The group has left St. Johnsbury, traveling swiftly down the interstate. They came upon one of Farfoot's heralds, arms and legs pinned to a truck cab and its horn crammed into its throat. Little doubt of elven handiwork.
They passed Littleton and went on to Lincoln. They arrived just as the Common Tales should have been hitting their full stride. They found a blossoming massacre. The people were caught in the magic of the tales, but the elves were there running amongst them, cutting and and killing as they went with blissful smiles.
The heroes rushed in. Edmund was immediately faced with the elven witch that had marked him as her own on Halloween. She ran at him, waving her arms, then brought him into a kiss. Corwin and Gelias created a place of safety for the people to hide. Job wen seeking the elven leader and found him, torturing Farfoot to death. Job also noticed the banners of a red dragon hanging in the town, but they were slashed and ripped.
Edmund protected the people from the elves and stopped the slaughter. Gelias sent the elves away by enforcing the peace of the Common Tales and after learning some of their songs - ballads of murder and blood and rapture and bliss all blended together.
Job spoke secretly to Farfoot, who told him to seek Mezzeneztria. What would he meet there? "Power and knowledge."
The group now rests in Lincoln. The people are grateful, but also mourning their loss. Edmund reels from the unexpected kiss, and Gelias nurses a bitter hatred of the elves.
Sunday, July 14, 2013
Monday, July 8, 2013
Yet Another Version
Rain has been changed. Again.
The mechanic of giving marks until ready to challenge a card was proving to be rough. The players felt like they weren't really making progress until the very end when the card was challenged. It made things confusing - is casting a spell a challenge? If so, to what? Or is it just for giving marks? What if there isn't anything to give marks to? And magic wasn't the only issue. Even the process of giving marks was murky - what can I do to give marks? If I'm in combat, can I land punches, or are they near misses?
So, new mechanic. The pdf for the rules is linked on the Rain page.
Game on Thursday. We'll see how it goes.
The mechanic of giving marks until ready to challenge a card was proving to be rough. The players felt like they weren't really making progress until the very end when the card was challenged. It made things confusing - is casting a spell a challenge? If so, to what? Or is it just for giving marks? What if there isn't anything to give marks to? And magic wasn't the only issue. Even the process of giving marks was murky - what can I do to give marks? If I'm in combat, can I land punches, or are they near misses?
So, new mechanic. The pdf for the rules is linked on the Rain page.
Game on Thursday. We'll see how it goes.
Saturday, June 29, 2013
DELUGE
I posted a discussion at Story Games asking for some help in looking for a font for Rain. Folks were very helpful, by the way, thought I'm still looking. In my request for help, I gave a brief description of Rain. I got a reply telling me about a game (a setting actually - it has no system associated with it) called DELUGE.
That setting, as it turns out, is very similar to Rain's. Very similar. Oh, well, just when you think you have an original idea, right?
I contacted DELUGE's publisher and received a very nice reply encouraging me to continue with Rain. Very kind of them!
In turn, I've updated my links. If you want to check out DELUGE, click on the VSCA link. You can get the PDF at RPG Now or from the Lulu Marketplace.
That setting, as it turns out, is very similar to Rain's. Very similar. Oh, well, just when you think you have an original idea, right?
I contacted DELUGE's publisher and received a very nice reply encouraging me to continue with Rain. Very kind of them!
In turn, I've updated my links. If you want to check out DELUGE, click on the VSCA link. You can get the PDF at RPG Now or from the Lulu Marketplace.
Friday, June 28, 2013
The Expedition Leaves St. Johnsbury
Before the night ended...
Job spoke with some of the elders of the city and found a debate within their ranks. None thought fondly of Farfoot, but a few hesitated to act for fear of harm coming to the people. Job strongly influenced the group towards action, but he stopped short of forcing their hand.
Edmund spoke with some of the nobles of House Emerson. He encouraged trade between St. Johnsbury and Burlington and he met mixed responses.
Corwin got in late and went to bed.
The next day, Job went looking for the goblins and found himself resisted.
Edmund trained with the city guard and spoke to the captains, some of whom were among the group Job spoke with the night before. Edmund built on Job's progress and was able to stir them to action. The group moved to the center of the town where Corwin entertained a growing crowd with his retelling of The Hobbit. As he told of the dragon Smaug's demise, he freed the town of Mezzenetria's influence. It was an act witnessed by Farfoot himself, and after the goblin locked eyes with Corwin, he vanished.
The people of the town, suddenly freed form the spell, wept at their weakness and laughed for their freedom. They thanked the expedition, but clearly they needed time to recover and heal. The expedition left and stepped onto interstate 91, their first time on the highway.
They found themselves in a tunnel with the World as its walls. A sense of motion and distance filled them and they moved on in the afternoon rain.
Job spoke with some of the elders of the city and found a debate within their ranks. None thought fondly of Farfoot, but a few hesitated to act for fear of harm coming to the people. Job strongly influenced the group towards action, but he stopped short of forcing their hand.
Edmund spoke with some of the nobles of House Emerson. He encouraged trade between St. Johnsbury and Burlington and he met mixed responses.
Corwin got in late and went to bed.
The next day, Job went looking for the goblins and found himself resisted.
Edmund trained with the city guard and spoke to the captains, some of whom were among the group Job spoke with the night before. Edmund built on Job's progress and was able to stir them to action. The group moved to the center of the town where Corwin entertained a growing crowd with his retelling of The Hobbit. As he told of the dragon Smaug's demise, he freed the town of Mezzenetria's influence. It was an act witnessed by Farfoot himself, and after the goblin locked eyes with Corwin, he vanished.
The people of the town, suddenly freed form the spell, wept at their weakness and laughed for their freedom. They thanked the expedition, but clearly they needed time to recover and heal. The expedition left and stepped onto interstate 91, their first time on the highway.
They found themselves in a tunnel with the World as its walls. A sense of motion and distance filled them and they moved on in the afternoon rain.
Monday, June 24, 2013
Playing Cards part 2
To refine the idea of playing cards:
In the middle of the table sits the Wheel of Fortune. When upright (base towards the players), it can be inverted for a redraw. When inverted (base towards the GM) a player can discard a card to turn it upright. More on that in a bit.
Players can play their cards in one of three ways:
Marks - Every player must have at least one card, face up, to his right. This card represents his interaction with the situation at hand. It is through this card the player gives and gets marks. This is the card influenced by marks given to the character.
5 marks = something mild
10 marks = somewhat serious
15 marks = serious/lasting, maybe even worthy of a Twist
20 marks = very serious, most likely a Twist
A player can play more than one card for marks. That expands his ability to influence action, but also makes him more vulnerable.
Setting up a Redraw - A player can put one of her cards near the Wheel of Fortune. This is done to set up an additional redraw. Let's say she plays Judgement with the WoF because she fights to kill monsters (rather than with an emphasis on protection; maybe same results, but an important difference nonetheless). Later she or another player can draw on that reputation as monster-killer for a redraw. Judgement would then be turned face down and out of action for the scene.
Resetting the Wheel of Fortune - A player can discard a card to his left to turn the WoF upright. That card is done for the session. I will try to think of a way to get it back, but I may leave it out - turning the WoF upright is a pretty big deal. Setting up a Redraw makes for a more interesting story and is clearly more worth the effort. That's where I want to steer the players.
In the middle of the table sits the Wheel of Fortune. When upright (base towards the players), it can be inverted for a redraw. When inverted (base towards the GM) a player can discard a card to turn it upright. More on that in a bit.
Players can play their cards in one of three ways:
Marks - Every player must have at least one card, face up, to his right. This card represents his interaction with the situation at hand. It is through this card the player gives and gets marks. This is the card influenced by marks given to the character.
5 marks = something mild
10 marks = somewhat serious
15 marks = serious/lasting, maybe even worthy of a Twist
20 marks = very serious, most likely a Twist
A player can play more than one card for marks. That expands his ability to influence action, but also makes him more vulnerable.
Setting up a Redraw - A player can put one of her cards near the Wheel of Fortune. This is done to set up an additional redraw. Let's say she plays Judgement with the WoF because she fights to kill monsters (rather than with an emphasis on protection; maybe same results, but an important difference nonetheless). Later she or another player can draw on that reputation as monster-killer for a redraw. Judgement would then be turned face down and out of action for the scene.
Resetting the Wheel of Fortune - A player can discard a card to his left to turn the WoF upright. That card is done for the session. I will try to think of a way to get it back, but I may leave it out - turning the WoF upright is a pretty big deal. Setting up a Redraw makes for a more interesting story and is clearly more worth the effort. That's where I want to steer the players.
Saturday, June 22, 2013
Playing Cards
Another idea I will be trying out this Thursday: Playing the cards.
The players have at least seven cards: one for their Identity, one for their Realm, Two for their Strengths, and at least three for Twists.
As the players enter into a situation, they will decide on at least one card that represents their approach. That card they will play on the table for all to see; the others they will either keep in their hand or face down on the table. Marks are then applied through that card. For example, if a player puts down the Emperor, only marks that are martial in their nature can be given. The players can play more than one card on the table in order to have a broader range for marks.
The other side of this (and the reason players may NOT want to play a lot of cards) is that marks are applied directly to specific cards on the table. If a card has ten marks, it has been changed in some way. Depending on the situation, this change could be very short-term, like being exhausted from fighting; of longer length, like being injured; or very long-term, like suffering doubt in fighting ability. In the case of the long-term changes, the players may opt to take a Twist (in the case of suffering doubt, the Emperor may be inverted). If more marks are given, more changes are applied, or existing changes worsen.
The NPCs will play cards in the same way, but instead of the ten-mark trigger, the players will be challenging cards as normal.
We'll see how this goes. I think it gives more meaning to the cards, makes them an integral part of the game, but doesn't turn Rain into a card game.
The players have at least seven cards: one for their Identity, one for their Realm, Two for their Strengths, and at least three for Twists.
As the players enter into a situation, they will decide on at least one card that represents their approach. That card they will play on the table for all to see; the others they will either keep in their hand or face down on the table. Marks are then applied through that card. For example, if a player puts down the Emperor, only marks that are martial in their nature can be given. The players can play more than one card on the table in order to have a broader range for marks.
The other side of this (and the reason players may NOT want to play a lot of cards) is that marks are applied directly to specific cards on the table. If a card has ten marks, it has been changed in some way. Depending on the situation, this change could be very short-term, like being exhausted from fighting; of longer length, like being injured; or very long-term, like suffering doubt in fighting ability. In the case of the long-term changes, the players may opt to take a Twist (in the case of suffering doubt, the Emperor may be inverted). If more marks are given, more changes are applied, or existing changes worsen.
The NPCs will play cards in the same way, but instead of the ten-mark trigger, the players will be challenging cards as normal.
We'll see how this goes. I think it gives more meaning to the cards, makes them an integral part of the game, but doesn't turn Rain into a card game.
Friday, June 14, 2013
Redraws
Another idea I'm going to try: Redraws.
Previously, the players all started with one Redraw (the ability to draw another card if the card drawn is not good enough). After used, the players could gain another by taking a Twist.
Instead, I'm going to let players set up Redraws. A player spends an action to do something that can be used to a later advantage (like setting a trap, or giving a gift, or virtually anything). It takes three set-ups to get a Redraw. It's possible that these set-ups are done well in advance of any conflict, and it's also possible that the players are able to set up multiple Redraws. Of course, it's also possible that the NPCs can find out about these set-ups and do something to nullify them.
On another topic:
Last night I had a great conversation with one of my players about the use of the Tarot Cards. Both of us were wondering if they could be put to better use and I think we came up with some very interesting ideas. I'm mulling them over. And over. And over.
I want the cards to be an integral part of the game, preferably of both the narrative and the mechanic. The balance is that I don't want the cards to limit the play, or to become the focus.
The representation of the NPCs is very evocative and works very well. The cards that the players get to represent their characters: also good. But the actual action of the cards ... they are not a dynamic element. I'm not sure that they need to be, though. Using them to represent the players and NPCs, and thus being able to change them in order to show change in the person connected, that may be what I'm looking for.
For now, we're going to stick to the character format we used last session. Always good to have an open mind to things, but at some point I have to say "Done." Not there yet, but I need to keep that in mind.
Previously, the players all started with one Redraw (the ability to draw another card if the card drawn is not good enough). After used, the players could gain another by taking a Twist.
Instead, I'm going to let players set up Redraws. A player spends an action to do something that can be used to a later advantage (like setting a trap, or giving a gift, or virtually anything). It takes three set-ups to get a Redraw. It's possible that these set-ups are done well in advance of any conflict, and it's also possible that the players are able to set up multiple Redraws. Of course, it's also possible that the NPCs can find out about these set-ups and do something to nullify them.
On another topic:
Last night I had a great conversation with one of my players about the use of the Tarot Cards. Both of us were wondering if they could be put to better use and I think we came up with some very interesting ideas. I'm mulling them over. And over. And over.
I want the cards to be an integral part of the game, preferably of both the narrative and the mechanic. The balance is that I don't want the cards to limit the play, or to become the focus.
The representation of the NPCs is very evocative and works very well. The cards that the players get to represent their characters: also good. But the actual action of the cards ... they are not a dynamic element. I'm not sure that they need to be, though. Using them to represent the players and NPCs, and thus being able to change them in order to show change in the person connected, that may be what I'm looking for.
For now, we're going to stick to the character format we used last session. Always good to have an open mind to things, but at some point I have to say "Done." Not there yet, but I need to keep that in mind.
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