Sunday, March 21, 2021

A quick note on the previous session

My attempt to change the way the sessions are played out or formatted didn't really work out as I'd hoped. At first glance there doesn't seem to be much of a change. The headings for each section have been altered, but that really is the extent of it. I did however try out several different options before coming full circle right back to where I started though. This isn't necessarily a bad thing. It just confirms that what I had was just fine as it was anyway. I'm happy enough for the moment.

Friday, March 19, 2021

5. The Town Guard

Currently

Alice is attempting to call upon divine aid to protect Traci from the presence that followed her out of the ruin. They are then stopped leaving the tavern by the Town Guard. This follows on directly from the session entitled The Next Morning.

Alice, being an experienced cleric has no trouble calling upon her deity. She asks for divine protection for Traci and binds the two of them together in a holy pact that may not be broken without the promise Traci made being fulfilled. This is a sacred undertaking and it's import is explained to Traci and accepted by both parties. Upon leaving the tavern with the others they're stopped by a small but well-equipped contingent of the town guard. There have been accusations made regarding Traci and the 'foul things' that she brought with her out of the ruin. 

What are the options?
  • First thought is to lie. I mean, how does anyone know that the presence is connected to Traci in the first place? Traci herself barely sees anything, just shadows at the edge of vision really. Even if they're convinced of it, how is making an enemy of Traci and friends going to solve anything? If they're arrested or held in confinement wouldn't that simply ensure the presence remains in the town? And what if they banish them from the town, are they sure it'd leave with them? 
  • They could try to fight. But the town guard are composed of more than just these four[2d6=4] they face here, and they'd have to be ready for a fierce, ongoing battle if they started anything now. 
  • Melisa's magic might help, but there's enough attention from the townsfolk as it is without attracting more, and besides, it might just convince the onlookers here that the town guard were right about them all along, then what would happen? There's a lot of townsfolk looking on, many of whom look ready to step in if things turn nasty.
  • Maybe the simple truth could help everyone, if only because having the town guard to back them up if things turn nasty in some way wouldn't be a bad thing. Then again, if the town guard choose to disbelieve them anyway then they'd likely end up in the same situation as if they'd decided to lie their way out of it in the first place. 

The decision and reasoning behind it

The Flame Princess, acting unilaterally, draws her sword and steps forward, adopting a clearly aggressive stance. Traci and Alice reluctantly take up positions either side of her and Melissa steps back behind them palming a dose of quicksilver in the event she needs to use magic.
  • The Princess was always quick to anger and is fiercely loyal to her friends. She has also led from the front for a while now and even though there's no official acknowledgement from the others of any sort of leadership, she is a natural leader and this is entirely in character for her. The others won't be happy about it, but they immediately move to support her anyway since they have always recognised and acted upon any decisions or move she's made in the past.
  • The town guards are well aware of the potential forces a magic user such as Melissa might be able to call forth and would likely be very reluctant to risk any actual aggressive moves on their part. They would have seen her palm 'something', and even if they didn't see what it was they're not stupid and will know now if they didn't already that she's prepared to cast. There's a chance they might have even seen quicksilver used before and be aware of it's dangers and it's terrible potential.
  • If they view Alice as less of an immediate threat to them, then the same can't be said of Traci. She's pointing a flintlock pistol at them and has her other hand resting on the hilt of her cutlass. The four of them make a formidable sight and the guards may actually be wondering how they're going to defuse this situation before it escalates. 

What happens next

The guards are clearly taken aback by this aggressive turn of events. It can be assumed they will have drawn weapons before approaching the girls too I think. Even if the Captain orders an undignified retreat, the townsfolk, who've been happy enough watching so far are probably going to fancy their chances against four women. There is of course the distinct possibility that if they do back away, the townsfolk will simply wander off, but it seems unlikely, and they may very well remain and attempt to overpower the girls with sheer force of numbers. 

The Flame Princess's actions may have initially been intended to force the guards to back-off, but all she's really achieved is an uncomfortable standoff with both the guards and the townsfolk. 

Sunday, March 14, 2021

More thoughts on the way forward - Part 2

Part of the reason for this blog apart from being a place to actually play is to allow the play-style itself to evolve and change over time. This process is by natural progression as the game unfolds rather than actively looking for ways to change the way I'm playing. 

Ever since I saw the post on alt.games.ftp.tekumel that Steve Lopez wrote, I have been wondering if a more simple layout for each session might be more fun. The method I'm using to lay out each session at the moment has worked well so far, and I see no reason why it wouldn't continue to be ok going forward too. But sometimes I think it would be nice to just write each session more simply, rather like I'm writing this right now. No bullet points, no special formatting, just write it all out in a stream of prose breaking it up with nothing more than normal paragraphs. 

This is just another thought and I may reject it once I've tried it, but I would like to try it and see if I'm happier with it. I think I'll be happier playing it out using that simpler method, but it remains to be seen if I can tolerate the end result. It does have to be somewhat presentable too otherwise there's no point.

And as I write this it occurs to me that I sort of did this already in Session 003.5 - Problems, Problems It didn't really contain full options and arguments as a usual session would, but it is similar to what I'm thinking about here.

I'll try it with the next session and see what I think.

Saturday, March 13, 2021

4. The Next Morning

Current Situation

Traci waits in the Tavern bar for her three friends. She needs to discuss her situation with them before they leave. This follows on from her previous meeting with her New Friends.

Alice and Melissa arrive down from their room together followed some time later by the Flame Princess. They greet her and she sits with them, buying them breakfast and striking up conversation with them. She soon broaches the subject of the presence, assuring them that she's put the idea of venturing back into the ruin on hold for the time-being and turning to Alice, directly asks for her help.

Options

Traci is convinced the cleric, Alice, may be able to help her rid herself of the presence that has latched onto her. 

  • The first thought is to attempt to use Alice's 'calling' as leverage to persuade her to help, maybe she could disperse it or drive it away if not outright destroy it. The idea of using Alice's 'calling' for her own ends doesn't sit well with her though.
  • She could try pointing out that since they've been together all evening and have now met again this morning, they may inadvertently have alerted the presence to them too. Who's to say it won't seek them all out in future once it's done with Traci? This is very risky though and may just anger them. It could also be seen as on coercion, verging on emotional blackmail.
  • One last thought is to offer them something they can't refuse. Maybe the promise of an act of loyalty or service, or something personal that she could do or carry out for them. Something they might not wish to do themselves, something dangerous or abhorrent to them. This isn't a thought she relishes, but it may do more to persuade them than her potential attempts to coerce them or play on their fears. 
Her decision

Traci decides to offer something of herself, in exchange for Alice's help in ridding her of the presence. An act of loyalty, or a dangerous or abhorrent task in the future or something. She feels she can do this because:
  • It must be clear by now that she's cut from the same cloth as them. She's an adventurer, someone used to the kind of situations they themselves often find themselves in. It must occur to them that such a person would be very useful to have around.
  • She has basically promised them anything they wish to name, so long as it's in her power to give of course. This has to be a very powerful argument for successfully acquiring the clerics help if ever there was one.
  • Once the presence is gone, or at least nullified, having an ally like Traci joining them in any future endeavours has to be a good thing. It will have occurred to the women that it might just be in their best interests to grab this gift horse with both hands.
  • She's fast becoming their friend. They're likely to want to help her now even if the offer of the selfless act she promises wasn't on the table.
  • Her offer will probably come as a bit of a shock to them. They probably would have expected a more usual, mundane payment, and so it will serve to show them just how much more than that she values their help and friendship.
The outcome

Her new friends may very well have thought about asking Traci to join them. In fact it would be a little surprising if the thought hadn't occurred to them by now. It would probably be more likely though if the presence wasn't part of the deal, so this argument isn't as strong as it might otherwise have been. Then again, if they've considered it at all then they've probably considered how useful it could be having someone else in their little party once she's free of the presence. Add to that Traci's offer to take upon herself a dangerous or abhorrent task that they may shy away from themselves at some point, well, that has to be a very tempting offer by anyone's standards. Her assumption that her recent friendship with them carries any weight at all though is more than a little optimistic I think. They're clearly women that have seen a bit of life and aren't likely to be swayed soo easily, so this isn't the best of arguments for success. There is also the fact that Alice is of course a cleric, and might actually want to help with Traci's unfortunate situation. 

Traci's offer is a very powerful one here, and Alice does have good reason to want to help. Alice agrees to Traci's proposal.

Thursday, March 11, 2021

Problems, Problems

What to do now?

The previous session has thrown up a bit of a problem. Traci had thought she'd be able to persuade the three women, who we now know to be Alice, Melissa and the Flame Princess, to accompany her back to the ruin in a bid to find out more about the oppressive presence, but they are proving to be a little more discerning about who they hook up with. They're friendly enough and seem to like her, but they're very wary, and to be honest, rightly so. Traci really should have foreseen just how difficult it would be to win them over given that they'd already sensed that awful presence following her when she entered the tavern. Too late now. 

The possibility of persuading them to do anything now seems to be very slim, and she truly does need their help. Alice, the blonde cleric would be of invaluable aid given the current predicament, and that's quite without what help the other two could provide. Traci simply can't afford to walk away from them.

But what to do about it?

Well, going back to the ruin alone just isn't going to work, and in fact going back in at all was probably just a bad plan full stop. After all, the thing already followed her out of the ruin anyway. What good could she have expected to come from venturing back in? She also has no idea where the women are headed, and when they're going. Would they even let her join them if it came to it? The magic user, Melissa, and particularly the cleric, Alice, should be willing to help her, surely? And we don't even know what the flame princess is capable of.

It's a bad situation. She can't simply follow them around like a little lost puppy. The only way out of it I can see for Traci is to speak to the cleric and see if she can help rid her of the presence once and for all. Never mind the ruin. It was a bad plan to begin with. She just needs to rid herself of this thing now.

Wednesday, March 10, 2021

How to 'Solo play'

One of the people that inspired me to try out solo play was a man called Steve Lopez(aka Churak hiMrukkal, Grey Cloak Clan of Fenul) who I found entirely by accident when I came across one of his old posts to the google group alt.games.frp.tekumel which was posted way back in 1996. It answers a question posted by Joseph M. Saul who asks:
">Adventuring solo, without, say, a programmed adventure like the AoT
>books, is an utterly alien concept to me. What do you do? Write a
>novel, basically? Talk to yourself? For me, social interaction is
>paramount in RPGing, so I'm kind of at a loss as to what you are up to."

...the reply from Steve Lopez,

"As a fairly serious chessplayer, I've had to hone certain skills in which I attempt to think like my opponent  ("If I do *that*, he does *this*, then if I do *that* in reply, he does *this*," etc.). Solo RPG adventuring works the same way. You set up a situation, play a little bit of it, then spend a lot of time thinking about what you'll do next, what the consequences will be etc."

Since I couldn't have described solo play any better than this, it seemed only sensible to simply let the genius of Mr Lopez's response stand alone as testament to how I am aiming to play myself. 

n.b. The original google.groups message can be found here: alt.games.frp.tekumel, (links to the full text of the message above).


Saturday, March 6, 2021

3. New Friends

Current situation

Traci is seated with three women after introducing herself and striking up conversation with them. This follows on directly from the session in The Tavern.

Traci has found new friends it would seem, and is busy discussing what can done about the unseen presence that seems to have followed her out of the ruin. The three women claim they are just back from a lengthy 'ruin-raid' in a small village some leagues from here and aren't aware of any strange goings-on in the area, but they seem a little edgy and noncommittal, especially with regard to Traci and her current situation.

Options

Traci wants to push for more information from the women but it's tough going and they're actively evasive with regard to any mention of the oppressive presence she felt.
  • One thought is that she could try to outdrink them. If they end up suitably inebriated they may spill the beans, if there are in fact any beans to spill. Of course this means she'd need to stay this side of sloshed herself, which given the way the evening's headed could be tricky.
  • She could of course just continue to ingratiate herself upon them thus ensuring their ongoing friendship. It remains to be seen if her newfound friends continue to be as friendly in the clear light of day though. There's no telling how three hungover women will react when they wake up next to our oppressed heroine the following morning.
  • Brutal honesty could also be an option here too. She could simply ask them to come back into the ruin with her and investigate the actual place the presence came from. Plenty of unexplored places in there. She did after all take the shortest route through the ruin in the first place. She would need to tell them about the beast though. 
Her decision

She decides to try and convince the women to join her in a return trip to the ruin. She feels confident of success because:
  • They've already spoken of their recent 'ruin-raid', so it's very clear from the outset that a venture such as this wouldn't be anything out of the order for them. They're more than up to the task.
  • Traci has been plying them with alcohol all evening and they seem to be perfectly receptive towards her. She's been very friendly and they've responded well enough to her.
  • They're three women who're obviously in the same line of business as her and would probably be happy to have another experienced woman join them in any future ventures into the unknown.
  • They seem aware of the presence that followed Traci out of the ruin and although they were a little apprehensive at first, it doesn't seem to be bothering them now. Perhaps they've encountered something similar themselves. Traci could be forgiven for thinking that it may not be much of an issue after all, and might actually be one of the common denominators that help bring them together.
  • Since the women have just returned from a recent venture, it's possible they're on the lookout for another opportunity to make money, and by their own admission they've just raided a ruin so Traci's offer to accompany her into another ruin may well be seen as an attractive proposition.
The outcome

The three women are aware of the oppressive presence they noticed when Traci first entered the tavern, and there's a real possibility it might negate any thoughts of potential help that may be forthcoming. But it's also a fact that they are all very well matched in experience and choice of profession and are more than up to exploring this ruin with her. Unfortunately, having just returned from one expedition, they're certainly not likely to rush straight into another. And besides, as the conversation moves on Traci begins to get the distinct impression that they didn't just happen upon that ruin they raided by chance. This, along with that presence is enough to make Traci realise the futility of her current predicament.

So the women remain uneasy around Traci and reject her offer to return to the ruin with her.

Thursday, March 4, 2021

2. The Tavern


art by 'Jason Rainville' - from left: Alice(Cleric), Flame Princess(Fighter), Melissa(Magic User)

Current situation

This is a scene from Traci's adventures which takes place immediately after she exits The Ruin.

Traci is walking hesitantly through the backstreets. She quickly becomes aware of an oppressive presence that seems to be following her every step, but she sees and hears nothing. Quickening her pace, she sees the warm, welcoming glow of a rowdy tavern just up ahead and makes for it immediately. She enters the tavern and the strange, oppressive feeling diminishes before dispersing almost entirely.

Options

Traci's immediate concern is to find out what the strange presence is that seems to have followed her out of the ruin. Three young women drinking together at a nearby table seem to be taking a particular interest in her and make no attempt to hide it. 

  • My first thought is that Traci will attempt to strike up a conversation with the three women, but first impressions indicate simmering hostility and she wouldn't want to find herself violently ejected. Then again, a round of drinks and a friendly smile might break the ice. Three women may very well welcome a fourth to their little party after all. And Traci could do with some friends in her line of business. 
  • Another option is to simply sit quietly and ignore them. First impressions make it seem likely that they have seen more than their share of unusual situations themselves. Maybe patience and a keen ear are all that's needed. But this risks sitting around drinking alone all evening only to risk ending up learning nothing of use anyway. And then there's the obvious problem of a woman alone in a place like this. It's probably just asking for trouble.
  • Then of course there's the option of her taking a room here for the night and waiting for the morning light, always assuming there are rooms available of course, and that trouble doesn't find her first. The problem with this is that she needs information and is not likely to get it by slipping off to a room and waiting it out.
Her decision

Traci decides the first option is probably the best and so buys a round of drinks in an attempt to strike up conversation with the women. She thinks she'll succeed because:

  • There are three of them and Traci's a young woman on her own in this place. She's not likely to be considered much of a threat to them anyway.
  • There's a pile of coins on their table so it should be obvious that by buying them drinks she's simply attempting to strike up conversation or befriend them. 
  • The fact that they were staring intently at her when she entered the tavern seems to indicate that they are as interested in her as she is in them.
Outcome

Since all three of the women are clearly as interested in Traci as she is in them, it seems extremely unlikely that they'll immediately go on the offensive and launch an unprovoked attack, especially since Traci's quite clearly alone. On the other hand, they could very well be staring at her for any number of reasons; they could be sizing her up to rob her later, or they may recognise something of that strange presence about her, or maybe they're simply planning on having a little fun at her expense. But then there's the drinks she's kindly buying for them, which are a clear indication of her desire for friendship. So even if their interest in Traci still remains a little unclear, she's still winning them over for the time-being with her desire to befriend them, albeit through the liberal use of alcohol.

So we find that Traci is able to successfully strike up a conversation with the women even given the initial perceived hostility.