Last night we added a forth spoke to the wheel. Colin Sparrowhawk, sergeant in command of Arathi’s Fletching’s Shadow joined the forces, eager to fight alongside the alliance and prove his mettle.
Genn returned from his quest, battered by triumphant with the orb of fire in his possession and a young thrall in his service. The Lich King’s influence is growing on Genn.
Jordan freed his sweet love Jamie and ran off into the night with Gavin at his side, to see refuge in the camp Perinolde.
Some good introductory rolls for a new player. Started with a fixed Orienteering roll (OB4) to find the Perinolde forces before the join the main army. He learned about the basic roll lingo, FORKs, advantage dice, and good healthy dice mongering. The second roll was somewhat complex for me but simple for him. It was a Stealthy vs. Perception roll to sneak past the guards. Their ob was doubled for not having Observation trained and his OB was +1 for trying to move multiple of his men past the guard. In both cases the character succeeded but the consequences were understood up front (in the first not catching the forces until they were with the Army and in the second being captured by Perinolde Guards).
I finally got the bulk of the players in one place, Perinolde’s camp where they can lay siege to the Orcs, discover one the traitors and find out what good old Brighton is up to.
We had another “fail this roll and you get a fight” which I was pretty happy about. It resolved quickly, with the expected result of Jordan caving another soldier’s head in. I’m happy that the fight mechanics are feeling more manageable. I’ll start throwing positioning back in next time and see how that goes.
All of the characters were given some opportunity to pursue their goals. Jordan freed Jamie, Genn is getting his affairs in order, Luke impressed Uther and Colin has joined the army. I think next game session we should be able to pound a few beliefs outright.
Gavin and Jordan are deserters. The Silver Hand will identify Jordan as the one that burned down Uther’s barracks and soon, with Brighton’s influence they’ll probably all be branded traitors. I think this will be awesome!
What could have been improved
Description. I’ve been kind of slacking on depicting my NPCs. Uther is stern. Arthas is righteous, Gavin is hopeful, Jaina is worried, Jamie is alternating scared and monstrous, and Brighton is manipulative. That is how I play them, but a) it’s a stereotype and b) it’s a little flat. I need to remember to engage the five senses (as an elite Game Master should <wink, wink, nudge, nudge, know what I mean>).
My depiction of Thrall was less than captivating. I wanted to give Luke a chance to face Thrall on the battlefield and learn from him, but I didn’t make it tempting enough. I should have hinged one of Luke’s beliefs on confronting Thrall. Have to work on that.
The game session rolled a little slow with lots of down time. Colin’s introduction took a while and overall the game lacked in the oomph that it usually has. I wasn’t unhappy with the session but I think my energy level just wasn’t there and especially when bringing a new player into the system, energy is really important.
I’m really not sure if I should have forced a confrontation between Luke and Jordan. I was thinking about hammering Luke belief to set things straight in the camp and have him tell Jordan to stand down, but frankly I don’t think that would have been fun for any of the players. “I take you in to captivity” (especially when you’ve just broken out) isn’t fun. Hopefully that ends up being something Luke regrets when he sees what’s happened.
This isn’t so much a “could be improved” for last session but thinking ahead. There are several players at work here and I’m ready to reveal their plans, but not if it gives the players an easy out. Brighton has his agenda, as does Thrall, and the traitor. Not to mention a few minor characters with some tricks of their own (Jaina, Jamie, the messenger, etc). I want this conflicts to slam right into the players goals so that to achieve what they want, they’ve got to get through, over, or sacrifice something else. For instance, two of the character want to separate Arthas from Uther, I want to make that very possible, but cost dealrly. The thing I DON’T want to do is overwhelm the story with NPC plot threads. They are there to challenge and complicate the story for the PCs, not take it over. So my goal for next session is to have all my NPCs motivations mapped in clear view of how the intersect with the heroes beliefs so they will be given opportunity to peruse their own agendas while bringing the political undercurrents of the game into sharp focus. Yeah, that sounds kind of abstract, I’m working on it.