They’re very contextual. If we’re playing a typical dungeoncrawl I generally don’t think “let’s all pretend we don’t know that 10-foot poles would be useful” is fun. On the other hand, if I’m playing Call of Cthulhu I’m totally onboard with stuff like “let’s all pretend we don’t recognize the name Nyarlathotep” or “let’s all pretend that we don’t know what a Hound of Tindalos is.”

IN THE SHADOW OF THE SPIRE

Session 19B: Beneath the Foundry

Tee missed all of this. Hearing the explosion she vaulted through the ventilation window and back onto the roof. Scampering twenty feet or so across the clay tiles and then looked through the ventilation windows about the first foundry. From this vantage point she could look down into the materials storehouse.

Although this week’s campaign journal is Session 19B, I’m actually going to continue chatting about the big, messy three-way confrontation between the PCs, the Shuul, and Shilukar that was wrapping up in the first part of Session 19.

This whole sequence worked really well at the table: The stakes were high. It was well-established that the PCs only had one shot at this. The battlefield was a complex, three-dimensional arena. The combination of action and stealth – which was being pursued in a mixture by both PCs and NPCs alike – gave the whole thing a very unusual texture and forced a lot of creative thinking (from both players and GM alike).

One of the essential elements that went into making this sequence work as well as it did is that I was blessed with a group of players willing (and able!) to seamlessly firewall player knowledge from character knowledge: When Tee split off from the group and got into trouble, the other PCs didn’t act as if they were gifted with clairvoyance and knew exactly what was going on. But they also didn’t fight so hard against the meta-knowledge that their characters turned into morons. Instead, they very smoothly took in what their characters knew and acted accordingly.

As the GM, I helped this process by specifying what information was flowing where: Something has just exploded in Room A, so characters X and Y hear the explosion; Y also sees the flash. And so forth. (These are really just crossovers, right? And they can be handled fairly seamlessly as brief “recap orientations” when you cut to the next group of PCs: “Okay, so you’ve just heard an explosion coming from the far side of the building. What are you doing?”)

By explicitly providing this information to the players, I’m removing the need for them to process it for themselves. They don’t have to think, “Okay, so the explosion just happened over there. Would I hear the yelling and then the explosion? Or just the explosion? Would I know where the explosion was? Or just a general direction?” All they need to do is focus on taking the information in as if they were their character and then making decisions based on the information they have.

THE GM’S FIREWALLS

The trick to doing this as a GM is to basically half-pretend that the other half of the party doesn’t exist when you cut between them. For example, let’s say that this wasn’t a situation with a split party: The PCs are exploring an area and, for whatever reason, an explosion goes off in the distance. What information would you give to the players in that situation? That’s the exact same information you should give to them even if the other half of the group were the ones causing the explosion.

This is kind of like a firewall in your own head, but rather than preventing meta-knowledge and character-knowledge from getting muddled up together, you’re preventing what Character A knows from getting muddled up with what Character B knows. You have to keep that clarity of perception clear in your own head so that you can present it clearly to the players, too.

Now, I say “half-pretend” because in actual practice the players DO know how you already described the scene of the rest of the group and you’ll use a sort of verbal shorthand to quickly review what they know without belaboring the details over and over again.

Which is one of the reasons why it’s great to have a group that can do this firewalling effectively. If I’d needed to take players into other rooms or pass notes or whatever, the pacing on this sequence would have suffered. Not only because of the logistical hassle of physically moving players around or writing out notes, but also because of the need to repeat information that otherwise would have only needed to be established once.

The GM also has to maintain firewalls between the NPCs. In fact, one of the quickest and easiest ways to make your NPCs feel like real people instead of puppets is for them to clearly demonstrate that their knowledge doesn’t map to the GM’s knowledge.

(An advanced technique you can use is to “cheat” this firewall in order to mimic NPCs with genius-level intellect that outstrips you own: In much the same way that it’s easy to solve a puzzle if you know the answer, so, too, can your NPC Sherlock Holmes make amazing “deductions” about the PCs because you already know the solution. But using this technique effectively is actually more difficult than it might seem, as it can easily lead to player frustration.)

This session also provides a great example of this kind of NPC firewalling, with both Shilukar and the Shuul being possessed of very different (and very incomplete) sets of facts.

You’ll also notice that, as the PCs figure this out, they’re able to take advantage of it in order to manipulate the NPCs.

OTHER FIREWALLS

Let’s back up for a moment: I said that passing notes and/or taking players into other rooms in order to have private conversations can have a negative impact on pacing. Does this mean I’m saying that you should never do this?

Not at all.

There is a cost to be paid for this stuff, but there are any number of circumstances in which the pay-off is worth it. The key principle, perhaps, is that you can’t put the genie back in the bottle: If you want to create an experience like surprise, paranoia, or mystery then it’s not enough to just ask someone to pretend that they don’t know a thing. They have to actually not know it.

Here are a few examples of where I’ve guarded information in order to prevent some or all of the players from gaining meta-knowledge.

  • In the Ego Hunter one shot for Eclipse Phase, each PC is playing a forked version of the same character. Each fork has access to a unique subset of information and also a unique goal. I prepped custom handouts and took each player aside for private sessions. (The scenario is based around paranoia, secret agendas, and also the discovery of character and identity through incomplete information.)
  • Similarly, in the Wilderness of Mirrors structure I designed for the Infinity RPG, each PC has a secret agenda. As the name suggests, the goal is to create paranoia and uncertainty in a universe filled with warring factions.
  • In the Tomb of Horrors, when PCs choose to move through magical portals (that I know are one-way and, therefore, they cannot return through) my preferred method of resolution is to begin strict timekeeping and keep records of when the other characters pass through the portal. I can then jump to the other side of the portal and begin resolving actions as the PCs arrive one-by-one on the same schedule. (This heightens the extreme paranoia which is at the heart of the scenario.)
  • In the Ptolus campaign, Tee’s decision to keep the Dreaming Arts and the other secrets of her elven clan secret from the rest of the PCs was the player’s choice. (Which is, at least 19 times out of 20, a good rule of thumb to follow: If a player requests a private meeting, honor the request. There’s some reason why they feel strongly about keeping this information secret, and you should generally default to respecting that.)

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.