Hi guys,
Thought I'd follow Tamsyn's lead and let you know how my first session with Loch Varn (and SoE in general) went. It was 4 hours long and we only got through the first act, but we generally laugh, joke and get on tangents from time to time.
I had five players, two electing to used pre-generated characters (Masha, Eoghan) that we had previously used to test the system (one test fight), another chose to use Sid, but tweaked him by making him older (27, +setback: illness, +discipline: signs 6), and another two made their own characters (occultist, rogue).
The liked the beginning and enjoyed switching characters. I had to push them a little to get them to kill Terent (who is Masha's older half-brother, in this case). First Masha, just wanted to dive out of the way, and then someone wanted to tackle him, but I reenforced the idea that they only had a split second, so they shot him in the end (though it wasn't Masha).
The fight with the warriors went OK, they quickly learned how deadly it could be, Eoghan was brought to Agony but used two survival points, and then had a tonic used on him. Another character was also very nearly killed. They ended up killing three warriors while I had the other two run off (heavily wounded). If I had them stay at least one character would have been killed, which would have made them sit out the rest of the session and they would have concluded that they aren't going to really die, early on. I wanted them to stay unsure.
The got to camp. As with Tamsyn, my characters wanted kept asking the people their names. I had them not being able to remember, but stress the party needed to go get help. They reacted well to the Demorthen's last words about the Chapel ... they were worried

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I was a little confused with Tamsyn's account because when the PCs get to the entrance the scenario says that the scene warps and the door is no longer there. I stressed to the more rational characters that this did not seem like an illusion, but the warping of reality as they turned to face the door. Some people failed the Mental Res (MR) rolls, and then went around kicking the doors that didn't disappear to prove they where indeed there.
They went into the office rooms, but I did very short descriptions of them, because I didn't want them to spend too much time on them and I preferred them not to think of looking for information (better to be surprised to find it in someones pocket later).
The entered the vat room, had a fight with the plant that also could have very easily killed someone. Unfortunately I forgot the MR roll until after the fight, so the fact that one was scarred, and would have stood stunned for a minute (and probably would have died) happened after seeing the scene post battle.
At this point, my players where definitely feeling the choas, uncertainty and insanity of the events, and I didn't want the to get frustrated from not being able to discover anything to help their cause. So I decided when they ran into the Centipede that I'd make sure to kill one of them and then have the whole group awake on the hillside as that persons screams.
So they entered the extractor room, only one went directly into the room and when he looked up he saw the writhing giant centipede above him. They started combat and the other player standing in the door way got a couple good shots on the creature. I wanted to makes things more horrific for the conclusion of the act, so I had 1,000s of smaller centipedes start pouring into the vat room from drains in the floor behind them. Some ran, some fought on, but then the PC in the extractor room died. I would have had it go on a little longer but my players where very afraid of killing someone else's character (they are generally fine with their own deaths) and I didn't want the one new guy to our group to feel awful (the character he was controlling died) while I carried on the scene more. Also they would have quickly realized no one was really dying as soon as the second person bit the dust.
I was confused about how the separate memories played out in the scenarios, but I tweaked them and let them know what each person remembered before they left.
The guy who took Terent's bracelet, also was the one who died, so he awoke screaming, but didn't remember the dream or any previous visit to the factory, but was wearing a strange bracelet from the dream described by others (I liked this confusion!).
Masha, was awoken by the scream, but she was the one who remembers the dream and tells everyone what happened, and describes the bracelet worn by the other.
They occultist (high reason), doesn't remember the dream, but does remember a previous factory visit, and had the papers in his pocket to "prove" it (I liked this too!). I didn't give him the "riddle" clue.
One character didn't remember the dream, or a previous factory visit, but did remember a trip to a chapel.
And finally, someone didn't remeber any of this but was very very certain someone was missing!
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Everybody enjoyed the session and we are planing the next one for tuesday.
After awakening from the "nightmare" of this Act, I was planning:
- Everyone's health to return to normal
- Everyone's survival points returned to normal
- Used Tonics are returned
- but Trauma gained to stay ... is this going to cause too many problems because all the characters will be insane by the end?
BTW Loved the music, was able to find all the songs (not already on Men and Obscurities) on iTunes.
Oh, because no "Potential" was listed for NPCs I didn't give them any attitudes, not being sure what was intended. I now assume that NPCs can take attitudes.
Let me know what you guys think ...
(Wow this ended up being much, much longer than intended ... sorry for the long read)