Showing posts with label Prepping to GM. Show all posts
Showing posts with label Prepping to GM. Show all posts

Friday, January 31, 2025

D&D Shenanigans and a MariChat Near-Kiss

Est. Read Time: 35min
This Month's Font: Itim

Phew! We made it! January felt like it was four months long, but we made it to the end. And look at me! Getting a blog post up by my self-appointed deadline! Granted, it's MUCH later in the day than I would have liked, but still! Baby steps!

Along those lines, how do we feel about LycoRogue's Reading Corner? I have to admit, I did not anticipate that post being a 45min read! Glad I decided to break that off of my main posts. These "writing progress" updates would be at least hour-long chunkers if I hadn't split off my chats about what I'm reading! Which, honestly, is probably a not-so-small factor towards me managing to hit my deadline today. Which was part of the point of me creating LRRC in the first place. Also, added bonus that I somehow didn't consider... having to update my blog every two weeks is keeping me writing, which is getting the creative juices flowing again! I'll get to that in a minute.

Circling back real quick to LRRC. While I can never be certain anymore if any likes/views I get are actual humans or bots (man, I hate the advent of online bots....), my belated December update that I published at the beginning of the month had 30 views as of this writing. Whereas my inaugural LRRC post had 40 views! So, maybe you all DO prefer to read about what stories I'm consuming????

I hope at least SOME of you are still here to see if I've made any sort of writing progress. 

Generated by Bitmoji

Assuming that you ARE here to see if I've made any advancements in my writing endeavors, I actually have a couple of things to talk about!

To start, love is still pouring in for You Pretended Not to Care and I Think I Like You (Maybe More Than I Should). Did my writing improve that much since May 2023? I'm so confused as to why these two stories - specifically ITILY - are still being found and liked but nearly all of my other stories fall into obscurity 3 months after I've published them. Exception being Woven Heartstrings.

This is why I'm so wary of bots. I haven't really gotten comments in a while, so are these stories ACTUALLY being discovered and read by humans still? Or did bots find me??? I really wish I knew without having to lock my stories so only AO3 users can read them. I don't want to have to put up that wall against my family, who probably don't have AO3 accounts and have no desire to get one specifically for my writing.....

Thoughts? Especially if you ARE a member of my family. Do you have an AO3 account anyway for other fandom reads? Are you willing to get one so you can keep reading my stories? Have you already gotten one to read my stories??? Should I just go ahead and lock my stories against non-AO3 members because you're not reading my fanfics anyway????

(that last one would be wild to find out, but I'm also half-expecting it???)

Shifting away from fanfiction for a bit, but leaning harder into nerd culture: D&D.

A member of our D&D playgroup works for the USPS. Obviously, end of November through January is a BUSY time for him. This means we usually break from our twice-monthly sessions during the holidays. Luckily, the first main chapter/story arc of our campaign was able to be completed before our hiatus. We're starting back up again the first Thursday of February.

The story thus far has been (this is gonna take a while, so feel free to skip ahead if you aren't particularly interested):

Many years ago, in an age long forgotten, many races lived together on The Continent. However, due to a cataclysmic event lost to history, the other races vanished, leaving only humans and whispers of magic. Races such as the Fae or Elves or Dwarves are known, but only via folklore, tall tales, and children's stories. Same goes for the more fantastical creatures: Dragons, owlbears, imps, etc.

The Estrean Empire rose from the chaos of humans recovering from their loss of a connection to magic. The Continent had been at peace for generations now. One way the imperial family maintained this peace was the annual Unity Celebration known as the Parade of Princes. Each of the nine kingdoms within the empire had a turn hosting this event, rotating every year. This year, the northwest kingdom of Benac played host to the week-long festival.

During this festival, "elderly" (in his 40s) radish farmer Jacob went to the kingdom's capital of Bell Hollow with his nephew in an attempt to sell his crops. Sailor Jack assisted his captain and a portion of his shipmates as they brought the shipment of goods for the festival inland (their ship has a conversion option that allows it to drive on land). Belly-dancer Fulgara made her way to the festival at the capital in hopes of busking; entertaining the masses there for the Parade of Princes. Clueless small-town girl Aubrianne had recently went out into the world to try to learn as much as she could on her otherwise aimless pilgrimage. It was only natural that she would take this opportunity to actually attend the Parade. 

Despite citizens already setting up booths and making themselves merry for a day or two prior to the adventurers making it into the city, the festival didn't officially kick off until the next day, with the titular Parade of Princes.

The crown prince from each of the 9 kingdoms that made up the empire traveled to Benac in order to participate in a showcase. They had a literal parade, but then had a mini tournament. A display of strength as they dueled each other in a bracketed tournament. During this showcase, Aubrianne formed a bit of a crush on Benson Foxley, the strong and honorable crown prince of the northeast coastal kingdom of Foxley.

There was then an obstacle course set up for citizens to try out in order to win prizes. None of the adventurers managed to make it to the end, but they still won consolation prizes. Aubrianne's was a giant wineskin roughly the size of a sleeping bag and filled with vinegar. Yay....

During the events of that day, Jacob, Jack, Fulgara, and Aubrianne gravitated to each other. That evening, Jacob offered for his new friends to join him at a "secret party" that his nephew was DJing at.

Yes. They went to an underground club, which was literally underground.

There, Aubrianne had a cryptic interaction with a man in a smiling radish mask (we the players knew this was Jacob's nephew disguised for his primary career of powdered-radish drug dealer.... and the mask in question is basically what the DJ Marshmello wears, but a radish instead of marshmallow). On the other side of the party, Fulgara ended up hooking up with a party-boy crown prince! I can't recall if it was Prince Lewis from Zaynith or Prince Simon from Kalzorien. I THINK it was Lewis??? Either way, Fulgara had a one-night-stand with a crown prince who had a bit TOO good of a time at the underground club!

The next day was one of the main annual events of the Parade of Princes: fortune telling for the upcoming year. A row of fortune-teller tents lined one of the capital's parks, and guests were welcomed to spend the day going to get their fortunes read. Unbeknownst to the royal family who set up the event, Fae managed to secretly return to The Continent, however briefly. They set up their tent and lured to them The Prophesied Heroes: Jacob, Jack, Fulgara, and Aubrianne.

Each party member was shown a mirror; a gorgeous (or sometimes twisted) Fae version of themselves reflected back. They were then each given a portion of The Prophesy. 

The four newly-formed friends bonded further as they discussed the oddity of their fortune telling experiences. Especially when the tent they had all gone to abruptly vanished. During their discussion, they realized they each had a portion of a whole prophesy, and pieced them together:

Upon the Night of Omens, when the stars fall from the sky, the Nightmare Tyrant shall be freed.

That Which Never Sleeps shall reign until the Silver Fox lies in blood and light becomes shadow.

The Lord of Nightmares cannot be slain until the Black Cat rests upon the tomb and the Golden Scepter is broken.

In the Labyrinth of Mist, when blades pierce the sky and the Black Gate opens, the Palace of Dreams shall be revealed.

That very night ended up being the prophesied Night of Omens.

The night sky filled with unfamiliar stars (the fae-world's constellations instead of the normal ones). A halo of prismatic light surrounded the moon. A cloud shaped like a crown appeared in the sky. Then came the prophesied "stars falling from the sky": a meteor shower, but the meteorites were still the size of boulders when they landed. 

While Aubrianne and Fulgara tried to help with the panic and chaos within the walls of Bell Hollow, Jack and Jacob had wandered out of town, noticed the bizarre stars, and then were ambushed by a group of bandits. They survived, and hurried back into town to warn about the bandits trying to take advantage of the chaos the star shower was causing. The group raced to the castle to try to warn the king.

The castle was already destroyed between the raiders and the crashing meteorites. The group pushed their way through the castle in an attempt to find surviving members of royalty, as well as vanquish the raiding bandits. 

Sadly, the king and queen had already been executed. The crown prince Athas was fatally wounded by the time the adventurers caught up to him, and they promised him they would protect the rest of his family best they could.

By the end of the horrid night, the castle was cleared out of the bandits - whom they later discovered were working for Nightmare Tyrant cultists - and Prince Athas' family was rescued. Aubrianne said a prayer over the deceased. Athas' widow and two children grieved both him and his parents. Athas' younger brother Prince Ashton accepted the weight of the crown, with his sister Sybil and his brother's widow (I don't think she was ever named! Whoops!) as Ashton's main advisors.

Ashton pleaded for the adventurers to go to the emperor and seek help. They were given a letter of introduction from Ashton - which also announced the passing of the king, queen, and crown prince of Benac and consequential crowning of Ashton - and then sent on their way.

On their journey, they were ambushed by cultists of the Nightmare Tyrant, who were assisted by fae beings. The party was able to wipe out the cultists, but not before our first casualty. One of the fae creatures managed to engulf Fulgara in flames so hot they cremated her on the spot! Devastated, Aubrianne gathered as much of the ashes as she could in order to bury her companion. The party then collected whatever of Fulgara's surviving belongings they wished to keep as mementos, and buried the rest with their former owner.

Pushing forward, they suffered another ambush. This time, they survived with the assistance of a random traveler. A warrior raised by a hermit that was obsessed with the Nightmare Tyrant prophecy: Ignerra. After the Night of Omens, the hermit sent Ignerra out to find the Prophesied Heroes and assist them in preventing the Tyrant's return to the material plane. She lucked out in guessing that they would be on their way to the Empire's capital of Rustminster. 

As they neared Rustminster, they were shocked to see the city untouched by the shooting stars during the Night of Omens. That is, until they discovered that the imperial family had an army of mages in their employ, and said mages had put up an illusion to hide the devastation to the capital; a way to try to project power, strength, and security. In reality, a little over a third of the city was demolished, and both the emperor (called the "Grand King" within Estrean) and the empress ("grand queen") were killed during the disaster. Crown prince Trey Blackwell is the new Grand King (emperor). 

Thanks to both King Ashton's letter and the party showing their copy of The Prophecy, they were granted an audience with Grand King Trey. As a member of the imperial family, he knew more than most about the Nightmare Tyrant and the prophesy. The imperial family had an ancient tome that talked about it. Luckily, it was sent to the southwestern kingdom of Zaynith for preservation and restoration efforts just before the Night of Omens, so it wasn't damaged/destroyed by the chaos of that evening's attacks and natural disasters. Grand King Trey then charged the party to follow the prophecy and end the Nightmare Tyrant.

The party was sent off to the technologically advanced kingdom of Zaynith. This is where Jack's captain had purchased his ship that could convert to drive on land. As such, despite Zaynith's capital of Mustelidae Bay being a "port city", it is actually land-locked. Ships drive in and out of the capital and sail out of the actual bay roughly 20 miles south.

Zaynith made up for the loss of magic by investing in technology. Think a steampunk version of Wakanda. Due to this, they were able to survive the Night of Omens with minimal damage after managing to encase the capital city in a physical shielded dome shortly after the first meteorites fell.

The tome the adventurers needed was still being restored and wouldn't be ready for nearly a week. The royal family offered to house the adventurers while they waited. Not heroes by trade - with the exception of Ignerra - the party was glad to get a few days rest and catch their breath.

They opted to go on a week-long tour of the city via a tour group. Their first day was to the Wonka-esque confectionary shop: Serafina's Sweets. A fantastical trip where all members found at least one magical goodie to indulge in.

Their second day was much more eventful, but much less whimsical. They opted to tour the automaton factory. At one point, they were ambushed by more of the cultists that had inevitably killed Fulgara. The party was split up, and Jack was tossed onto the production line.

As the automated production line continued its work to build automatons unimpeded, poor Jack had metal painfully grafted onto his limbs, chest, and most of his face! Miraculously, Jack survived the torturous procedure, and managed to finish off the last of the cultists attacking his companions.

The next day, as the party left their respective rooms at the inn, they were collectively teleported to a fantastical land. They had somehow managed to shift into the Fae plane. Yet again, they were ambushed. This time by a troop of assassins lead by one of the Nightmare Tyrant's lieutenants.

The party took out the assassins and managed a mortal blow against the lieutenant. He retreated, and the adventurers quickly did the same. Hiding inside a cave, they set up traps to signal for intruders before taking a rest to recover. Aubrianne used Fulgara's zills to create a noise when the trap was tripped.

When the party woke up they were all back in their rooms at the inn. Each had a present waiting for them in the center of their room. Anything no longer on their person when they went to bed was left behind in the Fae plane. Aubrianne grieved losing one of Fulgara's mementos. 

While the other party members received magical items for their gifts - Aubrianne received a cloak that adds to her armor, for instance - Jacob was gifted a rabbit. This magical bunny - a harengon - became the druid's faithful animal companion Thabbit. A companion capable of the reverse to the normal druidic feat of Wild Shape. Instead of the druid being able to transform into an animal, Jacob's harengon is able to transform into a humanoid form in order to attack. More specifically, the harengon transformed into a standard rabbit upon entering the material plane, but can shift back into his normal form via this reverse Wild Shape.

Since Thabbit is a rogue when he shifts - and the play group is also made mostly of Pokémon nerds - we all basically headcanon that he looks like the pokémon Raboot when he's in his humanoid form.

Official Pokemon Art

Now armed with an unofficial fifth party member, the group returned to the travel agency to get fully refunded for the tour... ya know... because of Jack being mutilated and nearly killed....

The party was then summoned to the location the tome was being restored. It seemed unbelievably small at first, only for there to be a plane-shift inside the building. Think Doctor Who and the "bigger on the inside" TARDIS. The party then met the Zaynith royal family's lead advisor: Iris Stone. She explained the concept of the multiple planes of existence and how the more magical races (Elves, Dwarves, Gnomes, etc) and creatures (dragons, etc) all left the material plane (where the adventurers live), moving instead to the Fae plane. Iris never heard of humans unintentionally shifting planes though. Usually they would need some sort of nexus point and device, like Iris did for her lab/the restoration location for the tome.

Tome in hand, the adventurers were directed to the eastern kingdom of Ambermoor, where they would find the hidden monks of The Hallowed Cavern within the kingdom's thick mountain range. While Zaynith was able to physically restore the tome, no one there could read the ancient language. Only these monks could translate what the adventurers needed to know.

Naturally, the adventurers had a perilous journey of ambushes and dangerous encounters, but they managed to find the path leading them to the monks. Only for their path to be blocked by sentient scarecrows. Oddly enough, these dang scarecrows nearly party-wiped us! They were hard to damage and there was a raging river conveniently there for them to drown us in! By the skin of their teeth, however, they all managed to survive.

The whole encounter reminded me of when Hubby ran his last campaign and Kriv's party was nearly wiped by a dang Rug of Smothering, aka "Murder Rug". 

After getting past the scarecrows, the party had to navigate a cave. Jacob had recently come across a weapon that would randomly cast wild magic whenever he used it. Basically, mana is released with no real direction and the chaos of nature creates something random with it. On more than one occasion this has caused Jacob to temporarily have a prehensile tail and/or tentacles for arms, for instance. While in the cave, Jacob's wild magic created a horse. Both Aubrianne and Ignerra instantly bonded with the horse. 

Then Jacob sent the horse ahead of them down a tunnel, the horse couldn't see its way in the dark, and instantly ran off a cliff and fell hundreds of feet down into the Underdark (a subterranean world where Dark Elves (Drow) and other such "evil" creatures tend to dwell). Basically, The Depths from Legend of Zelda: Tears of the Kingdom.

A few more near party-wipe encounters later, the adventurers make their way through the cavern and to the steps leading towards the temple of The Hallowed Cavern monks! The stairway was lined by numerous waterfalls. Each step up shifted them between different planes. It was like when America and Dr. Strange transported through multiple universes in Multiverse of Madness. 

At the top of the stairs, the temple was housed on an elevated island, as if it were the narrow peak of a tall mountain rising up from the Underdark. All around the island, pouring down the disconnected cavern walls roughly 50ft from the island's boarder, were more of those waterfalls that had lined the stairway. Each waterfall a window into another world. Each one reflecting that other world - that other plane of existence - in their waters. The temple was housed on one of those plane nexus points that Iris had talked about.

The monks agreed to translate the tome for them, but they would need a few days to do so. Aubrianne was nervous that they were probably under a world-ending time crunch, but there really wasn't any way to rush things. The rest of the party gladly accepted this chance to rest and recover.

Jacob planted radishes to make himself feel more at home. We'll see if that amounts to anything later....

While exploring around the temple, Ignerra amused herself by looking at the surrounding waterfalls and peeking in on the other planes of existence. She then made the mistake of looking too long into the mirrorverse waterfall, and her counter nearly killed her. After witnessing this happen, Aubrianne quickly learned to be wary of reflections, especially of herself.

The text finally translated, the monks informed the party that their temple was actually built above the Labyrinth of Mist that was in the prophecy. No one could safely navigate the labyrinth because there were many entry points, but most led to dead-ends. Only one entry way had a through-path to the Black Gate. Thanks to the tome, the monks were able to decipher which entrance was the correct one.

Even so, the party was still in a labyrinth. One that kept us about a half-dozen sessions and over 2 real-world months to make our way through! Mostly because we had to 100% the labyrinth in order to gather everything we needed: 3 pieces to a statue and 5 ornate swords.

After finding everything we needed - and nearly dying a handful of times - the party discovered the room with the Black Gate! It wouldn't open until the adventurers could unlock it. They rebuilt the statue in that room, and it directed them to the night sky painted across the ceiling.

In the Labyrinth of Mist, when blades pierce the sky and the Black Gate opens, the Palace of Dreams shall be revealed.

We needed to figure out which slots out of dozens within the ceiling mural made up the lock for the Black Gate, and insert the ornate swords into them in the right order! To prevent "brute forcing" this puzzle, each incorrect slot would violently hurl the inserted sword back down to the floor. The poor party got pretty beaten up before sorting out the puzzle....

Generated by Bitmoji

Stupidly, once they figured it out, they didn't actually open the Black Gate. Instead, they looked at the map Jacob and Jack were tag-team drawing, and noticed some holes. They had gone this far to completing it! Might as well check out the whole thing. They excitedly found a treasure room as part of the unmapped portion of the labyrinth!

Well... earlier in their adventure (I can't even remember when), Ignerra had found the "unbreakable arrow of Aziel (goddess of war)". She had used it for something other than ammo - figured it would make a good crowbar while opening a chest - and it snapped. Seemed it was only "unbreakable" if it was used properly, and it snapped as punishment for abusing it???

Upon entering the treasure room, Jack discovered the partner bow to the arrow. As soon as he touched it, the broken arrow still in Ignerra's inventory repaired itself, teleported to the bow, nocked itself, and then fired at Ignerra. Before the party could react, Ignerra was smited by the vengeful goddess as punishment for abusing and misusing her gift to the world.

We were all in shock (and I do mean WE - the players, as well as the characters). There wasn't even a body to try to revive or bury. Ignerra vanished in an explosion of light!

Taking that as their cue that their priorities needed to be recalibrated, the rest of the party rushed back to the Black Gate.

Upon opening it, they were again ambushed by the Nightmare Tyrant's lieutenant and a new squad of assassins. It was a tough battle. Especially when we were down one party member. Each one of us briefly fell, only to be revived by our partymates. After a fierce battle, the heroes managed to kill everyone. Including the lieutenant!

Now the party had time to rest, recoup, and grieve the loss of their second fallen comrade. 

And the players had FIVE WHOLE LEVELS to advance our characters! We didn't level the entire labyrinth, so Hubby had us do all of our leveling afterwards. Upon leveling up Aubrianne, we discovered that I actually have Divine Intervention now! She can call upon her deity for help once per long (8hr) rest, as long as her deity doesn't actually answer her prayers. If they do, then there's a week-long cooldown before she can even attempt to try to call on her deity again.

Collectively, we knew what Aubrianne would do upon sensing this new level of connection with her deity: Legali of the Mask; God of Death (which, honestly, I'm surprised he'd ever answer since Aubrianne mistakenly believes herself a cleric of Zabaltha of the Candle; Goddess of Life, and therefore would be praying to HER). Regardless, Aubrianne prays for the return of Ignerra. It was a deity that smited her, maybe another deity could placate the angered goddess and return their felled companion. If nothing else but to give the Prophesied Heroes a fighting chance to stop the Nightmare Tyrant.

And... IT WORKED! Ignerra is back! And more powerful than ever (she was also able to level up to Level 10 like the rest of us).

Now two out of four pieces of the prophecy have happened. The party is now lost on the Fae plane as they head to the Palace of Dreams. We still have to decipher the second half of the prophecy, though:

That Which Never Sleeps shall reign until the Silver Fox lies in blood and light becomes shadow.

The Lord of Nightmares cannot be slain until the Black Cat rests upon the tomb and the Golden Scepter is broken.

Wish us luck! We at least know that "the Silver Fox" refers to one of the Nightmare Tyrant's generals, and that he's trying to revive the Tyrant. See, we also learned that when the Tyrant first attacked The Continent, no one could defeat him. So, in a classic fantasy trope, mages instead banished the Tyrant. However, they feared that he was still too powerful, so they sacrificed much to be able to separate the Tyrant from his mana/magical power. The Tyrant is locked away in the Palace of Dreams on the Fae plane, but his mana is somehow housed in this limbo between the Fae and Material planes.

Let's see how the back half of this campaign goes!

All of that was months - even years - ago, though. And it was collaborative story writing mostly directed by Hubby. How does this relate to MY writing?

Well, for one, I'm obviously part of this collaborative storytelling. For two, who knows where the story will go next, and I like relaying over a recap of the past 20 months of roleplaying (well... 14 months if you take out our winter hiatuses). You might be entertained to know our campaign plot, and it's a nice refresher for me before we go into the next leg of our campaign. 

For three, our playgroup was ready and itching to start D&D back up earlier this month. Hubby, however, was not quite ready yet. So, I decided to step in.

The Actual Play D&D group Hubby and I follow - Oxventure - had a couple of one-shot sessions that looked so much fun. The concept? Every player character is a Kobold.

Pretty much every D&D player knows what a kobold is. Along with "rats", kobolds are introductory monsters to throw at the party. As described by the D&D Monster Manual: "Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making."

Most notably, kobolds only have five hit-points and have an armor class of 12 (you need to roll 12 or higher on a 20-sided die to hit them). In other words: easy to hit, easy to kill.

The fun of "Everyone's a Kobold" is the knowledge that the characters are going to die easily and frequently, and then the player will just get a new kobold to run as the adventure continues.

When Oxventure ran their first two-hour-long "Everyone's a Kobold" one-shot the party of 5 collectively lost something like 28 kobolds.

When I ran my version for roughly the same length, I only lost 3 kobolds.... I definitely went easy on the group, and now I don't want to kill off the surviving kobolds if/when we do another Kobold one-shot! I'm attached, OKAY!?

That said, as I mentioned, part of the fun of Everyone's a Kobold is the rotation of new kobolds as player characters die. It seemed that Luke - who was DMing for Oxventure - might have had a Kobold Generator of some sort for his first go, but I couldn't find one myself despite spending nearly a full day searching. 

Alternatively, for their second go at Everyone's a Kobold, since it was a live show, they had the audience write up Kobold names and matching epithet. While I couldn't ask my players to do that for me, I liked the idea of having a pre-made "Kobold Machine" you could pull a new character from. I pre-made a 100-kobold "Gacha Machine". A list of 100 of these little dudes: name and epithet. I then had the players roll a d100 to randomly select their kobold from the list. 

Now that our first game is over, I'm going to pull the used kobolds and "refill" my Kobold Gachapon in preparation for our next kobold one-shot.

Kobold Gacha Machine metaphorically built and filled, I then made up reusable character sheets. It has the kobold base stats and a spot for the player to write down their current kobold and any extra notes that they might have. I then "redneck laminated" the sheets by covering them with clear contact paper. That way they can write on them with dry erase markers. Brilliant move! Glad Hubby suggested it for me.

I also looked again at that description from the Monster Manual: "They make up for their physical ineptitude with a cleverness for trap making." I needed to give my players a way to really utilize this trait. So, I gave them the "Flashback" mechanic from Scum & Villainy. Each new kobold that the players run gets one instance to "flashback" in order to come up with a trap that was already there prior. A trap that maybe the enemies would trip or a device that the kobolds could use to help them.

During the session, Hubby was the only one to remember this feature, and used his Flashback to create a pit-trap for the adventurers to fall into, but I'm getting ahead of myself.

OK, so I had the Kobold stats. While there's separate stats and mechanics specifically for when you run a kobold as a player character, we were running these kobolds as if they were the enemies adventurers have to deal with. Base stats work best. 

They were then given this new mechanic: Flashback.

I then looked at the epithets. The members of Oxventure are entertainers, YouTubers, and improvisers. They had fun getting these epithets and letting that inform them of their character, how to play them, and what kooky antics their kobold might get into. Our play group, however, is not quite the same level of creative or as gifted at improv. So, why not give them a little help? Each epithet meant that kobold was more skilled at something than their comrades. 

Cool! So the kobold names and epithets were generated, Flashback was added to the stats and skills, and I came up with bonuses for the players when they ran each specific kobold (well... I started to, at least, I'll loop back to that). Now to figure out what adventure they were actually going to go on....

I didn't want to steal wholesale what Oxventure did as if it were a module, for no other reason than Hubby had watched those adventures with me. He'd know the various plot beats built into the adventure, and it just wouldn't seem as exciting as if he went in blind. I couldn't think of an adventure where the kobolds weren't just easily slaughtered, either. I mean, part of the fun of the game concept is watching your kobold die and getting a replacement to play, but if it's an undefeatable massacre, it's less fun....

So, I needed something that would be challenging, but not necessarily deadly.

Oxventure's first go at this concept had a group of adventurers invading the kobolds' home. The adventuring party were uncharacteristically non-aggressive towards the kobolds due to one member being a bit of a passivist. She wanted to see if she could treat the kobolds like "locals" that could maybe lead the party through the cave network, and convinced the rest of the party to not be as aggressive against the kobolds. The players still lost over 20 kobolds by the end of the session because of various shenanigans where some accidentally killed themselves and others were killed when the adventurers' patients ran thin and began to attack. The kobolds always had a way to win against the adventurers though. 

I kept those thoughts tucked in the back of my mind: "Have a reason why the adventuring party wouldn't just default to being aggressive against the kobolds, and have a win condition for the kobolds despite many of them potentially dying."

I pondered the second Oxventure foray into the kobold game. For this one, the dragon the kobolds worshipped was feeling ill; possibly dying! They needed to find a specific leaf to help her recover. However, they're kobolds. They live in a cave network. They don't know one leaf from another. They have to venture out into the woods and hope they find the right leaf. The encounters here are all optional. Some sleeping bears they might be able to sneak past. Hunters and hunting traps they could avoid. Humans within a nearby village they could skirt around. Each presents an opportunity to kill off more kobolds in fun and unique ways, or they could be dangers future kobolds can avoid so it's not just an endless slaughter with no actual plot progression.

I liked this, but still wasn't sure what I could do that gave the same vibe.

I went back to the original idea, the one with the adventuring party. Maybe I could work with that. I went ALLLLLL the way back to my college days as I remembered the webcomic and subsequent comic dub of 8-Bit Theater by Nuklear Power.

For those who don't know, Nuklear Power "drew" the comic by grabbing game assets - the character and background sprites - from the 8-bit era Final Fantasy games. This sort of "drawing" comics (known as Sprite Comics) was super big in the early 2000s. As someone with minimal drawing skills, I kind of wished I was able to jump on the sprite comic bandwagon, but I never came up with a story concept before this era of webcomics died off.

Anyway, as stated in the Wikipedia article: "The comic initially follows and parodies the plot of the first Final Fantasy game, following the 'Warriors of Light' who are supposedly on a quest to find four elemental orbs to help them defeat Chaos. Instead, the characters mainly serve their own selfish interests, causing destruction in their wake."

The main characters that make up the "Warriors of Light" are all named based off of the class/job they have: Fighter, Black Mage, Thief, and Red Mage. A group of bumbling buffoons. Fighter is your classic gym-bro meathead. Black Mage is a sarcastic, ultra-violent sadist. Thief is a self-serving opportunist. Red Mage pokes violently at the 4th wall. He doesn't full-on break it, especially since the other characters treat his behavior as delusional, but Red Mage treats the world as if it were a tabletop game, typically rambling off D&D stats or using information provided from a Final Fantasy playthrough guide (although Black Mage does also do the same thing vis a vis the playthrough guide, full-on pulling one out within the first couple of comic strips). 

There's also reoccurring characters:  White Mage, a kind and competent priestess mastering in healing magic whom Black Mage is infatuated with, and Black Belt, a capable monk and expert martial artist. 

The Warriors of Light were my perfect adventuring party. With the exception of Black Mage, who would just blast everyone on sight, the party would be so incompetent that they might not pose a threat to the kobold community!

I mean, I got introduced to the series via someone quoting the lines:

[Black Mage:] "OK, let's think."
[Fighter:] "I like swords."
[Black Mage:] "Correction. I'll think."

I just needed to find a way to rein in Black Mage's tendency to blast everything to kingdom come. Easy! The kind White Mage whom he's pining over. She could play a similar role as the passivist in the Oxventure game. She'll want to be patient and peaceful with the non-threatening kobolds, and Black Mage would begrudgingly resist killing everyone as a way to appease White Mage. Fighter would be too dopey to consider being aggressive except for in retaliation. As a result, Thief would also hold himself back until opportunity struck.

Perfect! I had my group! I even had a reason for them to be in the cave! In the first comic of 8-Bit Theater, when we get introduced to Fighter and Black Mage, Fighter is trying to find the Cave of No Return in order to find the Armor of Invincibility! These idiots will think that the kobolds' cave is the Cave of No Return and that they are hiding the Armor of Invincibility.

Now to create quick character sheets for the adventurers.....

OK, so maybe that's not SO quick for me to do.... even if I did keep them at level 1 or 2.....

I ended up spending so much time working on those character builds and coming up with a plot hook for the players that I never did go back and finish creating stat adjustments to the various kobolds I had prepared.

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Sooooo I had to come up with the new stat blocks on the fly. I had the players roll for their kobold. I would read off the name and epithet. Then I'd ponder for a second or two as to what effected stats would grant a kobold said epithet. I think I did pretty decently for doing this on the fly.

Then the game started. I had them describe the caves to me and had them describe how they were spending their day before the invasion. I even mentioned that the dragon they worshipped - the players chose a green dragon - was currently holed up brooding with her clutch of eggs. My plan was for the adventurers to try to enter the dragon's nest, thinking that's where the armor was, and so the kobolds would have to try to stop the party. As if I were writing a story and the players were my characters... everything pretty much instantly went off the rails!

One of the kobolds, completely clueless as to what "armor of invincibility" would be, said that it was on display within their museum! Yup. Guess this colony of kobolds are advanced enough to have started up a museum! I mean, I did give one of the kobolds the epithet "archeologist" so..... yeah. Museum!

They then bickered back and forth about which direction they needed to go to get to the museum, confusing the party of adventurers. As they made their way, they had to avoid spiked pitfalls, and got ambushed by reanimated skeletons. This was the first big opportunity for the adventurers to show off their power!

Except.... I'm the one who was rolling for them. Me and dice are not the GREATEST of friends.... I rolled too low to do anything for just about all of the adventurers. I just kept laughing. Yes, in the comics, despite being idiotic 99% of the time, the Warriors of Light still managed to hit like TRUCKS. They were almost over-powered when they actually managed to attack something. However, their vast incompetence just felt like it translated properly into my homages by having my versions fail MISSERABLY with every swing.

In the end, the "heroes" were able to take out the skeletons, but it also proved to the players that they MIGHT be able to take down the adventuring party, if needed. Also, it allowed for them to have their kobolds show off a bit, which was fun.

After dealing with various traps throughout the trip, and then the reanimated skeletons, the kobolds managed to bring the adventurers to the museum: random scratchings carved into the cave walls; display of pretty rocks; a notable Kobold club that managed to stay intact after a few uses. That sort of thing.

And, in the center of the museum, a large chunk of metal that had peeled off of a ship, I think? Again, I had my players describe the museum to me (since they ARE the locals). The sheet of metal was impenetrable for the kobolds' weapons, therefore, they believed it to be "invincible". This lead them to believe that this metal must be the "armor of invincibility" that the adventurers were looking for.

Annoyed at everyone for the runaround, Black Mage started raging. Blasting off dangerous spells. Destroying the displays as he attempted to kill the escorting kobolds. They had ducked behind the "armor of invincibility" for safety, and Thief had joined them to also dodge Black Mage's wild attacks.

Eventually, Fighter and White Mage were able to corral Black Mage and escort him back out of the cave. Thief begrudgingly followed the rest of his party, but not before losing a bet against Hubby's kobold, making him the second-richest kobold in their colony after winning a single silver coin.

All-in-all, there were lots of laughs, but barely any deaths! It's to the point where I felt guilty killing off the otherwise full-game survivors during Black Mage's raging. So, I fudged the numbers a bit and let them rest on just one hit point. Give them a fighting chance to survive. AND THEY DID! So, two players had their kobold survive the whole session! For shame on me. I need to go harder on them next time we try this style of one-shot!

In the meantime, how about some somber Hunger Games style memorial canon fire for the fallen?

RIP

  • Degdesk the Clown, drowned in a river while trying to hide from the adventuring party
  • Dakrid the Archaeologist, shredded by the jagged edges of The Pit after failing to safely jump across it
  • Scoker the Protective, decapitated by a reanimated skeleton shortly after writing "Danger" across the chest of another reanimated skeleton 

I think I have the makings of a plot hook for the next Kobold One-shot that I'll run. I'm trying to have everything pre-prepped. That way, if Hubby isn't prepared - for whatever reason - for a scheduled campaign session, or if someone has to cancel last minute, I can break out the next Kobold idea so we can still play D&D that night.

Along those lines, however, if any of you have some ideas you want to pitch my way, I'm all ears!

Either way, it was just fun to be the main creative again. To come up with plot hooks and story ideas. I needed that. I didn't need the stress of trying to come up with something by a deadline, but having that deadline - that need to come up with SOMETHING - really helped jumpstart my creative juices!

Naturally, this lead me back to Seduce with Caution. 

As you know - especially if you read LycoRogue's Reading Corner - I read a lot of romance stories. A lot of slow burn. A lot of subtle flirting and blushing. Yada yada yada. All of which had me thinking about Marinette and Chat Noir realizing they can't continue ignoring their feelings after an unexpected kiss lean-in.

I have debated for years now whether the two of them should actually kiss before verbally acknowledging their feelings or if they should just lean in for a kiss, only to be interrupted at the last second.

I finally decided on "near kiss". 

Something happens. They are caught up in the moment, forgetting everything. They don't think about the fact that they haven't verbalized their feelings yet. All they know is that they are desperate to kiss the other person, and said other person seems just as willing for that kiss. They cautiously lean in. The other person does the same. Their lips are millimeters away from touching. But something stops them! Does one of them come to their senses at the last second and pull away? Are they interrupted? Was the lean-in not meant to be for a kiss????

That last option is courtesy of a trope I've been seeing in those romance stories. The Male Lead (ML) and Female Lead (FL) would have a quiet moment to themselves. FL gets surprisingly vulnerable and open with ML, only to be embarrassed about it and shovels food into her mouth to get herself to shut up. ML, super serious, has her put down the food and leans in close, stroking her cheek. FL freaks out. "Are we about to kiss!?!" she thinks.

Buuuuut, nope. ML simply spotted some food on FL's face by her mouth (on her cheek, next to her lips, on her chin, etc). He wanted to wipe it off for her. Neither party knows why he didn't just point it out for her to get. It's obvious he just wanted an excuse to be that close and to touch her in a more intimate manner. Neither acknowledge that fact.

In the end, I decided to go with "they were interrupted". Although, Aurora Morgen agreed that "shovel food in mouth after embarrassing self" is very much a Marinette-style move. As is "seriously lean in as if to kiss, only to clean off some crumbs" is very much a Chat Noir/Adrien move. Especially if he was intending to kiss her, only to think better of it last second and using the "you had something on your face" as an excuse for the closeness.

So, I may go back and rewrite THAT scene. See which one I like better.

In the meantime, I DID write something!

I had intended to go back and rework MariChat's first night together now that I have more experience under my belt post-You Pretended Not to Care. However, when I opened the story folder I instead focused on the unfinished attempt at that kiss lean-in scene. That's what I had been thinking about for a little while. Why not try to write it out? I even had a basic skeleton that I've been meaning to write for - again - years now.

Roughly when I was first working on SWC, Hubby had us watch Pitch Perfect. Excuse the minor spoiler, but.... There is a scene where the male lead Jesse is visiting his love interest, the female lead Beca. He is a complete nerd about movie soundtracks and wanted to show Beca specifically the ending to The Breakfast Club (after being amazed that she had never seen it). As they watch the closing scene, Jesse starts talking about the music, how good the ending is, and he does the fist-thrust in tandem with the movie. Beca is more entranced and amused by Jesse and his passion, so she's watching him instead. Slowly leaning towards him to see him better in the darkened room. He turns, a bit startled to catch her so close to him, and comments on how she's missing the ending. She apologizes, turns to the screen, only to instantly turn back to notice he's still watching her. They lean closer to each other. The lean-in transitions into one where they're about to kiss. 

Only for Beca to suddenly pull away last second.

I instantly was like "Yes! This! I need to recreate this for my MariChat story!"

I just love that trope as well:

Person A is talking passionately about something. Person B is so mesmerized by this passion that they naturally just lean closer. Person A, so engrossed in their hyperfixation that they don't notice Person B's lean-in, turns to address Person B directly. Holy smokes! They're so close!

Both parties pause. The tension is there. Person A is now the one leaning. They nearly kiss... but either one pulls away last second or they get interrupted.

Like. That's SOOOO GOOD. Right?

I had failed to properly capture that magic the first few attempts back then. I put the scene aside to try again after clearing my head. I then just... ignored it for a few years.

I was determined to try again the other day.

A little over 3 pages and a little under 1300 words later, I had my scene. Not the full scene. I still need to sort out the lead-in. But I have 97% of a scene.

Problem is, much like when I tried and failed years ago to recreate that Pitch Perfect scene, I again missed my mark. Instead of that "I'm invested in your enthusiasm" unintentional lean-in, I ended up with a pseudo tickle-fight. At the end, when Chat Noir thinks himself victorious, he's overcome by how sensual Marinette looks to him in that moment. Hormones and desires override his brain, and he starts to lean in. The same happens to Marinette, and she tries to close the gap.

Aaaaand then they're interrupted by an akuma alert!

Chat Noir is needed out in Paris, so he begrudgingly leaves to assist his partner. Meanwhile, poor Marinette is trying to get herself calmed down so she can fight beside Chat Noir as her superhero persona.

I figured there's lots of juicy drama stirred up this way, compared to my original plan. Said plan was to have Chat Noir feel guilty at the last second about Marinette not knowing that he's Adrien, and pulling away. Only for them to independently freak out in their respective bedrooms about what the near-kiss must mean.

But postponing that freak-out? Having them not deal with it while it's fresh and instead have to focus on an akuma battle? I like that drama. Even if I don't like the prospect of having to come up with another akumatized villain.

The show itself has recycled/reused old akumatized villains. Do you think the fandom will let me get away with reusing canon akumas as well???? If so, which one(s) should I use?

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Edited by LycoRogue

Regardless of how I handle the akuma attack, I'm still wondering if the pseudo-tickle-fight is the best way to go for this pivotal moment. Should I keep it? Should I try once more to direct these two idiots (who clearly like to think for themselves and pull the narrative their way) in order to better recreate that Pitch Perfect scene? Do I go with the manhwa "you've got something on your cheek" fake-out trope?

What do you peeps think? Also, I'd love pitches for potential akuma attacks throughout this story. If you have any akumatization concepts that work with the awkward "Marinette as Ladybug is trying to ignore her feelings for Chat Noir while Chat Noir is trying to not feel guilty about his love for Ladybug waning" vibes, I'd love to hear them! Drop them in the comments section below!

In the meantime, I'll work more on my next Kobold One-Shot prep and see if I can get any more chapters of SWC to shake out of my head.

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I think it should be fairly obvious what I am grateful for this month. I mean, don't get me wrong, January has been trying. 2025 did not start off on the greatest foot.

That said, though, how can I NOT be grateful that I'm getting back into a writing rhythm. To the point where I hit both blog update goals (even if LRRC was a few days late), AND I got this update published in the month it was for!

And to come up with ideas for my kobold game, and to actually get back into working on Seduce with Caution? I mean, come on! Good things. Lots of good things to focus on.

And with that, I'm going to try to ride this motivation into February! Catch you all around Valentine's Day!

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Tuesday, August 4, 2020

Ironically Studying Blades

Nothing yet with regards to new fiction to share with you fine folks. However, that doesn't mean the gears haven't been whirling this past week!

Last Tuesday Hubby and I hosted our first Blades in the Dark session. As I mentioned in my previous post, Quarthix came by to create his character as well. He's a Leech - a tinkerer, alchemist, and saboteur - named Kristov. One of Hubby's friends and coworkers still wants in, but will be busy until mid-August, so it will be at least two weeks - today and next week - before he can be free for our sessions. He may also bring his girlfriend along, which will bring our over-all crew up to six people; five playing at a time since either Hubby or I will sit out our characters as we GM.

But otherwise, our crew is built. There's Ashlyn "Nev" Kindaith - the nickname "Nev" is short for "Nevermore" - who is a Lurk. Basically the Thief among all of us thieves. Lurks are the "stealthy infiltrators." Next up is Mara "Jackal" Basran, a Hound; sharpshooter and tracker. The third crew member is Syra "Silver Song" Vale, a Whisper. She is our arcane adept; our spellcaster in this game, if you will. Rounding us off is Kristov "Hammer" Keel.

We... um... we forgot to get anyone that could be good at hand-to-hand. Whoops! That's fine, with the mechanic the game has in play, anyone can still do anything with enough real-world dice-rolling luck. I'll touch upon that again in a moment.

Also, fun factoid: most of us chose either "Iruvian" or "Dagger Isles" as our heritage, which means Hubby's character Ashlyn, who is "Skovian", is the only traditionally "white" character in our crew with a more Scandinavian look. Mara appears more Northern African/Middle Eastern/Indian (haven't decided on which quite yet), and both Syra and Kristov appear more Polynesian.

Anyway, together, Ashlyn, Mara, Syra, and Kristov make up the Void Serpents, a daring up-and-coming Shadow crew specializing in burglary, robbery, espionage, and sabotage.

So, naturally, we assassinate someone in our first session.

Okay, here's the breakdown. First of all, we had to build up our Crew as if it were its own character. It actually kinda-sorta is, in truth. This way we can retire our current characters, bring in new ones, have the game go on for years - generations within the game, if we wanted - and that Crew will still be there; evolving with each game.

Anyway, as we were building our Crew, we had to pick a place to be our "hunting grounds;" a place where we did most of our shady business. We wanted to focus on espionage, so we picked the district of Charterhall, "the city's civic offices and the hub for shops, artisans, and commerce." In doing so, we had to pick a random faction whose turf we were invading and suffer some negative reputation among that crew. After flipping through the options, Hubby randomly selected a group called The Lampblacks. Not entirely sure why he picked them since they're described in the book as "akin to folk-heroes among the working class, who see them as 'lovable rogues' standing up to the powers-that-be." I personally would have thought they would be good allies, but I wasn't really paying attention when the faction was picked, so I didn't voice my objections then. Also, the Lampblacks are currently at war with the rival crew the Red Sashes, which is made up of Iruvian sword masters. Seeing as how my character is 3/4 Iruvian, I guess Hubby figured I'd want us allied with them????

No matter. The decision was made, and we took a few blocks from the Lampblacks' hunting grounds, causing an uneasy rivalry between us, and helping us ally with the Red Sashes more. There were other bits of our Crew build that caused other Crews to either befriend us or start up their own rivalry with us as well, but those aren't important right now.

Fast forward to our first session. The game suggests using the starting situation printed in the rulebook if you haven't played before. That way your GM won't have to struggle to figure out a good starting hook. Hubby, without reading the situation, decides that's probably best, and we all agree to just dive in using that scenario.

Then Hubby reads this:
You're in the cramped office of the Lampblack's leader, Bazso Baz, overlooking the coal warehouse floor below. Several of his thugs hang about, armed for war, sizing you up. Bazso wants your answer. Are you with them, or against them? What do you say? Will you side with the Lampblacks? Will you just pretend to? (Good luck, Bazso is very sharp.) Will you tell him to [censored] off?
See, the opening world scenario for the game is that the former leader of the gang The Crows died mysteriously, and his second in command Lyssa took control. Problem is, the original Crows leader had brokered a treaty between the warring factions of the Lampblacks and the Red Sashes. Without his influence, the two have again crashed into a turf war.

How did we end up in Baz's office of all places when we were already at odds with the Lampblacks and mildly allied with the Red Sashes? Don't know. The situation doesn't specify. We know we're screwed from the word "go" because we had just stolen some blocks from this guy's hunting grounds. Plus, were we ready to flip on our ally right out of the gate? It wouldn't have been disastrous, really, it's not like we were firm allies with the Red Sashes yet.

The trick here, though, is two-fold. First: Hubby neglected to read off some key info about the factions we were allied with and the ones we were at odds with. He just read off their names and the key description of them.

So, for instance, for the Lampblacks, we were told, "Lampblacks: the former lamp-lighter guild, turned to crime when their services were replaced by electric lights." We were then told, "The Red Sashes: originally a school of ancient Iruvian sword arts, since expanded into criminal endeavors." We were also told the two factions are rivals/enemies. Based on those descriptions? Of course we'd want to side with the far cooler-sounding Red Sashes. Again, especially since Mara's mostly of Iruvian heritage.

None of us heard the bit about the Lampblacks being sort of the "scoundrels of the people." I don't know if Hubby even read that far into the faction description before we dove in. Whoops.

The second issue with the starting scenario is that it concluded with this lovely suggestion: "Are you actually here to kill [Bazso Baz] for the Red Sashes? (If so, do a flashback and pick a plan for the assassination.)"

Oh, Quarthix grabbed INSTANTLY onto that one. Sure, we're a crew that specializes in standard spying and thievery, but that doesn't mean we can't take on other styles of job, and Quarthix leaned HARD into that mindset.

Baz is the leader of a faction we don't like, and he's warring with a faction we do like. We could get more Brownie Points from the Red Sashes, potentially, if we off their greatest opposition at the time. Plus, the guy has us cornered, what else would we do? Flip on our ally and align with HIM?

I did offer that we agree to side with the Lampblacks and then just stay neutral in the turf war; ignoring the bit in the situation description that says, "Good luck, Bazso is very sharp." Quarthix held firm though that he wanted to assassinate this guy. No one managing to talk him out of it, we stumbled for a bit to try to come up with a plan. Getting into the new mechanics of Blades was really rough after playing D&D for years, but eventually Hubby and I just kind of threw the other two into the game - by me having Mara straight up intimidate Bazso to leave us out of his turf war with the Red Sashes; we will remain neutral and not side with either of them - and went from there.

I actually did surprisingly well for my roll - I was getting the highest roll possible nearly all night; I was shook! - and Baz let us leave. Kristov had planned on assassinating this guy, however, and dang it, he was going to follow through. So, he used the opportunity of Baz being shaken by my intimidation to attack him.

Chaos thus ensued.

Remember at the top when I mentioned none of us were built for melee combat? Yeah.... Luckily, as I also mentioned, if you roll well enough, your character can accomplish virtually anything. I more-or-less took the lead to just bash and shoot our way back out of the building; clearing paths for my crewmates to slip through.

Syra and Kristov took some damage each, but nothing terribly too major. Mara just TANKED most of the damage and barely made it out alive, but made it we all did. On the other hand, Mara killed two Lampblacks, Kristov pulled an audible and decided to kidnap Baz instead of kill him after Syra incapacitated the Lampblack leader, and, while trying to deliver Baz to the Red Sashes, we were stopped by a Bluecoat; a city cop, basically.

Luck wasn't on my side then, and apparently Mara and this Bluecoat knew each other from when she was still on the force. And he did NOT like her one bit. I tried to have Mara schmooze the Bluecoat, but the dice rolls were no longer in my favor. Finally, Quarthix got a good enough roll to convince the Bluecoat - whom I had named James on a whim since Hubby never named or described the Bluecoat - to let us go with a warning. How'd he manage that? He reminded James that the sooner he let us leave the sooner he could get rid of Mara and not have to deal with her crap.

Meh. It worked.
Hacker Girl
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by Birdman, Inc.
After delivering Bazso Baz to the Red Sashes, we were quickly reprimanded by the faction's leader Mylera who had asked for Baz's head, not him as a hostage to ransom back to the Lampblacks. We were told that we would only get our pay if we completed the original job, and now we had to make sure it was loud and public so the heat wouldn't be on the Red Sashes.

So we did. In one of the busiest bits of the city - the center of the Crow's Foot district - Kristov executed Baz with one of Mara's pistols. Ashlyn, who was our getaway driver so his character was still involved even if Hubby wasn't playing him at the time, refused to stop for the execution, and so it was very much a public drop-and-go. Boom. Shot in the head, and dumped onto the streets without us even slowing down.

Needless to say, our crew got our first Wanted rating after that fiasco. Although, to be fair, we would have been "fine" except we got extra heat - which tipped us over into a Wanted level - as consequence for me failing miserably to convince Bluecoat James to look the other way as we smuggled the abducted Baz.

At the end of every score - the "missions" the characters go on; the detailed action roleplay - the group gets their payoff and reputation, discovers the amount of heat the crew has on them, determine if they have increased a Wanted level, discover entanglements and other complications that the Crew suffers due to the actions of the score, and then the individual characters can have some downtime to work on independent character-building things and/or heal.

Well, the entanglement we got was that the Bluecoats brought one of our allies in for questioning. Basically, we deduced that James saw how banged up I was, figured I'd go to my doctor friend to get patched up, and so he sent the Bluecoats - or maybe went himself - to collect my ally. I dropped some coin to bribe the Bluecoats, and we all moved on. My ally is safe, the Bluecoats don't know anything else about our organization, and I'm back to being broke....

Mara did manage to de-stress, but she didn't heal at all, and basically one more hit would have killed her. So it's probably best that I'm GMing tonight. Gives Mara more downtime to get properly patched up. Her injuries are even a great excuse as to why she's not going on this next score. Although, everyone getting so banged up DID convince Quarthix that maybe we should aim for a non-combat score this time.... so... yay!

To further drive home the chaos of this first score - probably mostly due to the fact that we are all green and don't quite know the game mechanics yet - one of the pages offered in the player's kits is a way to track the scores the crew has been on and any key elements that might be important story beats for future gameplay. This is what a blank sheet looks like.
Fairly simple. The categories to fill in include: Score Type, Target, Location, Payoff: Coin/Rep, Heat, Entanglements and/or Faction status changes, and finally Notes, Events, and Clocks Advanced.

Well, er... it was ME who decided to fill this out for that first session and.... You guys know me. I'm not very concise. For me, a lot of details could prove important down the road, so if they feel even remotely significant I want to include them.

So it actually kept me three attempts before I managed to keep that first score confined to just the allotted third of a page....
First attempt on the bottom (upper left), then the 2nd attempt in the middle, and the final attempt on top (right side)
To sate my desire to capture as much of the game as possible, I instead turned to the single-subject notebook Hubby initially purchased for his game of Sigils in the Dark before buying his leather-bound one instead. This way we have a record of our games, which is something I've wanted to do with EVERY RPG I've played, but never managed to follow through except for Jolene's game, and that was largely because the gameplay was all text-based anyway. I like being able to look though records of the games and remember the fun we had playing. Plus, for situations like what we've been through with D&D being on hiatus due to COVID-19, it's a way for us to remember what happened last time, especially after long game droughts between sessions. We can also use it as reference points to make sure we keep continuity with regards to the overall campaign. For instance, if we come across a Bluecoat in Crow's Foot again, maybe it's James once more, but this time we DON'T get a warning because we've just irritated him enough.

Trying to get as much narrative detail as I could remember down on paper kept me HOURS on Friday, and five full notebook pages. My hand hurt so much when I was done....

I wasn't quite done yet, though, because we're now up to what I mostly did with my week. Namely, study this dang game!

I knew bits and pieces from Hubby reading passages off to me as he read through the book, plus he had to explain the base rules to the other players, so we all had enough to go off of to play, but was it enough for me to RUN a session?

I brought the roughly 300pg rulebook to work with me this past week, and whenever I had downtime I read. I read this book like it was a school textbook that I needed to study. I copied pages I wanted to make notes on or highlight passages. I jotted things down in a notebook to keep in mind. Most importantly, I tabbed the HECK out of this book so it would be easier for us to quickly flip to whatever rules we needed to figure out in the heat of the game so we didn't bog down the gameplay too much.
While reading though and studying the rulebook I reflected back on the session Hubby ran. He was new to the game as well, and one of the first pages of the rulebook stated that you shouldn't be expected to understand the rules your first go. There's certainly a learning curve with this game, but it's worth it. That said, I did use my knowledge of how the game DID play out versus how it probably SHOULD have played out, based on the rules, so there's some housecleaning we need to do before we officially start playing tonight.

But that's good. We're learning, and I can now help Hubby when he's unsure about a rule, and vice versa. I definitely have a much better understanding of the game and the rules I need to know specifically as a GM. I'm still a bit nervous about running the game tonight since I SUUUUCK at improv, but I feel a lot more confident with Blades than I ever was with D&D. Mostly because a means for me to answer player questions is right at my fingertips within the book, plus the players certainly have more storytelling and storycrafting control with Blades than in D&D, so it's less load on me.

I actually came up with a handful of scores the players can choose from tonight, that way they even feel like they have more control on the situational hook they follow, instead of being strong-armed like we did with the first session.

I have the score Hubby teased the group with at the end of the last game; utilizing our Crew's contact Fitz. I also have a Staking a Claim score, which is another key element of the game as a means to upgrading the Crew. Quarthix and Dragnime both figured last time that we should probably wait before staking a claim on anything, but I have the option available for tonight in case they change their minds. Another option I will literally have on the table is a potential way for the Crew to get rid of our Wanted level; something that doesn't happen until SOMEONE goes to jail for the crimes associated with our crew. Finally, I narrowed the 18-option list of potential Shadow score opportunities down to a list of 6. If they choose "random opportunity" they can then decide to either pick one of the six, or have me roll for one.

On top of all of THAT, I also started thinking about the world-build of the game itself. Another key thing of this game is that the city of Doskvol and the world of the Shattered Islands is supposed to be ALIVE in the background. The world doesn't revolve around our crew, and the environment surrounding each game session should reflect that. I won't get into the mechanics of how the game suggests doing this, but the long and short is that each faction has its own goals, rivals, and allies. As the player characters do things on their scores, during downtime, and while free-playing, they are going to somehow affect the delicate but unsteady balance within Doskvol.

For instance: murdering Bazso Baz.

Baz was the leader of a well-loved criminal faction; champions of the People, as they were. The citizens will NOT be happy about Baz's death. Also, Hubby had headcanoned that Baz's second in command Pickett was out with the majority of the Lampblacks, fighting their war against the Red Sashes, but could there be rumors that Pickett staged a coup? Did the 2nd strategically set up the meeting between the Void Serpents and Baz at the same time the warehouse and Baz would be mostly unguarded, wanting the faction leader to be killed? Would this cause unrest in the gang and a potential power vacuum? Or would Pickett step in as leader seamlessly? Would members start in-fighting as some begin to distrust Pickett? Would they be torn as to who to go after for Baz's death? Because there are other candidates as well. Such as the Red Sashes. They clearly would have the most to win from Baz's death, and there were rumors that he was taken to their HQ before his execution. Does this mean the Lampblacks push harder against the Red Sashes, winning advantage in the turf war? Or is it the Red Sashes that now have advantage since the Lampblacks are trying to recover from the assassination of their leader? What about the new leader of The Crows, Lyssa? The turf war started because she took over for Roric, and a lot believe she actually killed Roric so she COULD lead. She's known to be both connected and brash along with the suspicion of being a killer. Would she purposefully start up a turf war to try to weaken both the Lampblacks and Red Sashes - factions who are fighting over Crow's Foot which the Crows also obviously have turf within - in an effort to eliminate them? The Void Serpents are this daring upstart crew that is barely worth paying any mind, and yet they were somehow both smart enough to execute a faction boss and dumb enough to cause such a ruckus doing so? There's also that rumor about the Void Serpents taking Baz to the Red Sashes, only to execute him themselves. Was this all a ploy to try to convince the citizens to riot against the Red Sashes and weaken them as well? How deep does this rabbit hole go?

And that's just one district of this city! There are 12 districts in total, and 48 factions! Let alone other starting crews like ours - Hubby and I could come up with a rival starting crew of NPCs if we wanted - or anything going on outside of Doskvol. There's six countries that create the Shattered Isles which makes up the game world. There's also 20 other named cities in the world. At any point, Hubby and I could have something happen in any of those locations, or the ink-black Void Sea, or the vastly uninhabited Deathlands. I also didn't touch upon the Bluecoats and how things may have shifted for them as well due to the turf war and knowing Mara's potential involvement. Or the Spirit Wardens who had to clean up three scattered corpses from just one scuffle, before the spirits could emerge from the bodies and add to the already overwhelming ghost/haunting infestation within Doskvol.

There is a LOT to manage in the backgrounds, is what I'm saying. And that was largely what I was doing this week: studying this game, trying to understand the world already fleshed out in the game, and trying to figure out how our characters already affected the world, all while also trying to figure out score options for the players tonight.

It was a HUGE undertaking for me - Hubby says I put in TOO much thought when most of the world-build answers are at my fingertips via the rulebook, and he's probably right, but... meh? - but it was fun, and it did get the creative storytelling portion of my brain moving again. Shake off that dust! The true irony mentioned in this blog post's title is that Blades is a game designed to AVOID extensive planning. The point of the game is to just dive in with only the vaguest of plans - you're actually not allowed to plan via the rules - and then plan backwards by way of the Flashback mechanic. So much of the world and a TON of NPCs are already psuedo-fleshed out in the rulebook. All I'd need to do is flip to a page and read it for the group. The Score that Hubby teased the group was based on the "goals" section of one of the Faction descriptions. Again, this should be easy. It's all more-or-less already built.

I dunno. I guess it's easier for me to dive in with regards to fanfiction because I could immerse more into the worlds of "Hey, Arnold!" or Miraculous Ladybug or Legend of Zelda. I just need to be patient and spend more time with the last chapter of the book that explains the world itself; not the game and game mechanics. I'm hoping I'll get there.

In the meantime, let's see how well the game goes tonight. Hubby will GM next week, so I'll be able to take a bit of a breather and can go back to focusing on reading fanfics and maybe start thinking of my own fanfics.

Plus, I now have an original short story to beta read! A college friend we lovingly nicknamed Chewy - as in Chewbacca, but we spelled it with a -y instead of the -ie - asked me this weekend to look through a story he's been working on for pretty much all of 2020. Or, maybe it was a side-project he was working on whenever he needed a break from the main 2020 story that has already filled 2 journals? Either way, I'm excited to see what he came up with. Reading his story is on my To Do list for tomorrow.
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What about all of you fine folks? Aside from bots, I haven't had any comments in a while. I'm curious as to what you've been up to. Any writing on your end? Any good stories you've been reading? Any fun games you've played? Have YOU tried Blades in the Dark or other Forged in the Dark games? Let me know below!
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