Showing posts with label Viriathus. Show all posts
Showing posts with label Viriathus. Show all posts

Friday, April 13, 2007

Sus scrofa

Description and Personality

Sus scrofa is a huge Boarman, at 6'5" and with bulging muscles, an ugly countenance and bristling hair he looks built for war. Arrogant in his belief in himself but cowardly in the face of danger Sus is a survivor with one driving agenda, achieving what he wants and, generally, when the going gets tough Sus tries to get going as dieing doesn't interest him much. Unfortunately, he is duty bound to the Guild Dean and now Viriathus and cannot seem to escape the coming war.


The Scene for Sus

Sus does not know why he is here and he is feeling very lost. The last thing he remembers is leaving the Market after gaining a favour from Viriathus who the Guild Dean has now pressed into service for the Great War against the invaders. Sus had believed himself on his way to this war when he turned up here. Still opportunity presents itself, a human and some kind of Leopard to speak with and he doesn’t really want to be involved in the war if he can help it; he may get killed and he is far to important for that. Hopefully the Leopard does not want to eat him.


Sadly Sus scrofa was consumed by one of the PCs an NPC figment of his imagination and a follower of Dionysus.

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.

Thursday, March 08, 2007

the Who and the Where

I have been happy with the progress of this game. I will post a write-up of the first two sessions when I have put all my notes together. I really enjoyed both sessions and hopefully the players did too. This is what I sent out as the prelude for the next two to three sessions. I have more information on the Mycthic Hero NPC for one player and would have liked a name for the other players Magus before sending this out but otherwise this is where we will be starting.

the Who and the Where


The next two to three sessions will focus on el Viajero de Merinita and Logical Steve’s Magi – Magus X until named - along with the Mythic Hero Viriathus the Numantian and the Maga, Tanit fillia Ashtart Ex Miscellanea. The three Magi find themselves in a coastal town between Valencia and Barcelona awaiting their escort to the Covenant that has invited them as new member. They are on the wrong side of the blurry but fought over border between the Order of Hermes and the different Schools of the Islamic Sorcerers. All the Magi are together in a hostel where their respective Covenants of apprenticeship had arranged a night’s room and board through the Redcaps. There is currently a truce between the Order and most of the Schools so the Magi should be safe, but maybe a little tense as they await the arrival of their guide.


The objective is to get the Magi to the Covenant overland. This is a war zone, conflict is everywhere, the Magi do not have to fight but that will depend on what they do along with their escort as they make their way to the Covenant.


The PCs:


El Viajero de Merinita awakens in the world from his gauntlet with a note clasped in his right hand that reads:


“My Filius, congratulations on the passing of your final gauntlet, you are now a Magus of Merinita and a member of the Order of Hermes. I do not know what visions you have had in your wanderings under the influence, nor could I discern meaning in your ramblings but you will find yourself in a fishing town. Wait here for the Viri, you will know him by his name, remember your Latin my Filius. He will guide you to your new Covenant, the Covenant of Summa Tutela (the Covenant of the Guarded Height). Do not hesitate to write me should you have questions, news or insight to impart on the ways of the Fae.

Your Parens”


In your left hand is clasped a small bag of Soma that if prepared by a skilled Herbalist or Apothecary can produce a drink that will affect the consumer an entire season. In your pocket are two small yellow berries of the Mandrake plant which when consumed provide an intense hallucinatory effect that lasts as long as a formulaic or Spontaneous spell casting and can be used prior to casting.


Magus X has gotten himself to the town through the use of one of the vessels of his family. They were more than happy to drop him off after his unwelcome return to them by his Parens at the conclusion of his Gauntlet. Magus X has three pawns of Vis given him by his Parens as a parting gift, one of Vim in a Griffin’s Talon, itself valuable, one of Animal in the dried heart of a Crow and one of Muto in a mosquito trapped in hardened tree sap. He too has a note:


“Filius, you have passed your gauntlet. Trivial spells already for you in the realm of animal.

May you find what you seek within the Order of Hermes. I offer only the advice that you be wary of hunting to much these beasts you have taken such a proprietry interest in. Some hunt back and while we may not be close I would prefer you not come to an unnecessarily untimely end.

Listen to Felix Achaemenus Scholae Bonisagus and do not anger Celeste, you can learn much from both. Finally make yourself useful if you can.

Parens”


The NPCs:


Viriathus is a Redcap messenger and problem solver for House Mercer and the Order of Hermes. He is a brutally terrifying descendent of the Numantians, who successfully fought the Carthaginians and for a time the Romans. He is a direct descendant of one of these Celtiberians greatest leaders, the original Viriathus, legend has it that the original Viriathus had been borne of the union of the Fae of the Celtiberians who ruled a region that existed in parallel to the mundane Iberia and a Magical Wolf who ruled Celtiberia during the War against the invading Romans and Mercurian Magi. This Viriathus may or may not be much like the original, but he was conceived on the battlefield of the final massacre of the Numantians by the Romans and brought forth with the death of his mother. He is consequently both a Hero of Mythic Origin and a terrifying Bloodcap.


Tanit fillia Ashtart Ex Miscellanea is a Carthaginian Maga, she has a reputation as a Hedge Wizard and most Magi would consider her little more than a witch and coming from a magical tradition that is believed to have conducted human sacrifice in it’s past – something possibly still done now in secret, though the PCs may not know this depending on rolls.


None of the four characters have met each other yet.


The Scene.


The Magi have been told to await their escort who will meet them in the town and escort them to the Covenant. All the characters are currently in Al Andalusia, neither the Reconquest nor the Order of Hermes having stretched this far. But there is a truce between the Order of Hermes and several of the Schools of Islamic Sorcery, though not between the Christians and Muslims.


The Magi are waiting in a Travelers rest house, used by those who are dropped here by ship, or those awaiting a ship to depart. El Viajero de Merinita doesn’t know how he got here, though he was guided by a watchful and helpful Redcap by the name of Walchelin. Magus X knows how he got here, on a family ship, a one time favour to get their least favourite son out of Italy. Tanit traveled here on foot by herself, avoiding contact with people as much as she could, though more often than not they fled and barred their doors at her approach.


Viriathus has arrived on the outskirts of the town and has made himself ready to enter the town, find the Magi in the Hostel – the location of which he knows – and depart hastily. Viriathus wears a helmet to disguise his terrifyingly horrifying monstrous visage and has steeled himself for the potential illness and disquiet he feels when passing through towns, villages and hamlets – he also plans on avoiding any churches or clergy, they particularly distress him; no doubt the Divine Aura that is stronger where they preach and reside.