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What We Expect: Session 28 Reflections

Things change so fast in a game, just like real life. The way a character deals with tension and stress or with new information should feel like a person. What's the core of a character? What drives them forward? We had lots of examples of dealing with these core values and important ideals this session.
Even before this session started, tensions mounted between our Tabaxi entertainer monk and our Gnome gunslinger. The previous session had ended after gunfire in a tavern set off a riot.
I had it in my notes, knew it happended but it didn't drive my story.
For the player of the entertainer, it was a serious black mark on her prestige as a performer. It doesn't help that in real life the player is a performer, so she really knows the importance of a good reputation. By game day, she was ready to have it out over that interaction.
For my part, when I found that out I revised my recap to highlight the situation and make sure things would be in context for players and the audience.
The gunslinger player was totally aware of the situation. Before game time he had been tweeting about the situation and I think this really helped diffuse what went on.

The other factor for me was the NPC barkeep. The city they are in is a fortified position waiting for attack. The name of the tavern is the Night Watch, a place known for keeping ready in case of alarm at the gates. In result, the barkeep has a particular motivation. He's favorably inclined towards the party. This isn't even the first time they've fired a gun in his tavern. Instead of being angry, he focused on helping the people who were hurt or upset. I think that made a big difference.

The entertainer monk, looking to blow off steam, traveled magically back to the underground city of Taul'Khazad, a Dwarven city long ruined and now infested with duergar. We could have played out a lot of combat here but I deferred the action, focusing on the idea of the PC moving around, stalking her prey. I didn't award XP or give any other benefit because this was really just for flavor. It did give a chance to look at how the Dwarves that remain in the ruined city are doing with the help of their human allies. Not perfect, but improving.

In the previous session the party had captured a rogue (through the aforementioned gunfire) who was selling magical items, dealing with a thief they pursue. In confronting him and pressing for information, they found the rogue very aware of who they were, their motivations and in particular the cleric's position in the military.
In a very 'inner city kid worked over by the system' way, the half-orc revealed that he didn't have any choice but to be a criminal, and that if he quit, he was likely to be killed.
This was a major reversal, where the party found he really couldn't help them pursue their quarry and treated him like an ally.

Yet another example of this matter of character and expectations was the presence of a sentient magical item called The Translator. The party clearly expected a nefarious purpose or extreme cost from dealing with the item, which has the simple yet powerful function of translating any language. It can also allow a character to learn any language - which to me seems like one of the best powers a magical item can have and only has the game effect of making role-playing more effective. The item's focus is on language and communication and its interaction with the party has revolved around the way language feels and acts. It probably isn't what they expected, but to me it's a fun NPC that drives the game forward without being capable of acting on its own - pretty much the perfect ally for a party.

Lastly, we continue to develop the character of our master thief/sorceress NPC the party pursues. Her personality and behavior is being defined by the way her protege describes her as much as what she leaves behind for the party to deal with. She's a callous and calculating person who uses others recklessly to achieve her goals. Someday, we might find out why.

I feel like the story is ramping up towards action, but what

Comments

  1. Auwh! Can't the bad guy just be a bad guy and we have no moral qualms about putting a fireball in their face :p. I don't know if Embers would be able to let her explain herself or speak before she went off on her.

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    Replies
    1. Hopefully there's going to some story development and then a big fireball! We'll see how things unfold!

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