Showing posts with label Jihad. Show all posts
Showing posts with label Jihad. Show all posts

Thursday, May 03, 2007

Ars Magica Session

Hi All,

See below for the introduction to tonight's session, if you cannot make it let me know as I have a second option vaguely prepared. Start time is 7:30, arrival from 7pm onwards as I have a few more things to prepare before the game.

I am still slowly recovering from Wintercon, all those intense sessions really took it out of me.

See everyone tonight, hopefully we can now get back into regular fortnightly sessions. L. Steve, bring a blank disk and I will burn Spirit of the Century for you so you can start running it for us :-)

Cheers,

Andrew


The Journey of Vandelay and el Viajero


Having lost Viriathus and narrowly escaping wolves Vandaley lies injured, Tanit can perform some magic to ease his suffering but should he attempted to travel at any pace his condition will likely worsen – in the wilds this will likely lead to death.


El Viajero and Jihad are not enough to carry Vandaley. Should Tanit continue casting spells upon him, despite her apparent skill, the likelihood of magic going awry, sending Vandaley into twilight or worse would increase every day that she casts spells.


The travelers have choices; including continuing slowly across the land towards Toledo and their Covenant, wolves possibly at their heels. Or attempt to find a refuge on the road to Toledo, from where they can send a message to their future home - or at least seek assistance – though Tanit’s Blatant Gift, and both Vandaley and el Viajero’s own Gift will make this difficult, as will the runaway slave state of Jihad.


This session is about making sure Vandaley does not die in the woods. If we can get him to his new home that would be good, or just getting to safety.


There are several NPCs, read up on all of them because depending on how the game goes different people will be playing different characters at different times. Both Bela and L. Steve will play Magpie at the same time, we should sort out how this is going to work before the session begins.


PCs:

  • Vandaley lies injured after helping drive off the attacking wolves; he wandered into the dark woods alone looking for firewood, owes a debt to a Fae and has several pawns of Vis in his possession - played by L. Steve
  • El Viajero, helped push Viriathus into being abducted by the Fae, or fulfil a debt, interested in the Fae realm and has a pawn of Vis - played by Steve X


NPCs for this session:

  • Jihad, nice kid but scrawny, non-Magi think he is shifty, people who recognise his description will know he is an escaped slave. He is currently the travelers guide - played by Bela.
  • Magpie, devoted to Jihad, likes Magi, is he a God of Birds amongst men. He is the devoted friend of Jihad; the two are inseparable - Played by Bela and L. Steve.
  • Tanit fillia Ashtart Ex Miscellanea – rumors of human sacrifice area associated with her and she terrifies normal people. The travelers have seen her blast trees into fire, open wounds on attacking wolves and temporarily heal one of Vandelay’s lesser wounds - played by the story-guide.


Potential other NPCs to be played:

  • Walchelin already helped el Viajero, though it is a bit hazy for el Viajero; Walchelin is a really nice and helpful guy and member of the Order of Hermes. Always ready to help – for a full write-up go here.
  • Euphêmía, Walchelin’s Fae and closest friend, she is very hot stuff and a very friendly Faerie.
  • Killer Wolves, always ready to kill and smart about it.
  • Dancing water Faeries, they like to dance on rivers, meet new people, lure them into rivers, very beautiful and sing wonderfully
  • Yusuf, a shepherd hunting wolves; some wolves killed his sheep and goats, he is wants to know what happened and is relentless in his pursuit.
  • Muhammad, a merchant traveling; blunt, suspicious but unerringly honorable Muhammad knows his way around Iberia

Tuesday, May 01, 2007

Next Session - First Draft

Having narrowly escaped the wolves Vandaley lies horribly injured, Tanit can perform some magic to ease his suffering but should he attempt to travel at any pace his condition will likely worsen. El Viajero and Jihad are not enough to carry Vandaley. Should Tanit continue casting spells upon him, despite her apparent skill, the likelihood of magic going horribly awry, sending Vandaley into twilight or worse, could increase every day spells are cast.

The travelers have two choices; continue slowly across the land towards Toledo and their Covenant, wolves possibly at their heels again. Or attempt to find a refuge on the road to Toledo, from where they can send a message to their future home - or at least seek assistance – though Tanit’s Blatant Gift, and both Vandaley and el Viajero’s own Gift will make this difficult, as will the runaway slave state of Jihad.

PCs:

  • Vandaley, horribly maimed, played by L. Steve
  • el Viajero played by Steve X

NPCs for this session:

  • Jihad, nice kid but scrawny, non-Magi think he is shifty, people who recognise his description will know he is an escaped slave, played by Bela
  • Magpie, devoted to Jihad, likes Magi, is he a God of Birds amongst men? Played by Bela and L. Steve.

Potential other NPCs that may be encountered:

  • Walchelin, already helped el Viajero, though it is a bit hazy for el Viajero, a nice guy and member of the Order of Hermes. Always ready to help
  • Euphêmía, Walchelin’s friend, very hot stuff and a very friendly Faerie, Walchelin’s friend
  • Yusuf, a shepherd hunting wolves; some wolves killed his sheep and goats, he is wants to know what happened and is relentless in his pursuit
  • Muhammad, a merchant traveling; blunt, suspicious but unerringly honourable Muhammad knows his way around Iberia

Tuesday, March 27, 2007

How, What, Where, NPCs and Ars Magica

The Ars Magica sessions seem to be going well, I am having fun and everyone else tells me they are too, so that is good.



When we have completed the prologue - probably four more sessions - all the Player Characters, and more non-Player Characters (NPC) than I had expected - though with so far two notable surprising exceptions - should be at the Covenant. When we have all gotten that far we will write up the prologue, I will be asking the others for their write up on what happened. Nothing to elaborate, as much as people are prepared to write, but it would be good to get some input from everyone before going forward, this way I know what is important to people and get some perspective on what was liked and not liked.



Then we will take a break from the story line of our central cast, if everyone agrees, and progress another related story using just NPCs. This will also give me a chance to get my vague ideas consolidated and some preparation done that incorporates everyone’s input before taking things up at the Covenant. I am keen that we all feel strongly linked to the Covenant so wish to plan this and discuss it with people before hand.



So far, the use of NPCs has gone well with at least one player being much attached to the Mythic Companion he has been playing. Another player seemed to enjoy exploring the capabilities of a specialized Herbam Magi as he endeavored to save villagers from marauding beasts from some unknown “other” place. Unfortunately, this Herbam Magi only was played in one session so he will have to be reprised.



A surprising twist from the NPCs being played by the characters has seen the Mythic Companion abducted or fulfilling an obligation (depending on how you look at it). It is good people are attached to the NPCs but also good that consequences be realized. This NPC did suffer a bit in the end but not just because of his actions, nor just those of the other NPCs; one PC did not act to help as the NPC surrendered, while the second PC was pushing him into his punishment as an experiment. Anyway out of this, very vague I know, came a fun storyline that has directly linked a character the Players are attached to, to some back-story. This has given us the opportunity to progress this story without the hand of the GM forcing things along - or maybe moving it along out of the sight of the players is a better way to phrase it - more on that later. Anyway it brings background unknown story to the fore and into everyone’s hands which is nice. Another NPC was handed over to another Magus no questions asked which was quite funny, poor chubby Gautier. It was much unexpected; the PC did not even bother trying to use his masses of Charm and Wit to save him!



Thus far, people have played Folquet, Viriathus and to a lesser extent Jihad. The characters Gautier, Tanit and Magpie have also been designed as NPCs with the intent that people are able to play them but I am a player down. I am also holding Tanit back as there are some things I am keen to do with the character first and I have been enjoying playing her.



Having people play the NPCs seems to have allowed stories to progress more naturally but still within a broad guideline. With NPCs I have provided some kind of instruction. Except for Jihad who ended up being played by a different player at a different stage in the session than intended, but that can easily be fixed before next session as I had emailed information on him to everyone, everyone just didn’t read it I am guessing. What I haven’t done is switch control of NPCs around yet and will probably do so in the future. Back to the point of this paragraph; the NPCs are there in part to ensure fun and effective characters to go along with the PCs and allow escape from the DnD party which drives many games that I have played and instead bring in the Troupe idea that Ars Magica is designed for. There are other NPCs designed by players, which have appeared as Antagonists, as well as a few yet to appear.



Regarding the approach to the game; broad goals have been stated for each session, or group of sessions, and a key impact that the NPC should have has also be explained along with a broad outline of personality, linked to flaws and traits. Otherwise people have had free reign and it has been entertaining to watch, play and see the storyline progress in unexpected directions.



Say no to railroading! What can I say that just popped out, I have been experimenting in this game to try and ensure everyone is fully engaged and having as much input as they can or want to have and can take the game in interesting directions but within a broad storytelling framework that everyone has a stake in. I had played in quite a long Ars Magica campaign previously but found my enjoyment deteriorating as my rules knowledge expanded but my input into the game did not at all develop, rather I was just along for other people’s stories. Anyway I wanted to make sure that didn’t happen to anyone in this game. For example, with the current three sessions, heading into the final next week, I had been upfront. Storyline objective was to get the PCs and NPCs from point A to B, what happened in the middle was up to the players. They had three Magi who wanted to get from A to B and one NPC who wanted to get from A to B but had a stop over in the middle he wanted to explore. This was pretty much the instruction given I think and the fun has ensued from there. Next session we are minus one NPC but plus another.



I probably have not well explained how I have attempted to do this above so will give it a go. The game is designed to be played in blocks of 2-4 sessions and I have stated up front which PCs characters are to be involved, so will be the stars, and put forth NPC characters for people to play. These will be the supporting cast. By stars this has not meant that the PCs will necessarily obviously be in the driving seat the entire time but the story has been focused on their Virtues and Flaws, especially their Story Hooks, as well as their Personality Traits in an effort to build initial links into the narrative and get every player engaged.



I thought this approach would be useful, to ensure that we are all upfront about spotlight for characters and to ensure that as a group we can make sure that the spotlight is shared around. Not necessarily equally each session but that everybody is assured that their PCs, which people have put much work into constructing, will get their sessions to go forth and engage with the story hooks they have nominated. Or not if they find something else shiny they wish to pursue then that option is there but it all still remains linked to a thread that can keep everyone’s characters engaged.


"All men must escape at times from the deadly rhythm of their private thoughts.

It is part of the process of life among thinking beings."



I stole this quote from here, this part drew me in as it is the core of the quote and what in part roleplaying is about, but the rest of it is very fitting to what I am trying to do with Ars Magica. Plus the Blog is a good read. I will admit I have no idea who Raymond Chandler is.



I tried to use punctuation as a friend is urging me, probably put it all in the wrong places. Oh well better that than the stream of consciousness none of you would be reading.


I also think Railroading can be undertaken by players, not just by a Storyteller or Game Master.

Friday, March 16, 2007

What I sent my fellow gamers

Suvs, Bela, Steve D and Steve X,

This is to fill Suvs in but all should read before the next game as it has a new NPC below. The next Ars session is this Thursday night. So far we have had three sessions.


Background

The first and second got Thierry Ex Jerbiton, his True Friend Louis, Roger the Norman, the Magi Folquet and a mishmash of survivors from Theirry's covenant and nearby village across the Pyrenees with a wonderful, for Theirry and the Faerie, dalliance with the Spring Fae of the pass. There was also the kidnapping of Louis' new Bride and the massacre and destruction of the nicest village and Covenant in all of Europe, watched by the frozen but magically protected Famous Poet Theirry ,while Folquet and Roger tried valiantly to protect everybody. Strange beasts came through portals to do this, Roger the Norman has declared them Beasts from Hell or some such and clearly from their clawed hands, lantern eyes and grotesque old women appearance and willingness to massacre and kidnap in a horribly bloody fashion - including wearing someone's skin - they aren't nice. This was followed by the seizure of one member of Thierry's Coveant - Gautier - by the Magi Batiste, to be his apprentice. Batiste is famous for incorporating magic from the Schools of Islam into Hermetic Magic and infamous for beating, torturing and killing apprentices that displease him. Theirry was well please d to be rid of the annoying Gautier and it was Batiste's right under Hermetic Law - as a member of House Bonisagus - to seize Gautier.

The Third session saw Viriathus, Mythic Hero and Redcap, arrive in a town on the coast of Iberia to escort three newly Gauntleted Magi to their new Covenant. Before this could occur the townsfolk rose up to drive these suspect individuals from their fair coastal town, the Magi and Viriathus left as quickly as they could after terrorising the town with a Demon Horse and sending the local Priest packing in fear after he attempted to drive the demon's from the town. The four indivdiuals are now trecking across the countryside with only meager supplies, chicken theft and nabbing the meager belongings of shepherds their main sustenance. They are apparently being stalked by a wolf while Viriathus guides them towards his own objective prior to depositing them at their new abode.


What has been going on


I have been organising the sessions so that their are two PCs played by players and at least one NPC played by a player. The NPC has some broad goals that I am keen for the player to pursue as well as some personality guidelines but otherwise people play them as they see fit. This allows rules to be learned by people playing lots of different kinds of characters as well as hopefully getting everyone engaged while spreading the PCs out so they are not a DnD party wandering the countryside. I have an NPC that I am hoping you will be keen to play for the next two sessions. The current program is to get everyone's characters to the Covenant. Each group of two to three sessions should be seen as running in parallel. While Thierry and Roger do battle and make their way across the Pyrenees the current group are moving west across Iberia.

Next session will commence at the border of the forest that Viriathus has been guiding people to. The central cast will be the Italian Ex Miscellanea Magus (Steve D.) who hunts beasts, a Merinita Magus (Steve X.) with an interest in drugs and the fae. With them are an Ex Miscellanea Carthaginian Maga who terrifies most normals she encounters and Viriathus the Numantine (Bela), Mythic Hero, Redcap in the service of House Mercer and the Order of Hermes and Bloodcap, born on the fields of the final massacre by Rome of the Numantians. In addition they will encounter young Jihad (Suvs) and his magical Magpie (NPC).


Young Jihad

Jihad ran away from his Master, Zaid, a landholder on the East Coast of Iberia, when he was eight – this occurred within hours of Zaid getting him home. Jihad has been on the run ever since gradually working himself westwards across Iberia in the hope of finding his home and parents. Zaid long-ago gave up looking for his run-away slave, he was cheap and a suspicious little Berber anyway, but he has reported him to the authorities and should he hear of the boy he will come looking.

Brave in the face of threats to animals, stoic about his life, Jihad has become adept at hiding and trapping animals to survive. He is particularly adept at finding locations to hide that no one seems able to find. He found that sometimes he gets a tingling sensation and he perceives entryways that apparently escape the notice of others, he slips into these entryways and easily escapes his pursuers. Though he does not know it, he is currently using a Magical Regio inside a forest as his base of operations. Whenever he feels at threat, he slips into this area. His powers are magical in origin.

It goes against his nature but Jihad keeps to himself, his fear of others finding him and returning him to slavery ensures Jihad continues to hide. However, of course a greater fear may push him towards people that he may perceive as similar outcasts.

Ameliorating his curiosity and desire to associate with people is his only friend a Magpie, which Jihad rescued from a particularly ferocious cat and brought to one of his hiding places to nurse. The animal and Jihad have grown close, it troubles the young boy not a bit that the Magpie and he chat endlessly about Iberia, scavenging and other topics of mutual interest.


Some things the players should know about Jihad to help along the story:

  • Jihad shares some interesting abilities with the Mythic Hero Viriathus.
  • Jihad has just been scared out of his wits by a huge group of what he first thought where merchants but on closer inspection appeared to be animals walking upright, bringing carts of goods and animals arriving in his hiding place.
  • The Magpie quite likes Magi, though his first loyalty is to Jihad.
Jihad's character sheet looks long but that is only because I have cut and paste the information on each of his Virtues and Flaws into the sheet for ease of reference.

I finally got to use this young slave, developed from this joke character, in hopefully a fun form.