Re: [Official] Poison
Publié : 02 avr. 2013, 15:22
(Here's a summary of our last session and conclusion of Poison. My comments about what went well or what could have worked better are in bold italics.)
We resumed the session with the PCs entering Melwan. I described the sounds of inhuman screaming and the sight of the Damathairs' house on fire. The PCs could see groups of people fighting back against or being attacked by enraged villagers, and off in the distance they saw the Damathairs leading a group of the children and elderly towards the castle, where Aessan and some other soldiers were waiting at the bridge and on the rampart.
(Note: Setting this scene is really important. This is a great opportunity to mix in zombie horror visuals, such as the PCs witnessing the Enraged chasing someone helpless and killing the person. The players have to get a sense of urgency and disaster, and how important it is that the safest location in town is ablaze)
I described the Damathairs, armed and armored, calling out to the PCs for help. A group of the Enraged emerged from behind a building, and the Damathairs moved to intercept them while the PCs helped the weak get to the castle.
(Note: This turned out to be a good way to show the players the role of the Damathairs in the village and that their talents aren't limited to just education! If I were to go back and do it over again, I would have described the Damathairs holding their own against the Enraged as the PCs escaped)
At the castle bridge, Aessan told the wounded PCs to help get the vulnerable inside the castle and asked whether anyone was well enough to help him hold the bridge. Since the PCs had Talacien and his remaining 3 mercenaries, Talacien ordered the mercs to help in the defense. Basically, the purpose of this scene was a way to ask the players: "Do you want to play a scene where you defend the bridge?" All of the PCs except one offered to help, although two went up to the ramparts to fight from a distance. They also used this chance to get a quick status update on what was going on.
While I had Aessan give a quick report, I realized that I had forgotten to give one of the players of a temporarily insane PC (Ninel) one of my slips of paper with a hallucination described on it. Given how vital it was to the scene I wanted to create, I interrupted my own narration and said: "As Aessan is describing how the villagers suddenly went mad and began attacking, Ninel suddenly seizes up and stares off into the distance. Ninel, you see a vision of Melwan in ruins, with bodies littering the landscape. You suddenly call out..." And here I handed the slip to the player, pointing to what I wanted her to read aloud. It was: "They have come to witness the beginning -- to remake Esteren anew with blood-stained hands." (A reference to an earlier hallucination from the previous session [and bonus points to anyone who can guess where the line originally comes from!]). Of course, since that scene happened later than I had intended, I had to have Aessan react appropriately!
One of the players asked whether there was a cart in the castle courtyard. Naturally, I said yes. Her PC, Nesa the Magientist, suggested building a barricade on the bridge, so I narrated her and the mercenaries being able to drag the cart over and build a hasty barricade just in time for the Enraged to attack. Cue the epic battle music...
(Note: I'm just giving a summary here, but what Clovis says about describing the environment and PCs' sensations applies just as much to scenes like this. One lesson I think that I came away with is that it's better to have a well-described scene and take some liberties with the mechanics, than to turn what should be a thrilling scene into something dry and mechanical with poor pacing)
I wanted this battle to seem like a high-stakes climax, but the extra resources that the players had in the form of friendly NPCs would ensure that there wasn't really a chance of a TPK. The setup was as follows:
-There were two ranks of combatants on the bridge, 3 abreast, and one rank on the rampart. The NPC archers on the rampart were just set dressing, narrated as picking off Enraged from a distance, but I let the PC archers get involved in the battle. Aessan was front and center, Father Harn the priest to one side, and Nesa on the other. Ninel and the two mercenaries were in the second rank. I narrated a group of Enraged running towards the bridge and the role of the archers in taking some down from a distance.
-I said that 5 Enraged had made it to the bridge, and the combat began as the Enraged began climbing on or around the barricade. To reward the players for their resourceful thinking, I let them roll twice and keep the higher roll on any attack on an Enraged stuck on the barricade.
-In order to give some of the spotlight back to the players, I gave one of the players (whose PC was up on the rampart but wasn't able to contribute much do to his lack of combat skills) the stats that I had quickly thrown together for Aessan. Unfortunately, the player got frustrated with being unable to quickly figure out what Aessan's attack rating was and asked whether it wouldn't be faster if I just did it myself. Then another player chimed in saying that they wouldn't be offended if I, the GL, played an NPC. I hastily tried to explain my rationale, but in the interests of not throwing off the pace of the encounter, decided to just play Aessan myself.
(Note: I still think that letting a player control an allied NPC during battle is a good idea, especially if one player is more or less sitting the encounter out, but to make sure it doesn't slow the game down more, you need to have the stats for the NPC drawn up in advance and written in a clear, simplified way for the player to read.)
-During the battle, it was actually one of the players who reminded me that killing villagers that they knew was probably pretty unsettling, so I described the feeling that Ned (the only one from Melwan) and, to a lesser extent, the other PCs felt during the battle, killing people that they knew.
(Note: Anyone familiar with zombie movies should know the "anxiety and revulsion over killing a friend who's now a monster" trope. I hadn't thought of it too much at the time, but that's another way to give this scene a great emotional impact)
-I said that one of the Enraged was actually Naelan, whom the PCs had thought they had seen die the previous morning. Ned, who was a friend of Naelan, was the one who got the killing blow, and here I remembered the point about the Enraged's eyes having a silvery, reptilian quality, which I narrated Ned noticing even from his position up on the rampart. Ninel, the one who had had the dream about the snake, was especially disturbed!
-The setup worked well. Over the course of the battle, Father Harn was knocked out, and a mercenary shifted forward to take his place on the mercenaries' turn. Nesa was able to kill an Enraged with her energetic gauntlets and then shifted back, allowing Ninel to take her place on her turn.
After the battle, we roleplayed a few things before moving on: Nesa went with Aessan and the soldiers, who were patrolling to find any more Enraged, in order to study the corpses; Ned went with Maiwenn the Damathair to find Maltaria, who was safe in the ale cellar of her inn.
The survivors of the event were all piled into the Mac Lyrs' castle. A council meeting would be held in the morning. In the meantime, Wailen the Demorthen came and got a report from the PCs. This led to the following...
-They deduced that Octar was working with Naelan in the mine and got him to confess, since they knew everything. He dreadfully awaited the council meeting the following morning.
-They asked Octar how they knew to dig in that exact location for the fossil Flux, and he told them that, a few months back, a stranger had told them about it and turned out to be right. They pressed him for more info, but he could only remember that man said that his name was Erik and that he was from the Dukedom of Seol (which they figured could have been a false identity), and a description: A Tarish-looking fellow with uniquely-identifying scars on his face. Maltaria the innkeeper vaguely remembered such a man, but didn't find anything out of the ordinary about him at the time.
(Note: Here's another example of players surprising me. Everything about the mysterious stranger I had made up on the spot when they asked for more info. It turned out to be a good, albeit unexpected, way to drop another clue to the premise of my overarching campaign, which is about a conspiracy across Tri-Kazel.)
-Nesa, with a high Science roll, was able to deduce from people's descriptions of their ill family and friends all of the different stages of Flux poisoning and that only a few were resulted in attempts at murderous rage. She recommended quarantining and restraining those showing signs of madness. Unfortunately, this meant that Ned and Ninel were at risk of just such a thing...
Next post: The council meeting!
We resumed the session with the PCs entering Melwan. I described the sounds of inhuman screaming and the sight of the Damathairs' house on fire. The PCs could see groups of people fighting back against or being attacked by enraged villagers, and off in the distance they saw the Damathairs leading a group of the children and elderly towards the castle, where Aessan and some other soldiers were waiting at the bridge and on the rampart.
(Note: Setting this scene is really important. This is a great opportunity to mix in zombie horror visuals, such as the PCs witnessing the Enraged chasing someone helpless and killing the person. The players have to get a sense of urgency and disaster, and how important it is that the safest location in town is ablaze)
I described the Damathairs, armed and armored, calling out to the PCs for help. A group of the Enraged emerged from behind a building, and the Damathairs moved to intercept them while the PCs helped the weak get to the castle.
(Note: This turned out to be a good way to show the players the role of the Damathairs in the village and that their talents aren't limited to just education! If I were to go back and do it over again, I would have described the Damathairs holding their own against the Enraged as the PCs escaped)
At the castle bridge, Aessan told the wounded PCs to help get the vulnerable inside the castle and asked whether anyone was well enough to help him hold the bridge. Since the PCs had Talacien and his remaining 3 mercenaries, Talacien ordered the mercs to help in the defense. Basically, the purpose of this scene was a way to ask the players: "Do you want to play a scene where you defend the bridge?" All of the PCs except one offered to help, although two went up to the ramparts to fight from a distance. They also used this chance to get a quick status update on what was going on.
While I had Aessan give a quick report, I realized that I had forgotten to give one of the players of a temporarily insane PC (Ninel) one of my slips of paper with a hallucination described on it. Given how vital it was to the scene I wanted to create, I interrupted my own narration and said: "As Aessan is describing how the villagers suddenly went mad and began attacking, Ninel suddenly seizes up and stares off into the distance. Ninel, you see a vision of Melwan in ruins, with bodies littering the landscape. You suddenly call out..." And here I handed the slip to the player, pointing to what I wanted her to read aloud. It was: "They have come to witness the beginning -- to remake Esteren anew with blood-stained hands." (A reference to an earlier hallucination from the previous session [and bonus points to anyone who can guess where the line originally comes from!]). Of course, since that scene happened later than I had intended, I had to have Aessan react appropriately!
One of the players asked whether there was a cart in the castle courtyard. Naturally, I said yes. Her PC, Nesa the Magientist, suggested building a barricade on the bridge, so I narrated her and the mercenaries being able to drag the cart over and build a hasty barricade just in time for the Enraged to attack. Cue the epic battle music...
(Note: I'm just giving a summary here, but what Clovis says about describing the environment and PCs' sensations applies just as much to scenes like this. One lesson I think that I came away with is that it's better to have a well-described scene and take some liberties with the mechanics, than to turn what should be a thrilling scene into something dry and mechanical with poor pacing)
I wanted this battle to seem like a high-stakes climax, but the extra resources that the players had in the form of friendly NPCs would ensure that there wasn't really a chance of a TPK. The setup was as follows:
-There were two ranks of combatants on the bridge, 3 abreast, and one rank on the rampart. The NPC archers on the rampart were just set dressing, narrated as picking off Enraged from a distance, but I let the PC archers get involved in the battle. Aessan was front and center, Father Harn the priest to one side, and Nesa on the other. Ninel and the two mercenaries were in the second rank. I narrated a group of Enraged running towards the bridge and the role of the archers in taking some down from a distance.
-I said that 5 Enraged had made it to the bridge, and the combat began as the Enraged began climbing on or around the barricade. To reward the players for their resourceful thinking, I let them roll twice and keep the higher roll on any attack on an Enraged stuck on the barricade.
-In order to give some of the spotlight back to the players, I gave one of the players (whose PC was up on the rampart but wasn't able to contribute much do to his lack of combat skills) the stats that I had quickly thrown together for Aessan. Unfortunately, the player got frustrated with being unable to quickly figure out what Aessan's attack rating was and asked whether it wouldn't be faster if I just did it myself. Then another player chimed in saying that they wouldn't be offended if I, the GL, played an NPC. I hastily tried to explain my rationale, but in the interests of not throwing off the pace of the encounter, decided to just play Aessan myself.
(Note: I still think that letting a player control an allied NPC during battle is a good idea, especially if one player is more or less sitting the encounter out, but to make sure it doesn't slow the game down more, you need to have the stats for the NPC drawn up in advance and written in a clear, simplified way for the player to read.)
-During the battle, it was actually one of the players who reminded me that killing villagers that they knew was probably pretty unsettling, so I described the feeling that Ned (the only one from Melwan) and, to a lesser extent, the other PCs felt during the battle, killing people that they knew.
(Note: Anyone familiar with zombie movies should know the "anxiety and revulsion over killing a friend who's now a monster" trope. I hadn't thought of it too much at the time, but that's another way to give this scene a great emotional impact)
-I said that one of the Enraged was actually Naelan, whom the PCs had thought they had seen die the previous morning. Ned, who was a friend of Naelan, was the one who got the killing blow, and here I remembered the point about the Enraged's eyes having a silvery, reptilian quality, which I narrated Ned noticing even from his position up on the rampart. Ninel, the one who had had the dream about the snake, was especially disturbed!
-The setup worked well. Over the course of the battle, Father Harn was knocked out, and a mercenary shifted forward to take his place on the mercenaries' turn. Nesa was able to kill an Enraged with her energetic gauntlets and then shifted back, allowing Ninel to take her place on her turn.
After the battle, we roleplayed a few things before moving on: Nesa went with Aessan and the soldiers, who were patrolling to find any more Enraged, in order to study the corpses; Ned went with Maiwenn the Damathair to find Maltaria, who was safe in the ale cellar of her inn.
The survivors of the event were all piled into the Mac Lyrs' castle. A council meeting would be held in the morning. In the meantime, Wailen the Demorthen came and got a report from the PCs. This led to the following...
-They deduced that Octar was working with Naelan in the mine and got him to confess, since they knew everything. He dreadfully awaited the council meeting the following morning.
-They asked Octar how they knew to dig in that exact location for the fossil Flux, and he told them that, a few months back, a stranger had told them about it and turned out to be right. They pressed him for more info, but he could only remember that man said that his name was Erik and that he was from the Dukedom of Seol (which they figured could have been a false identity), and a description: A Tarish-looking fellow with uniquely-identifying scars on his face. Maltaria the innkeeper vaguely remembered such a man, but didn't find anything out of the ordinary about him at the time.
(Note: Here's another example of players surprising me. Everything about the mysterious stranger I had made up on the spot when they asked for more info. It turned out to be a good, albeit unexpected, way to drop another clue to the premise of my overarching campaign, which is about a conspiracy across Tri-Kazel.)
-Nesa, with a high Science roll, was able to deduce from people's descriptions of their ill family and friends all of the different stages of Flux poisoning and that only a few were resulted in attempts at murderous rage. She recommended quarantining and restraining those showing signs of madness. Unfortunately, this meant that Ned and Ninel were at risk of just such a thing...
Next post: The council meeting!